Some little bugs

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  • gpz
    Member
    • Jul 2012
    • 49
    • Budapest, Hungary

    #31
    I would like to report a little bug: When I am in single player mode and hit Alt+G or Ctrl+G, the game crashes with the following error message:
    Code:
    Error: System.NullReferenceException: Object reference not set to an instance of an object.
       in ORTS.Viewer3D.HandleUserInput(ElapsedTime elapsedTime)
       in ORTS.Viewer3D.Update(Single elapsedRealTime, RenderFrame frame)
       in ORTS.UpdaterProcess.Update()
       in ORTS.UpdaterProcess.DoUpdate()
       in ORTS.UpdaterProcess.UpdaterThread()
       in System.Threading.ThreadHelper.ThreadStart_Context(Object state)
       in System.Threading.ExecutionContext.runTryCode(Object userData)
       in System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData)
       in System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
       in System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
       in System.Threading.ThreadHelper.ThreadStart()
    Peter Gulyas

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    • wacampbell
      Senior Member
      • Jun 2002
      • 492
      • BC, Canada

      #32
      Originally posted by gpz
      I would like to report a little bug: When I am in single player mode and hit Alt+G or Ctrl+G, the game crashes
      Its always good to include the version number that you are testing. I believe these keys are temporarily active for debug purposes. Probably best not to press them :-)
      Last edited by wacampbell; 10-13-2012, 12:36.

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      • gpz
        Member
        • Jul 2012
        • 49
        • Budapest, Hungary

        #33
        I noticed this error in r1290 and r1297. And of course I'm trying to avoid pressing it. :-)

        Edit: I'm sorry for reporting it, but I don't know what is the best behavior when I find a bug. Should I behave like a beta tester and report the bug immediately, or just wait silently for the next release. I would think reporting an error message cannot hurt. And there is no bug tracking system available for Openrails (yet, maybe), so I can report only to this forum. In either way, I had no bad intention, it is really great what the team achieved with this development so far!
        Last edited by gpz; 10-13-2012, 14:17.
        Peter Gulyas

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        • dab1068
          Senior Member
          • Oct 2012
          • 491
          • Eugene, Oregon

          #34
          This is my first post here. I will tack onto this thread with a couple of bugs I noticed.

          One already has been touchedon and that is that the dispatcher window will not open. I am using the latest tested release version 0.8.0.1251.

          Also, when starting the Cascades Crossings activity Long Haul part 1, I had two AI trains heading toward me without tripping signals. As I had a meet with them out on the main they stop until I throw the switch ahead of me to go around and then they just start on toward me. The first train went through me like I wasn't there and the second one ran into me and immediately started going backwards as if he were part of me. Just pointing these things out.

          I almost forgot to point out that the cab view is pretty blurry and the digital speed data is not the correct size or in the correct place for the loco used in Long Haul part 1.

          I will keep reading the forum and perhaps I will find solutions in here, I just haven't had much time to get into it but I wanted to put this info out there for the development team just as an FYI.

          I have not had much chance to use Open Rails much, but am very glad someone is working on it so that I can continue to use my MSTS products. Thankyou very much for the OR team for the efforts they are putting forward.
          Last edited by dab1068; 10-14-2012, 14:19.
          Doug B.
          Eugene, Oregon, USA - Pacific Standard Time ( - 8:00 UTC )
          3.4 ghz Intel i7-3770 quad core processor, 8 gigs RAM, 2 gig AMD Radeon HD 7850

          Comment

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

            #35
            Originally posted by gpz
            Edit: I'm sorry for reporting it, but I don't know what is the best behavior when I find a bug. Should I behave like a beta tester and report the bug immediately, or just wait silently for the next release. I would think reporting an error message cannot hurt. And there is no bug tracking system available for Openrails (yet, maybe), so I can report only to this forum. In either way, I had no bad intention, it is really great what the team achieved with this development so far!
            Please report all issues - whether they are errors (can't load route, etc.) or less serious (misaligned text, etc.) - in this forum (or the Open Rails forums on UKTrainSim or Elvas Tower) for the moment. We're currently working on getting a bug tracking system available to everyone that is not too taxing for you or us to use but we're not quite there yet. In the mean time, forum bug reports are fine - and for everyone reading this, here are some guidelines for reporting issues well:

            - Include the version of Open Rails as shown in the title of the menu or at the top of the HUD/F5 display.
            - Include route name, activity or consist and related information that was used to show the issue.
            - Include clear and complete steps for reproducing the issue, if you know how to reproduce it.
            - Include the log file (OpenRails.txt on the desktop) if reporting anything to do with loading or error messages.
            - Include screenshots of any visual issues, but always highlight (in the picture or in text) what is wrong with the picture.
            - Don't assume anyone else knows what you know.

