Elvas Tower: animation frames per second MSTS vs OR - Elvas Tower

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animation frames per second MSTS vs OR is this a bug? Rate Topic: -----

#1 User is offline   R H Steele 

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Posted 29 March 2015 - 12:09 PM

Please see this thread in discussion (Topic Title: Cannot parse the constant number 1.5)

http://www.elvastowe...tant-number-15/

#2 User is offline   eugenR 

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Posted 29 March 2015 - 02:29 PM

View PostR H Steele, on 29 March 2015 - 12:09 PM, said:

Please see this thread in discussion (Topic Title: Cannot parse the constant number 1.5)

http://www.elvastowe...tant-number-15/


And here the Shape with the 2.5 Frame per second animation speed
In MSTS it works, in OR it produce an error Warning and no animation.

Attached File(s)



#3 User is offline   captain_bazza 

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Posted 29 March 2015 - 06:18 PM

Why do you require 2.5 fps? Try 2, or 3 fps. That is a very slow playback rate.

Cheers Bazza.

#4 User is offline   captain_bazza 

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Posted 29 March 2015 - 07:15 PM

I follwed the link and understand what you hope to achieve. 2 or 3 fps will be sufficient.

Cheers Bazza.

#5 User is offline   eugenR 

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Posted 30 March 2015 - 02:19 AM

View Postcaptain_bazza, on 29 March 2015 - 07:15 PM, said:

I follwed the link and understand what you hope to achieve. 2 or 3 fps will be sufficient.

Cheers Bazza.


I have tested the Problem for R H Steele, he has in a Route a animated shape witch produce Warnings.
The animation is not working in OR. But it works in MSTS!!!
This shape has 2 frames and a speed of 1.5 FPS
To change this Shape on 1 or 2 FPS would be a great animation-Difference!
And I think not so many user of a future OR Version 1 would be able to change this animation-speed in a shape.

sorry but for my tests for H R Steele I had found only this shape with 10 Frames an 5 (for Test 2.5) FPS.

Cheers
Eugen

#6 User is offline   captain_bazza 

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Posted 30 March 2015 - 05:03 AM

This is how I did it, the signal(s) are not interactive, but go all the time. Considering it was 2008, I don't recollect how I allowed for the soundFX, maybe it was a sound source object.

My reasoning for this approach was, with the train approaching the crossing, passing, receding, the POV changes with the train. As the train is adjacent to the signal(s) the lights are working. It does not matter if they never actually switch off, because as far as the train is concerned the lights went on, played, then switched off. Check out my signals.

http://www.elvastowe...als-version-10/

Cheers Bazza

#7 User is offline   R H Steele 

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Posted 30 March 2015 - 12:08 PM

Thanks for the information. The original thread was prompted by a warning OR gave "Warning: Cannot parse the constant number 1.5 in c:\2ts\csx\routes\salfladiv\shapes\ci_flasher_dual.s:line 4682"

I tracked it down to the animation line in a shape file, all the warnings although referring to different shape turned out to have the same problem, this line >>> animation ( 2 1.5
So since I know nothing about shape files, I did not want to change anything without first doing some research, part of that was posting the thread.

After reading all the responses, it appears that if it is an OR bug (must be a "feature" of MSTS to read the 1.5) it is a very low level bug. I think the dev team has more significant issues to deal with.
Appears the best fix is to correct the offending line to read animation ( 2 2 or animation ( 2 3 ... which can be done with SearchReplace or TextCrawler (or one of the other similiar programs). That way I can do each file needing correction in many routes at the same time.

(edit: all the above was exposition blather for anyone who has found the same warning and wants to try to correct it)

Thanks to eugenR and the good captain for their advice and knowledge.


#8 User is offline   gpz 

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Posted 30 March 2015 - 09:47 PM

Could you please file a bug report in launchpad?

#9 User is offline   eugenR 

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Posted 31 March 2015 - 07:10 AM

View Postgpz, on 30 March 2015 - 09:47 PM, said:

Could you please file a bug report in launchpad?


I have posted this Bug-Report:
https://bugs.launchp...or/+bug/1438747

Hello Jijun Tang,
thank you for fixing the Problem so quick (X2961)

Cheers
Eugen

#10 User is offline   Csantucci 

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Posted 01 April 2015 - 04:44 AM

The fix of Jijun does not work well, it creates a worse problem: if you run a steam loco, all moving parts (are they called gears?) don't move and the wheels connected to such moving parts don't turn. You can check it e.g. with the Flying Scotsman.
I too had tried that fix with the aim of uploading it, but renounced because of this problem. It's a bit more complicated...

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