Elvas Tower: OR NewYear MG - Elvas Tower

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OR NewYear MG Rate Topic: ****- 4 Votes

#451 User is offline   Csantucci 

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Posted 04 February 2020 - 07:28 AM

Hi Eric, try checking General Option "Run at 32 bit on Win64".

#452 User is offline   Csantucci 

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Posted 04 February 2020 - 07:31 AM

Revision 52.5 of OR NewYear MG is available.
Instructions for web server:
What you can do now to test it: check the general options checkbox Enable WebServer, and start OR. If you type
http://127.0.0.1:2150/index.html
in your browser of the same PC where OR runs, you'll get a web page with the OR HUD.
You can display the same page also on other PCs, or devices like an Android Smartphone or TV box, or an IPad. In this case however, within the Command prompt you must type ipconfig; you will get some lines as reply, and one of them is
IPv4 Address. . . . . . . . . . . : 192.168.1.114
So, in such case, on the browser of your external device (being in the same internal network of your PC) you will have to type
http://192.168.1.114:2150/index.html

Revision 52.5 of OR NewYear MG is available as always here http://www.interazio..._NewYear_MG.zip .
It is aligned with unstable rel. U2020.02.01-0151 (which is the most recent as of now) of the official OR, which already includes Monogame. To see what the official unstable release includes, check here https://james-ross.c...&utm_medium=app . It is also aligned with testing version X1.3.1-123.


The list of additional features to such unstable release present in OR NewYear MG is as follows:

- addition of track sounds in the sound debug window (by dennisat)
- F5 HUD scrolling (by mbm_or)
- checkbox in General Options tab to enable or disable watchdog
- increase of remote horn sound volume level
- when car is selected through the F9 window, the car's brake line in the extended brake HUD is highlighted in yellow (by mbm_or)
- improved distance management in roadcar camera
- signal script parser (by perpetualKid): reduces CPU time needed for signal management
- true 64-bit management, allowing to use more than 4 GB of memory, if available, in Win64 systems (mainly by perpetualKid)
- general options checkbox for optional run at 32 bit on Win64 (to avoid slight train shaking bug)
- added translatable Train Driving Info window (see http://www.elvastowe...post__p__251671 and following posts), by mbm_OR
- 32bit running set as default, to avoid 64 bit shakings and flickerings
- inserted extended Raildriver setup, as present in OR Ultimate (by perpetualKid)
- set Simple Control and Physics option as default
- bug fix for https://bugs.launchp...or/+bug/1858298 Sound problems when viewer not created in initial conditions
- analog clocks showing game time, see http://www.elvastowe...station-clocks/ , by jonas
- bug fix for bad mouse pointing in full screen mode and for issues with Fast full screen-Alt-Tab mode
- Brazilian Portuguese localization, by Diter Otaviano & William Araújo
- NEW: allow display of special characters in web client, by mbm_OR
- NEW: first step of https://blueprints.l...-of-tcs-scripts : enable AWS TCS

Instructions and additional files to use the AWS TCS are available here http://www.elvastowe...post__p__255510 .

When running on Win64, the player can select if he prefers running at 64 bit or 32 bit. In this second case RunActivity32.exe is run, and only a maximum of 4 GB of RAM can be accessed by OR.
Note for developers: Runactivity32.exe is not generated by building the pack, but manually doing a copy of Runactivity.exe, renaming it Runactivity32.exe, and using on the Developer Command Prompt command corflags with the modifier -32BITPREF+


NOTE: ReShade 4.3.0 or older or ReShade 4.5.2 must be used, or ReShade 4.5.2. ReShade 4.4.2 doesn't work here. See here http://www.elvastowe...mg-and-reshade/ for an installation guide of ReShade.

When running on Win64, if you are running OR at 64 bit (option not checked) you must point ReShade to OpenRails64.exe; if you are running OR at 32 bit (option checked) you must point ReShade to OpenRails.exe.

It is suggested to unpack the .zip using 7zip, if other unpackers lead to problems.

Revision 51 can still be downloaded from here http://interazioni-e...G_oldrecent.zip .

#453 User is offline   ErickC 

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Posted 04 February 2020 - 08:03 AM

View PostCsantucci, on 04 February 2020 - 07:28 AM, said:

Hi Eric, try checking General Option "Run at 32 bit on Win64".

It was on by default, no joy, I'm afraid.

