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Project Status (21st April 2019)
Welcome to the Railsimroutes.net Blog, where I'll be posting progress updates, work-in-progress screenshots, information about the progress I'm making with active projects, as well as anything else I feel is worth mentioning. Hopefully more frequent updates here will make the wait for upcoming releases more bearable! News from 2008, all the way back to 2001, can be found in the News Archive.

Railsimroutes.net YouTube Channel My openBVE videos and other comments from users and myself can also be found via my YouTube channel.



Blog and Progress Updates


openBVE v1.2.5, Watford Jn. to Rugby progress, class 390 Pendolino, other developer’s add-ons, Cross-City South bugfix, and one million visits

Posted by admin on January 31, 2010 at 5:50 pm

openBVE v1.2.5.0 released

openBVE LogoopenBVE v1.2.5.0 was released a few days ago, and various changes have been made to openBVE since my last blog entry. In this release, the main form (i.e. the window for route selection, setting options, etc.) is smaller so that it can be used on smaller screen sizes (e.g. 800×600) or with larger fonts, and if the window is resized, the new size is saved between sessions. The player’s train now derails when passing the end of the track, as well.

Michelle has also written an impressive RIFF/RIFX/WAV PCM/ADPCM parser, which she’s ported from openBVE’s successor to openBVE 1. This removes the need for two dependencies, namely ALUT and SDL, and her parser supports a wider range of sampling rates. Other improvements recently, include a shortening of loading times for routes using detailed animated objects (which eventual users of the projects being developed here will appreciate). Also, there’s the addition of the $Include preprocessing directive which allows text in other files to be parsed in place of the directive in a route file (with random selection of multiple included files), and point-based turns (via the .Turn command) are smoothened out, which gives much more pleasing results. Please see » this thread « for more discussion about these latter features.

Head over to the » openBVE homepage « to try the latest v1.2.5.0 release, and you can read the changelog for further details. Remember that the » developer tools « have also been updated as well.

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Watford Junction to Rugby progress update

Railsimroutes LogoIt’s been quite a while since I posted any updates regarding my routes, so I thought you might like to know what’s happening with the Watford Junction to Rugby project this time. I’m relatively happy with the state of the permanent way and between-station railway related lineside objects, so I’m now implementing some more scenery enhancements, including improved under-bridge shadow effects, moving road vehicles, and lineside buildings. I’ve also, at last, started working on the stations and so far I’ve created new photo-realistic lamposts, photo-realistic 3D platforms, and various signs.

Previously, the underbridge shadows I’d implemented were simple untextured meshes with alpha applied via the SetColor command. In addition, I’ve now applied a small 8×8 pixel texture where the outer 28 pixels act as the transparent color, and the inner pixels are nearly black. When this texture is applied to the existing shadow meshes and the color adjusted accordingly, smoothly transitioned shadows can be achieved. I’ve also added deeper shadows to the sleeper textures to improve the appearance of the track, and added more blue colouration along with reducing the lightness of the railhead, to make the rails look a little more metallic. I’m also implementing shadows cast by platforms and embankments as well. The way in which I’ve implemented the latter can give the appearance of dappled sunlight caused by trees, and increases the effect of warmth created by sunlight and the realism of locations within cuttings, although this feature will be optional in the final release as there’s a possibility that it may incur a performance penalty on slow graphics cards. Lastly, I’ve added some new photographic backdrops which I’m experimenting with at the moment. Take a look at the following screenshots to see how the route is coming along (please note that there may be some inaccuracies, as the route shows trackwork or infrastructure as it was in different eras simultaneously at the moment):

openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge openBVE v1.2.5 and Watford Junction to Rugby--click to enlarge
openBVE v1.2.5, and Watford Junction to Rugby with new lineside buildings, station details, road vehicles, scenic shadows, and backdrops.
All screenshots taken at 1920×1200 resolution, with openBVE’s smooth transparency enabled, and 16xQ anti-aliasing/16x anisotropic filtering (Core 2 Quad Q9650 at default 3GHz, and GeForce GTX 260 55nm)
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Class 390 Pendolino

Railsimroutes LogoSome of you may remember that the class 390 Pendolino was given an » openBVE exterior car update « some time ago, thanks to Cramaboule. I’m pleased to announce that I’m now working with Cramaboule to produce some detailed exterior models of a similar quality to the class 323 I’ve demonstrated previously, along with a full 3D cab, so there will be some more nice looking rolling stock to run on Watford Junction to Rugby. I’ll post some screenshots as the models are developed, but for now here are some photos of what we can look forward to:

