Elvas Tower: TSRE v8.003 - Elvas Tower

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TSRE v8.003 Rate Topic: -----

#1 User is offline   eric from trainsim 

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Posted 07 April 2024 - 07:00 PM

Now available at Trainsim.com in the file library.

Over 30 adjustments to the Editor, most of which came from power users.

https://www.trainsim...ileid?fid=88749

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Changes made in the Trainsim.Com Fork of TSRE5:

Check online for most current list:
https://www.trainsim...fork-change-log

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v8.001
Initial fork 64 Bit build off Goku's v0.7012 code base
Greater precision for dynamic track
Configurable height for yellow TDB lines
Terrain tool presets for brush size and cut/embankment values
Configurable object and terrain tile highlighting
Timestamp named output logs
Custom detail properties added for signals
Dynamic track in excess of 65535
Eliminates black command prompt box
Addresses issue with startup on multiple monitors

v8.002
Fixes some parameters that were not pre-loading correctly
Configurable colors and line widths for selected objects and selected terrain tiles

v8.003
Fixes platform left/right line heights
Optional support for ViewsphereDB and VDbID entries in world file objects as these aren't used by OpenRails
Added mouse wheel support for zooming in/out as long as objects aren't selected
Added Provider name to Map Loading Page (taken from URL in Settings) and disables satellite map loading if no URL is specified
Added new offset value in Settings.txt to correct for zoom level differences in URL and restore Z17/Z18 selection for MapBox
Copy Position and Position/Rot now includes tile
Dynamic curves now up to 15000m
Extended debug logging on/off via Settings txt
Fixes multiple JNodePosN entries
Enable revised symbols for interactive objects (signal, speedpost, platform, siding) via Settings.txt
Maximum auto-placement distance now configurable via Settings.txt
Camera elevation above terrain can default to locked via Settings.txt
Consist Editor now supports adding ORTS EOTD's to consists
Consist Editor displays ORFreightAnimations including Load-OR files
Activity Editor should no longer crash in the Traffic Editor when clicking on the Time tool
Option to have detailed or simplified logging via Settings.txt
Corrected startup window position issues on multiple monitor for Consist Editor and Shape Viewer
Configurable rail position and size for dynamic track rendering
Status Window to show modal features: Camera Lock, Camera Terrain Lock, AutoTDBSave, StickToTerrain, Terrain Brushes, and Rotate/Transform/Resize
Unsaved dialog now works when track is added or removed from the TDB
Data precision rolled back to 7 decimal places, which should eliminate excessive decimal values for some items, and may have fixed broken vectors (zigzags)
Adds Camera placement and rotation options
Adds "Tangent" calculation logic?
Settings values are no longer case sensitive
Settings values to activate features can be any of the following: 1, true, on
Last saved timer
Option to display terrain elevation in feet in Status Window
Double click on route name to Load rout

#2 User is offline   pwillard 

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Posted 08 April 2024 - 03:00 PM

Quote

Status Window to show modal features: Camera Lock, Camera Terrain Lock, AutoTDBSave, StickToTerrain, Terrain Brushes, and Rotate/Transform/Resize


Thank you, thank you, thank you... This is much appreciated.

#3 User is offline   P Escue 

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Posted 11 April 2024 - 07:57 AM

Glad to see the updates.

I don't see the updates at GokuMK TSRE. Is there another github site?

#4 User is offline   Gman347 

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Posted 11 April 2024 - 08:53 AM

The updates are being posted at trainsim.com. See the original post above.

https://www.elvastower.com/forums/public/style_emoticons/default/smile.gif

#5 User is offline   eric from trainsim 

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Posted 11 April 2024 - 10:11 AM

This is a forked version, so they won't be showing up on Goku's Repository.

Once there's a consensus that 8.003 is stable, some of the changes will be submitted via a pull request which Goku would have to approve, but he's been very insistent that it only be done after adequate testing has been accomplished. Three or four of us have tested what's out and available, but it's really going to take a lot more people using it and acknowledging that things are good before I'd feel comfortable submitting the request.

If you want to try compiling the 8.003 code on your own, it's available at https://github.com/e...ainsim.Com-Fork

#6 User is offline   P Escue 

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Posted 11 April 2024 - 03:05 PM

Great, and again, thank you for the work (and to Goku for starting it).

Phil

#7 User is offline   eric from trainsim 

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Posted 11 April 2024 - 07:05 PM

V8.004a was released for testing tonight... this adds in a centerline offset for laying out signals, and a menu function to reload marker files without closing down the sim.

New testing versions will be released as frequently as the changes pass unit testing.

TSRE will continue to use Agile i.e. small bite size deliverables with very frequent updates vs. a monolithic release every six to eighteen months...

#8 User is offline   FS.E652 091 

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Posted 12 April 2024 - 04:15 PM

Hi, that is a great update!! Will be there a fix or function to allow Terrtext Custom Size? the actual sizes are very heavy, each file is 49mb for a 4096x4096 and there are no functions to allow resizements!

Another suggestion is to check the stability of the AI Traffic, many times some services don't show up in activity mode.. and the only way to fix it is to remake the Path with the Path Editor, delete the service and re-insert it..

The same thing appens on the player service, many times the path results broken or in End-Aut, sometimes waiting points doesn't works and by my way it depends by the TSRE5 Editor..

These are some my suggestion to improve better way the Editor!! Thanks to all of you for reaching this fixes

#9 User is online   SVRy_Steve 

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Posted 12 April 2024 - 04:33 PM

Terrtex, at least if painted on, even a tiny overspray, revert to uncompressed aces. It would be great if there was an option to recompress them!

I'm not sure if this is what you mean, but the size of terrtex patches can be any size as long as it is square, so 3000x3000 or 2000x2000 will work fine.

#10 User is offline   Genma Saotome 

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Posted 12 April 2024 - 07:16 PM

IIRC when spraying terrtex there is a discrepancy that occurs between the assumed "repeat scale" of the spray and the "repeat scale" existing art. By this I mean if you set the original art to tile 4x4 the new pixels go down as 1x1. Pretty much the same issue occurs when the number of pixels per side is different between the two pieces of art. AFAIK there isn't a way for the software to know what to do -- checking the scaling already present doesn't necessarily answer for the new pixels. I think the only solution is for the user provide an answer of how to "scale" the spray. Most of the time no change is called for.

As an example: row crops. To get them narrow enough you might want to scale them 4x4. The patch runs under the railroad ROW and so you want to put down a run of dusty dirt. Leave the scaling at 1 and the dirt pixels are too large next to the crop, you need to change the scaling.

An observation: Painted patches in TSRE get a serial number for a file name. At first I thought well, that's that. But I learned If you pull the right file from \tiles into Archibald you can edit these names into something sensible, such as the tile id plus a patch number. You could make it easier by allowing the user to provide a name / edit the serial number name.

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