Christopher Lees

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Things are somewhat interesting. The glitched sound on the TFOs would appear to be the motor sounds. Our cause is this commit: https://github.com/leezer3/OpenBVE/commit/33475ddface6a85e816ee8e2a0e1c1a6b6c0aec9 This however shouldn't actually affect things, and...

Please try the build from today. The maximum acceleration figure had got accidentally only set when using an XML train, which was causing the glitch in question.

Added two new functions: **BillboardX** and **BillboardY** These return the rotation angle required to billboard the object in the X and Y axis respectively. ``` [Object] States = Tree.b3d RotateXFunction...

Will take a closer look when I get home. I was testing with a cube, which explains the difference probably....

OK, try the build from today. That seems wrong, but appears to produce the right results :/

I'll have to check and see exactly what's happening when X and Y are combined- Might be a rotation order issue, not sure without sitting down and thinking about it...

Try now, hadn't quite got that far this morning....

Sorry, meant to post again after thinking about it...... A billboard in *both* directions would probably need another function entirely to work without complications. (Maybe a [Billboard] section which supports...

Your log shows its loaded both the route and train, but not got into game, which is a little odd. Are you sure it isn't still working? The final step...

I've just tried this combination on Debian Bookworm, which works OK. There was one report of freezing on loading, which we traced back to the Radeon proprietary driver: https://github.com/leezer3/OpenBVE/issues/865