Class 390 Pendolino photograph (Milton Keynes, June 2005)--click to enlarge Class 390 Pendolino photograph (Milton Keynes, June 2005)--click to enlarge Class 390 Pendolino photograph (Cheddington, June 2005)--click to enlarge Class 390 Pendolino photograph (Old Linslade, October 2004)--click to enlarge
Class 390 Pendolino photos (1400×1050)
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Other more recent openBVE add-on releases

Information IconSince my last blog entry, some high quality openBVE add-ons have been released. Just in case anyone missed these releases, here are some screenshots and links to some excellent new add-ons with rather beautiful graphics:

Note: All screenshots taken at 1920×1200 resolution, with openBVE’s smooth transparency enabled, and 16xQ anti-aliasing/16x anisotropic filtering (Core 2 Quad Q9650 at default 3GHz, and GeForce GTX 260 55nm)
openBVE v1.2.5, FEVF Railway and EM A1 3D cab--click to enlarge openBVE v1.2.5, FEVF Railway and EM A1 3D cab--click to enlarge openBVE v1.2.5, FEVF Railway and EM A1 train--click to enlarge
FEVF Railway and EM A1 3D cab.
Homepage: » FEVF Railway «
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openBVE v1.2.5, mtrain HD v2.0 and Hong Kong Island Line--click to enlarge openBVE v1.2.5, mtrain HD v2.0 and Hong Kong Island Line--click to enlarge openBVE v1.2.5, mtrain HD v2.0 and Hong Kong Island Line--click to enlarge
mtrain HD v2.0 and Hong Kong Island Line.
Homepage: » winsome’s Studio « | » Hong Kong Island Line «
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openBVE v1.2.5, First Brno Track and CD163 plus coaches--click to enlarge openBVE v1.2.5, First Brno Track and CD163 plus coaches--click to enlarge openBVE v1.2.5, First Brno Track and CD163 plus coaches--click to enlarge
First Brno Track and CD163 plus coaches.
Homepage: » Brno BVE Website «
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openBVE v1.2.5, Guaianazes-Estudantes route and CAF 440 train--click to enlarge openBVE v1.2.5, Guaianazes-Estudantes route and CAF 440 train--click to enlarge openBVE v1.2.5, Guaianazes-Estudantes route and CAF 440 train--click to enlarge
Guaianazes-Estudantes route and CAF 440 train
Homepage: » BVE Brazil Fans «
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Upcoming openBVE projects to keep an eye on…

Information IconThere are a couple of new projects in the works which I’m personally very much looking forward to seeing, namely » Odakyufan’s « representation of the Odakyu Odawara Line running from Tokyo’s Shinjuku station, and the new Iida line currently being developed. The latter will of course be known to BVE users as one of Gaku’s classics (see my links page), but the new Iida line, train and exterior car objects being developed at » http://mus-iida.jpn.org « look beautiful and very realistic so far.

Some superb early screenshots of » Odakyufan’s « representation of the Odakyu Odawara line were also published a little while ago. The Odawara line starts from Tokyo’s busy Shinjuku station, and the line is well known for it’s Romancecar limited express services for tourists visiting Odawara and the surrounding resorts, but it’s also a busy commuter route and the Odakyu Electric Railway uses it’s own OM-ATS safety system, which will be simulated in a semi-realistic way due to the absence of detailed technical information. Odakyufan has a goal of modelling at least the first five stations, and this will be interesting to see, as this section of the line is surrounded by densely packed buildings. The screenshots showing the exit from Shinjuku station, Japanese 1500V DC catenary and Tokyo’s buildings all look very promising indeed, and easily recognisable, even at an early stage of development.

Odakyu Odawara line -- click to visit homepage Odakyu Odawara line -- click to visit homepage Odakyu Odawara line -- click to visit homepage
Homepage: » The Web Presence of Odakyufan «
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mus-iida.jpn.org -- click to visit homepage mus-iida.jpn.org -- click to visit homepage mus-iida.jpn.org -- click to visit homepage
Homepage: » http://mus-iida.jpn.org «
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Cross-City South bugfix

Railsimroutes LogoI’ve uploaded an update for Cross-City South v1.31, which fixes the following issues:
  • Incorrect pathname in route files using the class 323 passenger views.
  • The ground repeater signal prior to Birmingham New Street station is now accurately modelled, such that the red aspect is nearest to the driver (i.e. the signal is as though it were upside down now, as in reality). Many thanks to Paul Sladen for pointing this out.
  • In the night routes, “P” has been added as the ArrivalTime argument of the Five Ways .Sta commands (to indicate that trains are not meant to stop). Thanks again to Paul for bringing this omission to my attention.
  • Also in the night routes, the repetition count for Background(0) has been added, which was missing previously, leading to a horizontally compressed background image.