            Thank you to all who have reported issues; we've got a lot done but we've a long way to go yet.
            James Ross
            Open Rails Management Team
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            • dab1068
              Senior Member
              • Oct 2012
              • 491
              • Eugene, Oregon

              #36
              Originally posted by dab1068
              This is my first post here. I will tack onto this thread with a couple of bugs I noticed.

              One already has been touchedon and that is that the dispatcher window will not open. I am using the latest tested release version 0.8.0.1251.

              Also, when starting the Cascades Crossings activity Long Haul part 1, I had two AI trains heading toward me without tripping signals. As I had a meet with them out on the main they stop until I throw the switch ahead of me to go around and then they just start on toward me. The first train went through me like I wasn't there and the second one ran into me and immediately started going backwards as if he were part of me. Just pointing these things out.

              I almost forgot to point out that the cab view is pretty blurry and the digital speed data is not the correct size or in the correct place for the loco used in Long Haul part 1.

              I will keep reading the forum and perhaps I will find solutions in here, I just haven't had much time to get into it but I wanted to put this info out there for the development team just as an FYI.

              I have not had much chance to use Open Rails much, but am very glad someone is working on it so that I can continue to use my MSTS products. Thankyou very much for the OR team for the efforts they are putting forward.
              Here is a screen shot of the cab with the digital speed number out of whack.



              Here's one of me running into AI train, but wait! There are two AI trains in the same spot.

              Last edited by dab1068; 10-16-2012, 22:26.
              Doug B.
              Eugene, Oregon, USA - Pacific Standard Time ( - 8:00 UTC )
              3.4 ghz Intel i7-3770 quad core processor, 8 gigs RAM, 2 gig AMD Radeon HD 7850

              Comment

              • dab1068
                Senior Member
                • Oct 2012
                • 491
                • Eugene, Oregon

                #37
                Breakthrough. I found the dispatch window. Using the alt + tab function to switch windows I found the dispatch window but I cannot manipulate any of the signals or switches. Go figure. I did try it in both single player and multiplayer sessions.
                Doug B.
                Eugene, Oregon, USA - Pacific Standard Time ( - 8:00 UTC )
                3.4 ghz Intel i7-3770 quad core processor, 8 gigs RAM, 2 gig AMD Radeon HD 7850

                Comment

                • kox
                  Senior Member
                  • May 2010
                  • 329

                  #38
                  in r1302 experimental, i still see the following bugs in single mode:

                  -after resuming the savegame, the dispatcher view can't be opened
                  -still cannot set switches from dispatcher view for ai (from wrong path to correct), because it moves back.
                  Last edited by kox; 10-20-2012, 13:15.
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                  • csantucci
                    Senior Member
                    • Nov 1999
                    • 856
                    • Torino, Italy.

                    #39
                    About signalling: is in sigscr.dat files the statement SignalFlags (BACK_FACING) already taken into consideration? If I see Bernina's CHLgruppenausfahrsignal group of signals I would say not. So station start signals now show the state valid for station entering trains instead of the state for station exiting trains.

                    Carlo
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                    • jjtang
                      Senior Member
                      • Nov 1999
                      • 200
                      • .

                      #40
                      You need to click the dots to manipulate signals/switches. Once you left-click one, a small menu will pop up and allow you to make changes.

                      Comment

                      • kox
                        Senior Member
                        • May 2010
                        • 329

                        #41
                        Originally posted by jjtang
                        You need to click the dots to manipulate signals/switches. Once you left-click one, a small menu will pop up and allow you to make changes.
                        ...and the AI switches it back to the wrong direction in 5 seconds
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                        • eolesen
                          9500 Post Veteran and Administrator



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

                          #42
                          Same issue here...
                          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!

                          Comment

                          • jjtang
                            Senior Member
                            • Nov 1999
                            • 200
                            • .

                            #43
                            AI always has switches automatically set: if we change the switch of an AI, the program will not know where to direct it, thus will have trouble.

                            Comment

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

                              #44
                              Also switches in front of the player train switch back after manual change. In this case I think that ORTS could allow manual change. And if the player train later returns into the original path it would be nice if ORTS would recognize it, as MSTS does.

