Elvas Tower: Open Rails 1.5 is coming soon - Elvas Tower

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Open Rails 1.5 is coming soon Rate Topic: -----

#191 User is offline   darwins 

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Posted 24 October 2022 - 10:57 AM

View Postcesarbl, on 24 October 2022 - 08:47 AM, said:

Thanks, Darwin. It's a pity that the table isn't displayed correctly in the PDF version of the manual. However, the online version https://open-rails.r...oller-positions works.

I would prefer to solve the problem in the PDF version before trying your new format, as I think the table is more readable. I spent some time formatting the table into the .rst format, and I would need to repeat the process for your new document.

Edit: I now see that Chris has already proposed a solution for this. Thanks!


The new version is updated with additions and corrections as well as being in a different format. Do you want me to redo the table format with the updated parameters?

#192 User is offline   cesarbl 

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Posted 24 October 2022 - 11:11 AM

I believe Chris used your new version (it's in plain format, not a table).

#193 User is online   James Ross 

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Posted 26 October 2022 - 07:35 AM

New version: 1.5-rc3

Changes:

  • Merge pull request #731 from twpol/bugfix/multithread-crash
  • Merge pull request #726 from cesarBLG/triple-valve-initialize
  • Merge pull request #728 from Csantucci/cosine-fix


#194 User is offline   Marci 

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Posted 30 October 2022 - 07:31 AM

Hi there.
Some comments about the multiplayer part:
- Some micro lag is noticeable, but this probably depends on the Internet speed of the participants. It is primarily noticeable during deceleration and acceleration.
- The function layouts and setting layouts of the concept control window are difficult to see and easy to adjust.
- Confirmation information about the signal image issued by the traffic controller is often not received, or very late. NYMG does the question with much more speed and accuracy.
- There is a problem with the track setting, because sometimes the program refuses to execute the transfer command issued to the switch for the third time.
- It happens that the track path set by the traffic controller is automatically changed by the program.
- If the traffic controller/his assistant sets the signal image of the signal free, it does not necessarily correspond to the current situation and returns the signal image to the player in accordance with signal linking.
- Updating the status of markers: by default, the loaded route is set to be 3-4 km long, and will remain so as long as it is not broken. However, the signal image of the markers ensuring free passage is not in sync with this.
- Separately animated axes only work on the player's train. For other players, the animation is not visible, the vehicle actually slides in terms of appearance. (Primarily steam locomotives)
- If there are 3 players within a short distance, the game tends to freeze.
Note: The multiplayer mode was tested using the Ngrok server.

#195 User is offline   cjakeman 

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Posted 01 November 2022 - 05:02 AM

View PostJames Ross, on 15 August 2022 - 12:52 PM, said:

For 1.5 we'll be following the same process as 1.4

Current version: 1.5-rc3

We will release Open Rails 1.5 once we have gone two weeks with no new issues meeting the criteria.

Release Candidate 1.5-rc3 was published (6 days ago now) so, if no show-stoppers are found in the next week, we'll be able to publish v1.5 officially.

Thanks to everyone who has found and reported problems and thanks also to everyone who has investigated and found solutions for them.

#196 User is offline   Serana 

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Posted 01 November 2022 - 06:13 AM

Well, we have huge z fighting issues with 3D cabs. They started to appear since we introduced 64 bit builds (well AnyCPU builds).

#197 User is offline   Hannes44 

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Posted 02 November 2022 - 01:11 AM

View PostSerana, on 01 November 2022 - 06:13 AM, said:

Well, we have huge z fighting issues with 3D cabs. They started to appear since we introduced 64 bit builds (well AnyCPU builds).

I've got those issues not only with 3D-cabs but also with signals, signposts, houses etc. The problem arises when two parallel planes have not a minimum distance of at least 5 cm from each other. It's annoying to see the posts coming through the signs and vanishing, appearing again and vanishing, flashing signallights which shouldn't flash, railings you shouldn't see appear through walls and vanish.....

And it's true, it started with the 64-bit builds.

#198 User is offline   scottb613 

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Posted 02 November 2022 - 02:27 AM

View PostHannes44, on 02 November 2022 - 01:11 AM, said:

I've got those issues not only with 3D-cabs but also with signals, signposts, houses etc. The problem arises when two parallel planes have not a minimum distance of at least 5 cm from each other. It's annoying to see the posts coming through the signs and vanishing, appearing again and vanishing, flashing signallights which shouldn't flash, railings you shouldn't see appear through walls and vanish.....

And it's true, it started with the 64-bit builds.


Hi Folks,

Noticed as well and it's bad.

I even made a video illustrating the problem. Note the difference of merely switching views on the mine windows.

It effects everything though - foliage, signals, windows, etc etc etc.

Z-Fighting Issue Illustrated
https://youtu.be/BnmHaFWJz8k

It significantly impacts immersion and enjoyment.

Regards,
Scott

#199 User is offline   Jonatan 

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Posted 02 November 2022 - 05:06 AM

Have been experiencing Z-fighting with Tim Muirs stock, transfers and the things mentioned above as well. I first noticed it when updating to 1.4.

#200 User is offline   Csantucci 

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Posted 03 November 2022 - 10:44 AM

Z-fighting with the 3Dcab camera is improved by setting its NearPlane to 0.25 from 0.01, although the flicker does not fully disappear.

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