Existing Cross-City South v1.31.03 users can simply download a small update to v1.31.05 here: xcs_1_31_05_update.7z [180 KiB]. If you’re using a version earlier than v1.31.03, you might be better off downloading the full route pack again, which also now includes the aforementioned update. The previously separate class 37 and 158 route files are now included in the main download as well. Please also note that BVE 4 doesn’t work on my current Windows 7 64-bit/NVIDIA GeForce GTX 260 setup, so this update has only been tested in openBVE, as it’s inconvenient having to dual boot or use another computer every time I want to check some minor thing in the old BVE 4. There aren’t any changes which should affect BVE 4 users, but if any issues arise, please let me know with as much detail about the problem as possible, and I’ll investigate.

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Finally…

Railsimroutes LogoI noticed that the site has had it’s one millionth visit today (as opposed to page view), insofar as it’s possible to measure such things — the actual number of users of my routes will likely number in the low thousands, of course. Thank you to everyone who has taken an interest in my work during the eight or so years since this site was launched!

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Posted in openBVE, Site News | 20 Comments »



openBVE v1.2.2, working ammeters, X-City South v1.31 bug fixes, minor 323 3D cab update, openBVE route updates

Posted by admin on September 28, 2009 at 6:34 pm
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Information Icon Note: Updated 21:40 BST

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openBVE v1.2.2 Released

openBVE LogoopenBVE v1.2.2 has been released, and this version includes some new variables for developers to use in animated objects or 3D cabs, including new variables for acceleration and motor acceleration; more variables can now be used to query specific cars as well. New subjects covering acceleration and motor acceleration which developers can use in the legacy panel2.cfg file are also provided, and some bug fixes are also included in this release. Please visit the » openBVE homepage « and read the » Changelog « for more details.

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Working Ammeters

One new variable is accelerationMotor. As mentioned on the openBVE forum, this can be used for creating working ammeters. The class 323’s cab doesn’t feature an ammeter, however, anyone wanting to experiment with this might like to consider the following panel.animated code as a *starting point*. You can copy and paste the code below into the 323’s panel.animated file to add a new ammeter needle to the cab and see it in action. Please bear in mind that I’ve not had time to test this in a variety of scenarios though:

panel.animated code for a simple ammeter (including illuminated needle):

[object]

states = 3d_cab\speedometer_needle.csv, 3d_cab\speedometer_needle_dark.csv

statefunction = if[hasPlugin == 1, !pluginstate[30], 0]

position = -0.43, 2.23, 11.45

rotatexdirection = -1, 0, 0

rotatexfunction = -2.4 + abs[accelerationMotor[0]] * 1.5

rotateyfunction = -1.11

rotatezfunction = -1.57

rotatexdamping = 2, 1

Notes: in the rotatexfunction line, -2.4 determines the needle rotation with no motor acceleration, and 1.5 determines the needle rotation with maximum motor acceleration. You can adjust these two values according to your ammeter gauge design. If you add an ammeter to your own 3D cab, remember that the statefunction line and multiple states (*.csv files in this case) may not be necessary depending on what plugin DLL, if any, you wish to use. When it comes to designing full 3D cabs for the class 86 and 87 electric locomotives for use with Watford Junction to Rugby, I’ll revisit ammeter design in more detail.

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Cross-City South v1.31 Bug Fixes and 3D Cab Update

I’ve also fixed a few bugs in the Cross-City South route. There were a few objects (houses, warehouses etc.) which included some surface lighting issues, which have now been fixed. Some class 170 3D objects also contained incorrect ‘Color’ commands resulting in errors being reported when the routes were loaded; these have now been changed to ‘SetColor’, which is correct for CSV format objects. As some of you will know, the Cross-City South also uses some .Sta commands only for signalling approach control purposes, which aren’t meant to be stopped at. However, you would still be penalised if you passed such a station without stopping. Thanks to Paul Sladen, I’ve now corrected these .Sta commands so that you can pass them without being penalised, while preserving the approach controlled signalling functionality.

