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Messages - bigbellymon4

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16
BVE/OpenBVE Support / Re: openBVE Mac OS X support
« on: November 07, 2017, 04:37:18 pm »
I don't use Macs, and don't know much about them, but you can update to the latest version (1.5.2.2) and see if you still have the issue. Also, you can head over to the Discussion page for OpenBVE and ask about your issue there. It would also be helpful to state the version number of OpenBVE to help others to know if they have the same issue as you.

17
BVE/OpenBVE Support / Re: OpenBVE locked at 40fps
« on: November 07, 2017, 04:26:36 pm »
That's strange and weird issue. My PC runs OpenBVE at 60 fps, and depending on the detail train, exterior will be fairly good too, ranging from 60 (low detail) to 30 (the 68 that was recently released). I wonder if your issue has to be with the 3D settings of the Nvidia Graphics card, as i have the same 950m card but with 2 GB.

18
Other Projects / Re: (WIP) 1970s Routes
« on: September 07, 2017, 08:39:02 pm »
Working on the 6th Ave Stations! 34th , 42nd , 50th and 57th Streets are nearly done! Just need to remove the escalator at 34th and add new station signs on 34th and 42nd Streets;

It is amazing seeing the change in how stations look from past to the current look they have. It it is even better now as everyone can understand the history of the system through your routes. Truly amazing work here!!!

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Nice work man! Looking forward to it!

Thanks!

20
The back to school update:  :o

So most of the critical skeleton work has been done, and it is time to do heavy detailing of stations, from signs to benches and staircases. The Rockaways-bound tracks have been the most difficult, as it is a bunch of trial and error just to make sure it lines up properly, but it had to be done. Anyways, enough talk, here are the screenshots of the Rockaway Blvd area and associated switches:














21
Content Development / Re: More Support for openBVE on Mac?
« on: August 28, 2017, 05:37:58 pm »
So maybe Dj Hammers or someone else that maintains the openBVE software for Mac?

Dj Hammers and most of the people on this site develop FOR OpenBVE. There might be a developer here who develops OpenBVE, but I don't know who. You can search around on the OpenBVE site and see if there is a link to contact the developers of OpenBVE for inquires into implementing features.

22
Other Projects / Re: Announcements
« on: August 27, 2017, 03:40:16 pm »
I don't know if anyone has them, except a select few. If you have the time, it would probably be best if you go a record them yourself.

23
Content Development / Re: More Support for openBVE on Mac?
« on: August 27, 2017, 03:35:43 pm »
There was somewhere you can contact developers for this, but I can't find it right now. Either way, you would have to contact the developers to include support for such features.

24
Other Projects / Re: (WIP) 1970s Routes
« on: August 09, 2017, 06:14:17 pm »
The routes look really awesome. Take your time and have fun while developing them  8) 8) You can also create a MediaFire account, upload them there, post the link for the files here. Many developers share their files via MediaFire these days.

25
Thanks, this has helped to increase my FPS significantly!! I have also found another solution, as the battery of the PC was being drained much faster since the switch:

In the NVIDIA Control panel, in the Manage 3D settings tab, instead of changing the setting of the preferred graphics processor from Intel (or auto-select) to the built-in GPU from NVIDIA under global settings, you can click on the program settings tab, add OpenBVE (and Routeviewer if you want) under option 1, and under option 2 you can select which graphics processor you would like to use with the program. This way, OpenBVE runs with the NVIDIA GPU, and leaves most programs to Integrated Graphics of Intel if the global setting is on auto. It reduces battery usage if you have a laptop, as I found many apps using the GPU that didn't want/need it.

26
Aw man, I was hoping it was just a simple coding fix. Thanks anyway, I did manage to get it to run on the D train at least I got that one to work.

If it is still giving you that issues, you can update to the latest OpenBVE version (1.5.1.5), which has the fix. You can download it here.

27
Good Evening all, and here is a little update on development   8) 8)

Smooth curve from Grant Avenue to Euclid Avenue is done, track and walls


Column beams from the ramp down to Euclid are coded in. The left ones are darker than the right, but that will be fixed soon, as it is an issue with the way the columns are coded


The tunnel roof and columns for all the Layup tracks between Euclid and Grant are coded


These are permanent switches. jkjkjk lol I have not used and underground switches yet, so these will stay there for now. The black hole 2 tracks over is where the other grant track (what the current A to Far Rock uses) comes from, and that hole is where a y-shaped switch will be placed


Aerial view (well, the tracks are underground, so street view?) of the tracks from the Grant Av tracks merge point. Pitkin Yard tracks are not coded yet, will get to that after the Grant Av merge point is done


Tunnels and tracks are mostly done up to Euclid Avenue, besides the yard leads. View of the platform


In the distance the tunnels are up also. The station also has its columns placed throughout the station with its platforms

28
BVE/OpenBVE Support / Re: Car consist question
« on: June 14, 2017, 05:15:55 pm »
Edit the extension files

That was very vague. You assume @Shawn1995 knows what to edit in the extension file.

@Shawn 1995, in all the trains folders, there is file called 'extension.cfg', which can be opened in either Notepad or Notepad++. After opening the extension file, duplicate the file in to separate folders, for the different configurations you want. The R110A comes in a 10 car configuration, so you would delete lines in the code that correspond to configuration you want. (delete 2 cars for a 8 car set, delete 4 for a 6 car, etc.)

29
Chugging quietly along is the A to Euclid Av. The underground section is starting to come to life. Slowly...

Portal after 80th Street


Tunnel Walls and track are up for the approach to Grant Avenue


Eventually there will be switch placed here for the Pitkin Yard lead. The other one lowers to the right


Grant Avenue with temporary walls and platform. In the process of editing wall textures


Tunnel walls and track after Grant Avenue. Curve to Euclid can be seen in the distance


Smooth curve after leaving Grant Avenue, on the way to the 4 track Fulton Line


Layout of tracks between Grant Av and Euclid. The yard leads from Euclid Avenue to Pitkin Yards are not coded yet. And that is a temporary, elevated switch placed there lol. The platform in the distance is Euclid Avenue.




30
BVE/OpenBVE Support / Re: LisaRaye 2
« on: May 19, 2017, 07:37:53 am »
Check here for more infomation.

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