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OpenBVE- A free train simulator

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The **panel.cfg** and **panel2.cfg** parsers both make heavy use of text comparisons to determine the section / key within the section. These can be converted into enum values for much...

This branch attempts to unify & improve the number parsing code. Most places parsing a Vector simply called the **NumberFormats.TryParseDoubleVb6** method repeatedly on each component of the vector, and had...

This PR is an extension of the PR submitted to my repository of plugin that runs multiple train plugins. https://github.com/s520/DetailManager_For_OpenBVE/pull/1 ### This PR allows: - Multiple legacy and .NET plugins...

This PR fixes the issue pointed out in https://github.com/leezer3/OpenBVE/issues/466#issuecomment-619619294. This issue occurs in at least v1.4.3.0 and later main programs and v1.7.0.0 and later viewers. This PR reverts the drawing...

This PR adds power supply voltages and types etc. to the CSV route parser. Currently, these are handled by a set of non-standard beacons and the associated runtime plugin. ###...

This is the route parser from https://github.com/leezer3/OpenBVE/pull/154 separated into a plugin now that we support the plugin interface for loading routes too. This will currently load routes converted with the...

~~This PR change unlimited number of tracks for motor sounds. (#349)~~ ~~This feature is not intended to be available in Train.dat. It will be available in Train.xml.~~ ~~I have not...

This is a followup to #326 , and introduces the ability for the player's train to run on other rails within the world. Heavily WIP. ### Current Usage: **Track.Switch firstRail;...

Routes

This PR adds sounds played when the couplers stretch and compress. These are ignored when the coupler distance is 0. Sound.cfg: ``` [Coupler] Stretch = file.wav Compress = file.wav ```...

This is a WIP implementation for this idea: http://bveworldwide.forumotion.com/t1598-station-announcements#17075 Working: * Adding sounds via the XML * Positioning sounds * Pause between repetitions when sound is looped TODO: * Add...