There's a much more serious problem, though. I can't reduce power without returning the throttle to idle and then bringing it back up. If I reduce by one notch, the engine RPM and output stay the same.

EDIT: Nope, still a problem. Turning off the simple physics doesn't solve it.

By the way, this particular locomotive is a prototype that is built entirely around the new setup for visibility parameters. I can't begin to tell you how useful that change has been.

#454 User is offline   Hamza97 

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Posted 04 February 2020 - 10:21 PM

What about the 3D Cab stuttering issue .. ?? Its still there in latest build ... Anyone else having same issue ... ??

Quote

EDIT: Nope, still a problem. Turning off the simple physics doesn't solve it.



The bogies randomly jumping is present in normal XNA builds too .., not very noticeable though unless you drive through at very slow speed. Bogies as well as the whole model kind of slightly skews left and right and lowers slightly and then gets back to original position ... :o

#455 User is offline   Haran Banjo 

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Posted 05 February 2020 - 02:18 PM

In new version 52.1 wheels of the .eng files don't rotate, .wag files work properly

#456 User is offline   WCAM-1 

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Posted 05 February 2020 - 05:16 PM

View PostHamza97, on 04 February 2020 - 10:21 PM, said:

What about the 3D Cab stuttering issue .. ?? Its still there in latest build ... Anyone else having same issue ... ??


I’m having the same issue as well. Only the 3DCab Camera View stutters, which is very strange. Can anybody guide us on how to fix this issue?


Thanks!

#457 User is offline   R H Steele 

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Posted 05 February 2020 - 07:04 PM

On another note...this example of a digital accelerometer ( SLI NS Engines - SD70Ace.cvf ) does not show negative values in Rel42 MG - however it does in the last stable release Ver1.3.
Digital (
			Type ( ACCELEROMETER DIGITAL )
			Position ( 531 292 20 10 )
			ScaleRange ( 0 80 )
			Accuracy ( 0 )
			AccuracySwitch ( 0 )
			LeadingZeros ( 0 )
			Justification ( 1 )
			PositiveColour ( 1
			ControlColour ( 110 219 64 )
			)
			NegativeColour ( 0 )
			DecreaseColour ( 0 )
			Units ( MILES/HOUR/MIN )
			ORTSfont ( 12 0 "Digital-7 Mono" )
		)



#458 User is offline   lineman 

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Posted 05 February 2020 - 08:38 PM

Hi Carlos sorry to report that the non-turning wheels has re-appeared in OR Ver 52.1. Ver. 51.1 works perfectly, have reverted to that version for now. Thank you for looking into this.

#459 User is offline   Csantucci 

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Posted 05 February 2020 - 11:44 PM

Sorry for that. I've uploaded rev. 52.2, that removes the bug about the wheels not rotating.

#460 User is offline   Csantucci 

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Posted 06 February 2020 - 01:47 AM

View PostR H Steele, on 05 February 2020 - 07:04 PM, said:

On another note...this example of a digital accelerometer ( SLI NS Engines - SD70Ace.cvf ) does not show negative values in Rel42 MG - however it does in the last stable release Ver1.3.
Digital (
			Type ( ACCELEROMETER DIGITAL )
			Position ( 531 292 20 10 )
			ScaleRange ( 0 80 )
			Accuracy ( 0 )
			AccuracySwitch ( 0 )
			LeadingZeros ( 0 )
			Justification ( 1 )
			PositiveColour ( 1
			ControlColour ( 110 219 64 )
			)
			NegativeColour ( 0 )
			DecreaseColour ( 0 )
			Units ( MILES/HOUR/MIN )
			ORTSfont ( 12 0 "Digital-7 Mono" )
		)



In the BNSF scenic sub the two ES44AC have in their .cvf file following accelerometer block
		Digital (
			Type ( ACCELEROMETER DIGITAL )
			Position ( 370 372 32 32 )
			ScaleRange ( -80 80 )
			Accuracy ( 1 )
			AccuracySwitch ( 0 )
			LeadingZeros ( 0 )
			Justification ( 1 )
			PositiveColour ( 1
				ControlColour ( 92 158 118 )
			)
			NegativeColour ( 1 
				ControlColour ( 181 163 39 )
			)
			DecreaseColour ( 0 )
			Units ( MILES/HOUR/MIN )
		)

which works correctly.

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