You can download the full v1.31.03 route package via the Cross-City South download page.

There aren’t any new features included, as all of those improvements are going into the Cross-City South v1.4 project instead, and I’d prefer to hold those improvements back until the v1.4 is ready for release, as the end result will be more enjoyable that way.

Incidentally, the changes to the .Sta commands are as follows (the ArrivalTime and PassAlarm arguments, which are underlined):

Old: .Sta ;;09.4300;;-1;1;;;1;0;;11
New: .Sta ;P;09.4300;0;-1;1;;;1;0;;11

Important Note: Those of you still using BVE 4, will find that the route files now call upon the openBVE version of the unrefurbished class 323 EMU by default (Train\Cl323 Unrefurb_openbve). BVE 4 users can either install the openBVE version of the train, or edit the route files to use the older BVE 4 class 323.

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openBVE 3D cab screenshot I’ve also updated the 323’s 3D cab so that it makes use of the new hasPlugin variable. If you’re using openBVE v1.2.2 with a non-Windows operating system, then this will allow the cab illumination to work in the absence of the Windows only plugin DLL, which wasn’t the case previously.

I’ve also made some adjustments to the placement of the brake gauge, as it wasn’t quite right before, and now when you pass through a neutral section, the cab lighting should remain unaffected as the UKMUt.dll’s ats30 (pantograph up) is used as well as ats31 (Line Volts) now. The carriage light dimming effect will be retained in the passenger area once the new 323 external objects are released however. I’ve also remembered to remove several superfluous GenerateNormals statements from some objects this time, as they serve no purpose in an openBVE add-on.

Someone also kindly informed me that there may be some further innaccuracies with the cab’s indicators; once I’ve investigated further I’ll address these issues at some point in future. It’s also nice to note that the 3D cab may have been downloaded perhaps as many as 1500 times since it’s release.

Download:

» 323_unrefurb_3d_cab_28-09-09.7z « [1.7 MiB — requires openBVE v1.2.2]

Important: Also requires » Cl323 Unrefurb_openbve_05.02.09.zip « to be installed first.

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Other Things

I’m not making much progress with my projects at the moment, and I know that some of you may be disappointed that I’ve not yet finished Cross-City South v1.4 despite me saying that it’d be done before now (this is also why I’m usually reluctant to give release dates, and I shouldn’t have done so where this project is concerned). Rest assured, barring any disasters, it will be finished eventually and I’m still in the game, however, sometimes circumstances in the real world prove to be too much of a distraction, and it means that what one wishes to accomplish in the simulated world has to wait for a little while. This won’t last long however, and patience will be rewarded.

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And Finally…

The Saijou Line for openBVE was released a few days ago (the author’s » blog « is linked to via my blogroll), and this is an openBVE exclusive route featuring some very nice atmosphere and night lighting. There are a few errors, however the route is well worth giving a try, as it’s a good example of how animated objects and lighting can be used to bring much more life to a route and make it that much more enjoyable. You’ll find a variety of blinking lights, such as car indicator lamps, and the aviation obstruction lights fitted to tall structures (I’ll be modelling the same feature on the cluster of 250m tall VLF radio towers at the Rugby Radio Station on the Watford Junction to Rugby route). Moving cars and buses can also be found on roads, as well as flashing level crossing lights, road based traffic lights which change when the train is approaching, animated water, and moving elevators. You can download the route here: » http://tozai.s77.xrea.com/BVE/Sjyou.html « (the author’s homepage is here: » http://tozai.s77.xrea.com «)

openBVE and Saijou Line--click to enlarge openBVE and Saijou Line--click to enlarge

Information Icon Edit: Another openBVE route recently updated, was the Chashinai Railways network, along with the 9000 Series train; when this train is used with the Misaki Line in particular, in addition to ATC, you can now enjoy simulated TASC (Train Automatic Stopping Controller) and ATO (Atomatic Train Operation) systems which enable fully automated driving, thanks to a new plugin which enables sophisticated safety system simulation. The 9000 series’ panel also includes photorealistic dirt on the windscreen, increasing realism. Visit odakyufan’s website for the updates, and don’t forget to read the Train Operation Manuals before you start: » http://odakyufan.uuuq.com «

openBVE and Chashinai Railway (Misaki Line, 9000 Series train with ATC, TASC and ATO)--click to enlarge openBVE and Chashinai Railway (Misaki Line, 9000 Series train with ATC, TASC and ATO)--click to enlarge

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Posted in openBVE, Site News | 8 Comments »



Upgrade to WordPress 2.8

Posted by admin on June 20, 2009 at 12:18 am

I’ve just upgraded from WordPress v2.7.1 to v2.8. Well, actually I backed up the database contents, deleted the previous WordPress installation and MySQL database, and took the opportunity to start again with a fresh installation and then imported the backed up data. As far as I’m aware everything is working fine, but please let me know if you have any problems.

