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Messages - ipac

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Transit / Re: Things you will never see again
« on: January 13, 2011, 10:17:32 pm »
Strangely enough, there is no litter on that train.

General BVE/OpenBVE / Re: BVE 2/4 - OpenBVE
« on: January 12, 2011, 11:30:30 pm »
Try to post in the Other Development Center now.

Other Projects / Re: how do u make Route in RouteBuilder
« on: January 10, 2011, 10:57:42 pm »
Take a look at our old tutorials on the old forum,  There is a tutorial on how to use routebuilder there.

General BVE/OpenBVE / Re: BVE 2/4 - OpenBVE
« on: January 09, 2011, 11:18:59 pm »
Yep we're all very busy, thats why the R actually took longer for me to develop even though I've been using Route Viewer.  Once us developers pass that certain age, we lose alot of our free time  :( 

Just wondering, Are you ever going to vintage up a existing non-fictional line, other than the shuttles?  That would be lovely to see.

General BVE/OpenBVE / Re: BVE 2/4 - OpenBVE
« on: January 09, 2011, 10:45:22 pm »
I personally dont find any major coding differences between OpenBVE and BVE 2.  BVE 4 is actually too complicated in my opinion for me to use.

As of now it has become very inconvenient for me to develop exclusively for BVE 2, as modern operating systems (Vista, and 7) no longer work well with BVE 2 or even BVE 4 due to the DirectX issue.  OpenBVE has become my development platform, and I prefer it due to its speed.  I can make a code change and see it in nearly 70% less time compared to loading it in Track Viewer (the Routeviewer for BVE 2 and 4)  I can also use higher resolution textures allowing me to keep a high quality copy for users to use later on if there is a demand for it.

After that I will scale everything down, and test it in BVE 2 in Virtual PC with Windows XP.  Coding wise there is no difference from what I have experienced working in BVE 2 or OpenBVE.  I started developing the R in BVE 2, and continued developing it in OpenBVE.  After I finished I tested it in BVE 2, and it worked fine.

I guess it boils down on what exactly your making, OpenBVE's standards of coding are more strict compared to BVE 2/4 and therefore more errors are detected, where as BVE 2/4 is very lenient.  A couple of typos on the route file go undetected in BVE 2/4.  Color issues are also very strict in OpenBVE as it tries to make the developer conform to a code that will work on all operating systems despite what video card the user has.  BVE 2/4 would allow a certain amount of error between color codes, this is why the G has that issue at Smith-9th Streets on OpenBVE.

As for animated objects, despite me using OpenBVE as a development platform, I don't make them.  I don't have any plans to figure out how to make them either.

My operating preference would be to use BVE 2, since things just feel right.  OpenBVE sometimes feels a bit too unnatural, or it could just be that it doesn't do a very good job at duplicating certain realistic features.  There is a comparison chart online which explains the differences between OpenBVE and BVE 2, and how there is a stress that OpenBVE does have different goals compared to BVE 2/4.

The missing trains are due to an author who created about 3 or 4 of those trains took them down.  Therefore creating major gaps in the trains we have available now.  So you cant really blame the developers for choosing to develop for OpenBVE or BVE 2, regardless.  We're literally playing catchup right now just to fill in those gaps, while trying to keep up with the users demands for higher quality trains on the platform that can support them (in this case OpenBVE)

The development tools are also much more efficient to use in OpenBVE, Route Viewer, Train Editor, Object Viewer all are faster, and provide much more control on how you want to use it.  Train Editor has opened up the possibility for me to develop trains because of its ease of use compared to BVE's Motor Editor.  Object Viewer doesn't have that much difference.  Route Viewer has a bunch of features like a low CPU mode great for my laptop, since thats what I mainly use for development and a quick way to get to a specific location.

The only thing I miss compared to BVE's development tools is the drag and drop interface.  I remember developing the G with the original Track Viewer, making a single addition to the route takes forever when I refresh the route, and if the object was placed in the wrong spot (it usually was) I would have to again wait for the route to reload.  I have lost alot of time just waiting for the damned route to reload, and truthfully the route could have been finished alot faster if I had OpenBVE's development tools.  Today its so much easier working on the R, but my actual free time has attacked me which prolonged the development time.  If I had to use Track Viewer to work on the R, it'll probably take 2, even 3 times longer than I would have.

In my opinion, I dont care what you use, as long you get the job done and it works is all that matters.

So those are just my 2 cents on this whole issue.

Anyway its good to see you back TJay, sorry for any inconvenience the re-registration caused you, and everybody else, but we had to do this to clean up the website, and install a plethora of brand new features that are only supported on this newer version of the forum software.  It was a much needed upgrade for the better. ;)

NYCTA Projects / Re: Official Thread for nycta Queensbound F
« on: January 09, 2011, 10:15:45 pm »
Finally some shots of the 63rd Street connector.  Nice!

BVE/OpenBVE Support / Re: How to name stations?
« on: January 09, 2011, 10:07:05 pm »
They can also represent landmarks, or well known locations.  Naming a station isn't all that hard, you could even dedicate it to people or companies that adopt it.

Other Projects / Re: Train Development
« on: January 09, 2011, 10:05:24 pm »
Nope, the M7 is not available for download.

You can also use Google Maps to measure the distances, and create curves.  Although I wont know how you'll make the terrain itself, Google Maps should be sufficient enough for that.

Photography / Re: Official Page for BVEStationTV
« on: January 07, 2011, 06:28:16 pm »
Glad to see some changes to the intro music to something a tad more original, the GTA:IV music was starting to sound like a joke.  ::)

Station Talk / Re: Get Post Counts Moved Over
« on: January 07, 2011, 01:54:33 pm »
The administration voted to have a brand new forum installed.  Although it would have been possible to migrate the older forum to this new one, it wouldn't have that sense of new-ness.  The old forum was also filled with a lot of junk and we wanted to clean that up as well.  It is much easier to have this new installation, then migrate the old forum to the new one.

The site is big and old enough to show some sort of age, and we always have an archived copy of the forum that anyone can access.

This is our attempt to improve the quality of the site without doing major purging to the old forum.

That reminds me, for the videos in the downloads section that are missing, please post them here as well, and tell me which route you want your video to be featured in.  Since the original topic basically went on a tangent and didn't serve its purpose.

Please repost them here so I can fill in the downloads section with videos!  (And post your screenshots in the gallery, you can do this by making sure your logged in the forum and clicking the gallery button on the site, you can then upload your screenshots!)  If you want to know which routes need videos, visit the downloads section and find the ones that dont have videos.  Thanks!  ;)

Station Talk / Strip maps added to the downloads
« on: January 06, 2011, 11:52:43 pm »
The non-fictional routes now have strip maps.  Special thanks to Lance for contributing his strip maps.  We still need people to fill in the gallery, the download section's screenshots are still empty.  Please help build your BVEStation!

The station generator, and Teamspeak images have also been added.

Thanks and enjoy!  ;)

BVE/OpenBVE Support / Re: The New Routes/Trains
« on: January 06, 2011, 11:12:37 pm »
Most if not all the BVE 2 routes at least work with OpenBVE anyway.  It just wont take full advantage of OpenBVE's capabilities, like 360 degree views, or animated objects.

Some routes aren't compatible at all, which is strange, but its likely due to coding errors.

BVEStation Network News / Re: BVE On Pix 11 News at 10
« on: January 06, 2011, 11:10:30 pm »
Pix 11 found that video, not the MTA.

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