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U2020-10-16-2036 and Smoke Colour

#1 User is offline   dforrest 

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Posted 17 October 2020 - 11:21 AM

Has U2020-10-16-2036 caused steam locos to emit technicolor smoke?

#2 User is offline   copperpen 

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Posted 17 October 2020 - 12:11 PM

It has for me, and in addition vitrually every surface of scenery and train have a speckly shimmer.

Video is Nvidia GT 1050

#3 User is offline   Traindude 

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Posted 17 October 2020 - 10:23 PM

Not just the steam loco emmitters whose colors are wrong and garbled. Also note the oversized snowflakes. NVIDIA GeForce GT 710.

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  • Attached Image: Open Rails 2020-10-17 11-15-45.jpg


#4 User is offline   Lamplighter 

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Posted 18 October 2020 - 07:40 AM

The same bug is in the previous update. I prefer to go back to the version from 13.10.2020
It has such a punk ambience ;-)

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#5 User is offline   Hobo 

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Posted 18 October 2020 - 03:10 PM

I also agree that 2020.10.13-0436 is the last version that has proper colours . The steam locos look like they're burning sulphur instead of coal and black steam from cylinders etc . for the later versions .

#6 User is offline   Csantucci 

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Posted 19 October 2020 - 01:09 AM

In U2020.10.16-2036 a new porting to Monogame has been introduced. I assume that this has created the problem. Also in the preceding porting to Monogame (the one in OR NewYear MG) this problem arose and was solved. IIRC the coding sequence of the colour components has changed in Monogame.

#7 User is offline   dforrest 

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Posted 21 October 2020 - 04:03 AM

Will this be fixed soon?

#8 User is offline   jared2982 

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Posted Yesterday, 03:57 PM

Smoke color is still an issue in U2020.10.21-1851

Attached Image: Open Rails 2020-10-23 06-56-27.jpg

#9 User is offline   YoRyan 

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Posted Yesterday, 05:02 PM

View PostCsantucci, on 19 October 2020 - 01:09 AM, said:

Also in the preceding porting to Monogame (the one in OR NewYear MG) this problem arose and was solved.

Carlo, could you describe the fix you made for this issue?

#10 User is offline   Csantucci 

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Posted Today, 01:03 AM

I'm sorry, but I can't be of big help. At that time (October 2017) I used Tortoise SVN to update OR MG, and so I'm not able to get the story of the changes. I suppose that the problem has a relationship to this
Index: Orts.Formats.Msts/LightCollection.cs
===================================================================
--- Orts.Formats.Msts/LightCollection.cs	(revision 3960)
+++ Orts.Formats.Msts/LightCollection.cs	(working copy)
@@ -52,6 +52,14 @@
                 new STFReader.TokenProcessor("transition", ()=>{ Transition = 1 <= stf.ReadFloatBlock(STFReader.UNITS.None, 0); }),
                 new STFReader.TokenProcessor("angle", ()=>{ Angle = stf.ReadFloatBlock(STFReader.UNITS.None, null); }),
             });
+            // Color byte order changed in XNA 4 from BGRA to RGBA
+            Color = new Color()
+            {
+                B = (byte)(Color),
+                G = (byte)(Color >> 8),
+                R = (byte)(Color >> 16),
+                A = (byte)(Color >> 24)
+            }.PackedValue;
         }
 
         public LightState(LightState state, bool reverse)

that Peter already noticed and corrected for lights, but I'm not sure.
Here http://www.elvastowe...post__p__226424 I mention the issue.

If you read just subsequently in that thread, you will notice also the pixellation effect bug, that seems the same reported in another bug thread here.
Reading further in the thread, pixellation seems to have been solved here by Dennis http://www.elvastowe...post__p__228355 .

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