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The innovative Chashinai Railway, RSR-UK route randomisation, hi-res Watford Junction to Rugby screenshots, and server upgrades

Posted by admin on June 1, 2009 at 11:40 pm

The innovtive Chashinai Railway, randomisation and new development techniques for openBVE

Some of you may remember the Chashinai Railway network which was released way back in 2004, but soon after publication it was withdrawn, after controversy surrounding permissions where certain files were concerned. The fictional Japanese route network has now been significantly updated and is available again, and is now designed exclusively for » openBVE «. The route’s developer, Jens (Odakyufan), has devised some innovative new techniques which take advantage of openBVE’s capabilities, and together they introduce some exciting new possiblities for developers and users, including for example — even within a single route file — randomised time of day selection, randomly selected choice of train and service to drive, determining the probability of certain end results occuring, and more. Using if conditions and casing, it’s possible, for example, to choose which platform or siding is departed from or entered at random, provided code for each of these routing options has been written, specially prepared and added within the route file.

This is clever stuff, which presents all kinds of new possibilities for openBVE developers. Visit » Odakyufan’s website « to download the Chashinai Railway network which includes all the required trains (you need the latest openBVE v1.0.6 release), and take a look at the » development techniques and tips section « to see how randomisation and conditional pre-processing can be applied by developers creating routes for openBVE, along with ideas for improving the handling of tunnel object lighting, cab brightness and time of day. Incidentally, Jens also hopes to model a section of the well known Odakyu Odawara Line starting from Tokyo’s busy Shinjuku station, which should be fascinating due to the railway infrastructure, proximity between the line and the surrounding city and it’s roads and numerous buildings, and the object density to be depicted in such scenes.

Some atmospheric » Chashinai Railway « screenshots:

openBVE v1.0.6, Chashinai Railway (Kawarada, Ishinden Line), Smooth Transparency option enabled--click to enlarge openBVE v1.0.6, Chashinai Railway (Ashikari, Ishinden Line), Smooth Transparency option enabled--click to enlarge openBVE v1.0.6, Chashinai Railway (Minaminaka Sidings, Minaminaka Line), Smooth Transparency option enabled--click to enlarge openBVE v1.0.6, Chashinai Railway (Izumozaki North, Misaki Line), Smooth Transparency option enabled--click to enlarge openBVE v1.0.6, Chashinai Railway (Izumozaki North, Misaki Line), Smooth Transparency option enabled--click to enlarge openBVE v1.0.6, Chashinai Railway (Izumozaki South, Misaki Line), Smooth Transparency option enabled--click to enlarge

Incidentally, the situation surrounding the Chashinai Railway presents some issues to consider. It’s a route that was built using a large number of other author’s objects, and was originally made just for personal use — publishing the route wasn’t originally intended, so it’s author didn’t keep track of where each file came from. However, over time, the project evolved into something which was worth publishing, and this creative endeavour was shared with the community. The route was also notable as being one of very few Japanese styled lines developed by a European author (the only other I can recall right now, being Viktor’s fictional » BVE Garden Line «). Unfortunately, because Jens hadn’t kept track of the origin of the many files used, determining the authors of all these files at a later stage became problematic, so some work was uncredited, and not all permissions saught. Upon it’s release, some developers objected to this. Back then, the Western (English speaking) BVE community as it seems to me, was more like a microcosm of the worst aspects of international relations and ideological conflict than an ideal community at times, and soon after it’s release, despite conflicts with developers being resolved, the Chashinai Railway was withdrawn, presumably because of all the controversy it caused, and I guess Jens was put off from releasing anything into the community again for several years. Having seen the innovation, intelligence and artistic excellence which he’s now shared with us some years later–as a community–I think we’re rather lucky that he wasn’t driven away permanently by the awful, polarised atmosphere which used to dominate the community in the past (and I’m certainly not blameless where this state of affairs was concerned either); if he had left for good, then people in another field might be enjoying the fruits of his creativity instead of us, or indeed nobody else at all would be enjoying the results, and we would all be the poorer for it.