                              P.S.: if one switch is manually changed in an AI path, the AI manager could accept it and leave the train proceed up to a red signal without any signal/switch change. The player would be in charge to change them, until eventually the AI train returns into the original path.
                              Last edited by csantucci; 10-24-2012, 00:41.
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                              • csantucci
                                Senior Member
                                • Nov 1999
                                • 856
                                • Torino, Italy.

                                #45
                                I have found what I believe is a small bug in the ORTS sigscr.dat parser. It does not like an opening brace at the end of a line starting with an if. For example ORTS does not like this script:

                                ///////////////////////////////////////////////////////////////////////////////
                                SCRIPT SegA

                                extern float block_state ();
                                extern float route_set ();
                                extern float next_sig_lr ();
                                extern float def_draw_state ();
                                extern float state;
                                extern float draw_state;
                                extern float enabled;
                                float next_state;

                                // If required, show the 'stop' indication.
                                if (!enabled || block_state() !=# BLOCK_CLEAR || !route_set()) {
                                state = SIGASP_STOP;
                                }
                                // Signal head is enabled and the block ahead is clear - update based on state of
                                // next signal head.
                                else
                                {
                                next_state = next_sig_lr (SIGFN_NORMAL);

                                if (next_state ==# SIGASP_STOP)
                                {
                                state = SIGASP_APPROACH_3;
                                }
                                else //if (next_state ==# SIGASP_APPROACH_3 ||
                                // next_state ==# SIGASP_CLEAR_2)
                                {
                                state = SIGASP_CLEAR_2;
                                }
                                }

                                // Get draw state
                                draw_state = def_draw_state (state);


                                (take into account that there is a tab and not a space before the opening brace). The error ORTS reports is this one:

                                Error: System.ArgumentOutOfRangeException: Index e length devono fare riferimento a una posizione nella stringa.
                                Nome parametro: length
                                in System.String.InternalSubStringWithChecks(Int32 startIndex, Int32 length, Boolean fAlwaysCopy)
                                in System.String.Substring(Int32 startIndex, Int32 length)
                                in ORTS.SIGSCRfile.SCRScripts.findEndIfBlock(List`1 FEIScriptLines, Int32 index)
                                in ORTS.SIGSCRfile.SCRScripts.processScriptLines(List `1 PSLScriptLines, Int32 index, IDictionary`2 LocalFloats)
                                in ORTS.SIGSCRfile.SCRScripts..ctor(List`1 ScriptLines, String scriptnameIn)
                                in ORTS.SIGSCRfile.sigscrRead(StreamReader scrStream, IDictionary`2 SignalTypes)
                                in ORTS.SIGSCRfile..ctor(String RoutePath, IList`1 ScriptFiles, IDictionary`2 SignalTypes)
                                in ORTS.Signals..ctor(Simulator simulator, SIGCFGFile sigcfg)
                                in ORTS.Simulator.Start()
                                in ORTS.Program.<>c__DisplayClass8.<Start>b__7()
                                in ORTS.Program.Start(UserSettings settings, String[] args)
                                in ORTS.Program.Main(String[] args)

                                If however I put the brace in a new line like this:

                                ///////////////////////////////////////////////////////////////////////////////
                                SCRIPT SegA

                                extern float block_state ();
                                extern float route_set ();
                                extern float next_sig_lr ();
                                extern float def_draw_state ();
                                extern float state;
                                extern float draw_state;
                                extern float enabled;
                                float next_state;

                                // If required, show the 'stop' indication.
                                if (!enabled || block_state() !=# BLOCK_CLEAR || !route_set())
                                {
                                state = SIGASP_STOP;
                                }
                                // Signal head is enabled and the block ahead is clear - update based on state of
                                // next signal head.
                                else
                                {
                                next_state = next_sig_lr (SIGFN_NORMAL);

                                if (next_state ==# SIGASP_STOP)
                                {
                                state = SIGASP_APPROACH_3;
                                }
                                else //if (next_state ==# SIGASP_APPROACH_3 ||
                                // next_state ==# SIGASP_CLEAR_2)
                                {
                                state = SIGASP_CLEAR_2;
                                }
                                }

                                // Get draw state
                                draw_state = def_draw_state (state);

                                it's all OK.


                                P.S.: thank you for having implemented in version x1309 the possibility of unchecking pick switching when in the single player, as well as for having implemented the possibility of having the dispatcher window also after a resume!
                                Last edited by csantucci; 10-27-2012, 10:46.
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