Some little bugs

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  • csantucci
    Senior Member
    • Nov 1999
    • 856
    • Torino, Italy.

    #16
    Here I have picked out a list of log file strings referring to the Bernina line where I would like to know what is wrong:

    - Warning: Unknown parameter in statement : NEXT_STATE -1 (it appears twice after loading the Sigscr file. In the Sigscr file there is twice following line: draw_state = next_state -1; the line seems to me correct)

    - Warning: Skipped unknown shader name Diffuse first seen in shape d:\programmi\microsoft games\train simulator bernina\routes\bernina_pass\shapes\chlgruppenausfa hrmarke.s

    - Warning: Skipped unknown lighting model index 0 first seen in shape d:\programmi\microsoft games\train simulator bernina\routes\bernina_pass\shapes\chweichenalinks _high.s

    May I also pls. know the meaning of this info?:

    Information: Smooth Dynamic Brake may have inaccurate display

    Moreover I also have a problem on a speedometer needle in the ABe4/4II EMU, downloadable from here http://rhbformsts.spoorpunt.nl/ABe44II.php?m=1 . The needle does not rotate correctly, but makes a more complicated movement. I would say that it does not pivot correctly.
    Last edited by csantucci; 10-05-2012, 02:54.
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    • twpol
      Senior Member
      • Oct 2009
      • 434
      • United Kingdom

      #17
      Originally posted by csantucci
      - Warning: Unknown parameter in statement : NEXT_STATE -1 (it appears twice after loading the Sigscr file. In the Sigscr file there is twice following line: draw_state = next_state -1; the line seems to me correct)
      Having not been involved in the sigscr parser, I might guess that it was expecting a space between the "-" and the "1". Something like it interpreting it as "NEXT_STATE", "-1" instead of "NEXT_STATE", "-", "1". You can at least try adding a space to see if it works.

      Originally posted by csantucci
      - Warning: Skipped unknown shader name Diffuse first seen in shape d:\programmi\microsoft games\train simulator bernina\routes\bernina_pass\shapes\chlgruppenausfa hrmarke.s
      Every primitive in a shape defines what shader to use to draw it; in this case it is using one that is not known to Open Rails (this is pretty obvious from the error I think). What this means is that it will likely be drawn "wrong", but whether you'll notice this bit of the shape is another matter.
      James Ross
      Open Rails Management Team
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      • csantucci
        Senior Member
        • Nov 1999
        • 856
        • Torino, Italy.

        #18
        Originally posted by twpol
        Having not been involved in the sigscr parser, I might guess that it was expecting a space between the "-" and the "1". Something like it interpreting it as "NEXT_STATE", "-1" instead of "NEXT_STATE", "-", "1". You can at least try adding a space to see if it works.
        Thanks twpol. I tried, but the error remains. I wonder if the ORTS sigscr.dat parser accepts statements of type variable1 = variable2 + constant.
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        • gpz
          Member
          • Jul 2012
          • 49
          • Budapest, Hungary

          #19
          Originally posted by csantucci
          - Warning: Skipped unknown shader name Diffuse first seen in shape d:\programmi\microsoft games\train simulator bernina\routes\bernina_pass\shapes\chlgruppenausfa hrmarke.s
          Uncompress the .s file, find the function named_shaders() in it, and replace the string "Diffuse" with "TexDiff".
          Last edited by gpz; 10-05-2012, 14:50.
          Peter Gulyas

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          • csantucci
            Senior Member
            • Nov 1999
            • 856
            • Torino, Italy.

            #20
            Thanks gpz, that worked. I wonder what the difference is between the two shaders.
            In the meantime I made some test on the ABe II speedometer needle. The needle .ace file is 131x131. In the .cvf file it is reduced to 81x81, with pivot=40 (approximate center of reduced .ace file). This is OK for MSTS, that correctly rotates the needle around its centre, but not for ORTS (if instead I define in the .cvf file a dimension of 131x131 and set pivot=65 ORTS works correctly, but the needle is of course too big). I hope I was clear.
            Last edited by csantucci; 10-05-2012, 14:41.
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            • gpz
              Member
              • Jul 2012
              • 49
              • Budapest, Hungary

              #21
              Originally posted by csantucci
              I wonder what the difference is between the two shaders.
              The diffuse shader is called "TexDiff". Shader with name "Diffuse" is not defined, that is unknown, the same as if you had written e.g. "Blabla", which is also unknown.
              Peter Gulyas

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              • twpol
                Senior Member
                • Oct 2009
                • 434
                • United Kingdom

                #22
                Originally posted by csantucci
                Thanks gpz, that worked. I wonder what the difference is between the two shaders.
                I believe that "Diffuse" is a normally-lit, coloured but not textured polygon; "TexDiff" is a normally-lit, textured polygon.
                James Ross
                Open Rails Management Team
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                • csantucci
                  Senior Member
                  • Nov 1999
                  • 856
                  • Torino, Italy.