Information Icon Edit: I was going to discuss the community, my own changed attitudes towards copyright, and the role the BVE Developer Guidelines play as a part of this blog entry, and talk about whether for the good of the community in the future, they should be revised or whether they’re even needed any more. However, this entry is primarily about innovation and development techniques, so I’ll save the extended discussion until later.

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Randomisation in RSR-UK Routes

Having seen what Jens has achieved, I’m experimenting with these new innovations on my own routes as well. With Watford Junction to Rugby for example, I’m able to use the random pathing feature of » BRR « to create short alternative paths between, for example, Watford Junction and the crossovers to the north of the station, or between Hemel Hempstead and Bourne End Junction. This is the tricky part as it involves carefully setting up the .Rail related commands (or even inserting temporary crossovers) to ensure alternative paths can be selected and generated, followed by replacing .Turn commands with .Curve commands in BRR’s temporary route file output. Then, by referring to the casing technique example which Jens has provided, I can easily add all the $Sub() preprocessing commands to these code fragments via a couple of simple search and replace operations, and then copy and paste these sections into the WJ-R route file making any tweaks necessary, and add the condition and randomisation code, to allow openBVE to randomly choose whether the player starts on the fast or slow lines, or switches between them for short sections en-route. Currently this isn’t practical for longer sections of the Watford Junction to Rugby route; not really because it’s too difficult, but rather because it increases loading times too much due to the sheer number of commands I’ve used in the WJ-R route file, which takes too long to be parsed. I can also randomise the time of day chosen, along with the service and traction, and the optional display of a multitude of objects within the route. The location and types of passing trains shown can all be randomised, along with appropriate sounds, and so-on. All within a single route file and program. 🙂 The » example code « for achieving some of these things may appear complex at first, but actually it’s not so bad once you’ve tried it–naturally something like Watford to Rugby is much harder to work with as it’s so complex, so if you try it with your own route, it shouldn’t be as difficult. I’ll continue to experiment with this as my projects develop… More to come in future.

In the meantime, it occurs to me that I don’t think I’ve ever uploaded many, if any, high resolution images of Watford Junction to Rugby before, so here are a selection showing the aforementioned junctions, and a couple of others (please forgive the mixture of pre 1990s and post 2000 infrastructure at Watford…). This is still very much a work in progress, and neither the lighting or shading is refined yet. The scenery quality has fallen behind that of X-City South v1.4 in some respects now, and 2D trees are still in use at the moment as so much detailed 3D geometry has been applied to the railway infrastructure itself; with openBVE 2’s graphics engine, perhaps more will be possible though…


openBVE v1.0.6, Watford Junction to Rugby (Watford Junction)--click to enlarge
openBVE v1.0.6, Watford Junction to Rugby (Watford Junction)--click to enlarge openBVE v1.0.6, Watford Junction to Rugby (Hemel Hempstead)--click to enlarge openBVE v1.0.6, Watford Junction to Rugby (Bourne End Junction)--click to enlarge openBVE v1.0.6, Watford Junction to Rugby (Bourne End Junction)--click to enlarge openBVE v1.0.6, Watford Junction to Rugby (Near Blisworth)--click to enlarge
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Server Upgrades

Lastly, apologies if some of you were unable to access the site for a little while yesterday; my webhost was performing a scheduled hardware upgrade of the server where Rail Sim Routes UK is hosted. I’ve been very happy with the performance and speed of the server since I moved the site to the new host last November, with no problems reported to me, as far as I’m aware. However, it should perform even better and with greater reliability now after this upgrade, which I gather consists of a step up from a single to a dual Quad-Core Intel Xeon processor configuration along with a doubling of the quantity of RAM to 8GB. In the unlikely event that anyone tried to e-mail me while the server was briefly offline (sometime between 23:00 and midnight on 31st May), any messages should have still reached me, however if you think there might have been a problem, please try again just in case.

