U2020-10-16-2036 and Smoke Colour
#1
Posted 17 October 2020 - 11:21 AM
Has U2020-10-16-2036 caused steam locos to emit technicolor smoke?
#2
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
Video is Nvidia GT 1050
#3
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.
#4
Posted 18 October 2020 - 07:40 AM
#5
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
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.
#9
Posted 23 October 2020 - 05:02 PM
#10
Posted 24 October 2020 - 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
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 .
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 .