Demo Model 1
#11
Posted 17 April 2015 - 01:22 PM
#12
Posted 17 April 2015 - 04:48 PM
#13
Posted 17 April 2015 - 11:13 PM
#14
Posted 18 April 2015 - 12:46 AM
Csantucci, on 17 April 2015 - 11:13 PM, said:
Hi Carlo,
Thanks for your work, another very useful addition to the project. Is the track profile manual by WaltN available to read somewhere? Would it also not be a good idea to make the existing track profiles for non-standard track systems available for download via the Open Rails website? Not everyone who uses OR is a member of ET. There is a US Scalerail profile by _o_OOOO_oo-Kanawha in addition to your own UKFS.
Best regards,
John.
#15
Posted 18 April 2015 - 02:05 AM
Opinions?
Cheers, Markus
#16
Posted 18 April 2015 - 02:55 AM
JohnnyS, on 18 April 2015 - 12:46 AM, said:
If you download the Testing Version source from the website, it's in Source\Documentation. It's meant to be in the Testing Version program download too but something's not working right with that process right now.
We have thought about putting the pre-made profiles on the website too, but no decisions yet. It's probably the best place to put them though.
#17
Posted 18 April 2015 - 03:17 AM
James Ross, on 18 April 2015 - 02:55 AM, said:
Seems to be fixed now, so there's an updated zip on the website which has the program and all the documentation.
#18
Posted 18 April 2015 - 04:32 AM
#19
Posted 18 April 2015 - 05:24 AM
After testing, the narrow track dissapeared. OK.
Mr. Ross:
The flicker, with or without superelevation is horrendous.
In my opinion, all the track display strategy must be reworked-redesigned.
Of course, this is an enormous lot of work todo, but this trouble, is, perhaps the most important one at this stage of development of OR:
Incidentally:
Remember:
The spawned cars, and many other objects does not cast shadows.
Perhaps is a related problem.
Regards and good luck.
#20
Posted 18 April 2015 - 05:40 AM
RTP, on 18 April 2015 - 05:24 AM, said:
In my opinion, all the track display strategy must be reworked-redesigned.
This track is poorly constructed, something we established previously (it's quite well known that putting coplanar surfaces close together is a bad idea), and the flickering is caused, AFAICT, by the limited precision available in the graphics card depth buffer. We're not doing anything wrong, as best I can tell, so please try and be more constructive.