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Posted in openBVE, Site News | 1 Comment »



E-mail problems

Posted by admin on April 20, 2009 at 10:34 pm

Information IconI’ve discovered that anyone who has tried to contact me via my older .co.uk e-mail address since the start of April will have been unable to send mail to me. Hopefully if you’ve tried to e-mail me using that address, you’ll have received a Delivery Status Notification e-mail reporting SMTP error 550: “No Such User Here”, and then thought to check my Contact page for my newer e-mail address. But if not, please try to contact me again. I’ve now fixed the problem with the older address–it would seem that at some point, I accidentally deleted the e-mail domain forwarding rule which copies mail sent from the .co.uk domain to the .net domain. Quite how I managed to do this, I know not, but the rule has been reinstated anyway. Oops… Emoticon

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Cross-City South 7-Zip trial

Posted by admin on April 19, 2009 at 7:55 am

In what may or may not prove to be a popular move, I’ve replaced my beloved NSIS executable installer within which the Cross-City South route was previously distributed, with a 7-Zip archive instead (and the other Cross-City add-ons have also been repackaged). I’m doing this as a trial to see how users cope with installing the route using a compressed archive manager instead of an installation program. I’m not willing to package the route using the more popular but less effective .zip format, as the resulting filesize is much larger than the .7z equivalent–the Cross-City South .zip version comes to a massive 32 MiB, while the 7-Zip archive comes in at 13.5 MiB, which is a little smaller than the installer it replaces (which figures, as both were compressed using the same LZMA compression method). All archives by default, have either the ‘Railway’ or ‘Train’ folder as the root folder within the archives, so you can always choose the same destination path when extracting the contents, and so there’s little doubt as to which folder the contents are supposed to be extracted to.

Okay, so I’ll miss using NSIS to package my add-ons as it was a very flexible installer creation tool, but more seriously, openBVE is intended as a cross-platform program, and executable (.exe) installers only work natively on Windows and not on other operating systems, which is unfair to non-Windows users wanting to use the route, or indeed those who have their add-ons installed in a non-default location. openBVE’s developer has also stated that add-ons released in installers aren’t considered to be openBVE content at all (and I can’t be happy if X-City isn’t considered to be openBVE content), so one way or another, distribution via compressed archive is the way of the future for openBVE, and I hope you’ll all be able to adjust to this change. If absolutely necessary I may reintroduce the executable installer alongside the .7z archive, but I’d prefer not to if possible.

There are no changes to the route itself (with v1.4 on it’s way, updating the old version isn’t really a good use of my time), however to prepare yourself for Cross-City South v1.4 and other openBVE add-ons in future, you can head over to the » Cross-City South download page « and try out the compressed archive installation method instead. I’ve also added new content to the » openBVE Help and Information « section of the site, which includes a couple of screenshots of what we can all look forward to with openBVE in the near future, along with step-by-step instructions to help with the downloading and installation of the Cross-City South .7z package for use with openBVE, along with recommended settings, and so-on. I’ve also slightly updated the » BVE 4 Help Section «, and you can also view an updated version of the » Cross-City South/Class 323 Tutorial « tailored for openBVE.

openBVE Help and Information
openBVE Help and Information
BVE Help and Information
BVE Help and Information

Information IconEdit: I’ve made a couple of amendments to the openBVE Help page and the Cross-City South download page, as they contained some unclear instructions and mistakes–sorry! I’ll continue to update them if necessary.

If you have problems installing the Cross-City South via the compressed archive method instead, I’d really like to hear about your installation experiences. Please feel free to add comments to this blog entry if you have any problems (no registration required, just click the ‘x Comments’ link below), or e-mail me. If there’s no feedback, I’ll assume you’re all managing just fine. 🙂

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Posted in openBVE, Site News | 8 Comments »



WordPress

Posted by admin on March 24, 2009 at 12:20 am

Hopefully you’ve noticed the different format of my Progress Updates section… I’ve now changed the path from /progress/ to /blog/ and incorporated full blogging functionality by installing » WordPress v2.7.1 « on my website, and thanks to some PHP and CSS editing, I’ve been able to integerate the software into my own site’s design. Hopefully there aren’t any embarassing coding errors which I’ve not noticed. Emoticon Smile I’ve also implemented permenant redirects using a .htaccess file, so any external sites linking to former Progress Updates monthly pages will be redirected to the equivalent monthly list of blog entries. I’ve discontinued my News page, as this blog, together with the reorganised homepage, serve the same purpose; news items from 2008 all the way back to 2001 can now be found in the News Archive.

Anyway, if you prefer, you can now leave comments here rather than e-mailing me, although I have no preference either way, so you can still feel free to contact me via e-mail if you like. Speaking of e-mail, I know I’ve been rather slow in replying lately; I’ll respond to outstanding e-mails shortly–sorry. Emoticon

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