                  #23
                  Thanks twpol, and thanks also to the ORTS dev team, that has made us available a new experimental version today.
                  I have found a problem (that was present also in the previous experimental version), related to route Italia19_V3. Here is how terrain appears in MSTS at Orvieto: .

                  And here is how it appears in ORTS:
                  .
                  No terrain texture appears.
                  Log file is here: OpenRailsLog.zip
                  Problem is confirmed also by another simmer.
                  Last edited by csantucci; 10-06-2012, 13:03.
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                  • gpz
                    Member
                    • Jul 2012
                    • 49
                    • Budapest, Hungary

                    #24
                    Originally posted by twpol
                    so that we may investigate it fully
                    New experimental version r1289 runs the route perfectly now, and the new warning messages are clear and easily reviewable. They help a lot in route debugging in this form. Thank you and the OR team very much for this great work! We get new positive surprises with every new release. The time is really arrived to drop the old MSTS away for the playing part, and OR is now getting essential for the route building process too.
                    Peter Gulyas

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                    • kox
                      Senior Member
                      • May 2010
                      • 329

                      #25
                      A bug: if i enable dispatcher view in single player too (through registry), it works. But if i resume a savegame, it isn't appears on pressing ctrl-8.
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                      • eolesen
                        9500 Post Veteran and Administrator



                        • Dec 2002
                        • 9583
                        • NS MP245.4 CNO&TP South District
                        • English, SQL
                        • General

                        #26
                        Originally posted by kox
                        A bug: if i enable dispatcher view in single player too (through registry), it works. But if i resume a savegame, it isn't appears on pressing ctrl-8.
                        I may have experienced the same problem... Three saved games wouldn't resume, and I know I had the dispatcher window open on all three.

                        I'd assumed it was because I'd modified a W file.
                        If you like what you see here at Trainsim.com, be it the discussions and knowledge in the forums, or items available in our library, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!

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                        • smiljacc18
                          Senior Member
                          • Aug 2008
                          • 329

                          #27
                          Originally posted by kox
                          A bug: if i enable dispatcher view in single player too (through registry), it works. But if i resume a savegame, it isn't appears on pressing ctrl-8.
                          Same here,single player mode dispatcher view works initialy from keyboard but after saving and resuming the activity ,activity resumes ok but cannot get dispatcher view to work.hope this can be fixed,great job,other than that.
                          Last edited by smiljacc18; 10-06-2012, 21:17. Reason: add

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                          • eolesen
                            9500 Post Veteran and Administrator



                            • Dec 2002
                            • 9583
                            • NS MP245.4 CNO&TP South District
                            • English, SQL
                            • General

                            #28
                            Possible bug.... Looking at forest objects... the mapping on the cruciform seems to be off by a pixel or two, and the texture is wrapping the bottom row of the image at the top of the cruciform:



                            Just to be sure, I looked at the ACE files for the affected trees, didn't see anything odd with the top of the alpha mask in TGATool...

                            Doing some trial and error, I blocked out 5 rows of pixels at the bottom of the alpha, and the problem went away, except for distant trees... far away, I could see the wrap-spill, but as I got closer, it went away....



                            Lastly, for fun, I unmasked the bottom row of pixels in the alpha mask, and then added a red stripe at the bottom of the main texture....

                            Voila! The wrapping pixels were there with whistles and bells on:



                            All of the trees I use, including a bunch from Michael Sinclair's tree kits, are doing this. Michael's kits are pretty popular, so this could be manifesting itself in a lot of routes over time.

                            Also... Whatever formula you're using for plotting forests.... I've been "cloning" forests to get the richness that you see above. All the coordinates including population are the same between the two clones, and the result has identical plot locations for the individual trees....

                            It would be nice if there were a way to force little more randomness to the placement within the boundary of the forest object... but that ties back to a discussion we've had here before about future wish list functionality for forest objects in general (i.e. can we perhaps have overlapping cruciforms, force grid placement to recreate corn/wheat fields, etc...).
                            Last edited by eric; 10-06-2012, 22:46.
                            If you like what you see here at Trainsim.com, be it the discussions and knowledge in the forums, or items available in our library, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!

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                            • kox
                              Senior Member
                              • May 2010
                              • 329

                              #29
                              it seems in the last experimental release, the temporary speed limits disappeared.
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                              • jimjan
                                New Member
                                • May 2010
                                • 5

                                #30
                                Good day, I have to small issues,
                                The first is I am unable to gey the dispatcher window to display,
                                and second the digital readouts in some cabs are in the wrong place, size, & colour,
                                Any thoughts.
                                Open Rails really runs well.
                                Thanks, Jim

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