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Thread: BVE 5/6 (Vista Support)

  1. #1
    Join Date
    Apr 2003
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    Hamont, Belgium.
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    39

    Default BVE 5/6 (Vista Support)

    Don't now how long it's there but just saw it:

    http://mackoy.cool.ne.jp/develop5.html

    Screenshot:


  2. #2
    Join Date
    Oct 2003
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    Boom, Antwerp, Belgium.
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    Default

    Yes, I've seen it also now. I don't care if the version will be Vista-exclusive or not, I rather have a complete working BVE which is Vista-exclusive than a new BVE which also supports XP but still has some compatibility issues. What I do hope is that BVE4 routes will still be supported, because the route contained in the preview version uses a totally new syntax and has taken some features from openBVE (like openBVE, BVE5 doesn't make a difference anymore whether an object is a platform, dike, signal, ... every object is just 'one' kind of object, or in BVE terms: everything is a 'free object' now..).

    Also the preview version only supports objects in .x format, so everything will have to be converted if CSV isn't supported anymore (B3D will probably be dropped after all, B3D-CSV conversion is easier than CSV-X conversion..). The plus side however is that now objects can be made with 3D modelling software like Blender (though a B3D converter for Blender exists, this has rarely been used), 3dsmax, 3D Canvas etc directly in the .x format. OK, this doesn't mean that MSTS models can be converted into BVE directly as its 3D engine isn't capable of rendering models with more than let's say 500 polys per object. So objects will have to be made again, but for those people which are more used to working with 3D modelling software instead of hard coding models with Notepad this could be a opportunity to make BVE objects..

  3. #3
    Join Date
    Oct 2003
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    Boom, Antwerp, Belgium.
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    Default Update to v0.2 beta

    In the meantime, BVE5 has been updated to the 0.2 Beta version.. It seems now that route files can be generated more easily by a route builder program, as the route syntax seems to be object-oriented : i.e. Track[index].Begin instead of Railstart(index), Put(coordinates, freeobj_x) instead of freeobj(coordinates,index) and so on..

    In BVE5 routes have in fact been renamed to "scenario's", and one has to choose a scenario in the main screen..

    There are however still compatibility issues with Windows Vista: here on my laptop (Sony Vaio FW11M with a dedicated ATI Radion HD3470 graphics card, so no Intel on board-graphics !) it doesn't work, while on my main pc (with a GeForce 8600 GS) I can open the program, but loading a scenario didn't work (yet ?).. Maybe the program doesn't support ATI graphics cards yet ?

    Download is at mackoy's blog here: http://mackoy.exblog.jp/

  4. #4
    Join Date
    Oct 2003
    Location
    Boom, Antwerp, Belgium.
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    Default New version: 0.3.3413

    In the meantime, mackoy has released another update of his BVE5 beta: we are now at version 0.3.3413..

    New features include the return of some legacy BVE indicators: the 'driving style' indicator (i.e. in BVE2 there was a bar which showed if you drove smoothly, moderate or wild !), now in the form of a moving 3D figure which falls down if you drive too wild ! Also the stopping distance indicators, in the form of a digital indicator (indicating the exact stopping distance) and a stopping bar have returned..

    Also a left and right cab view have been introduced, although there is nothing displayed there (only the front panel is modelled). This feature seems to be taken from openBVE, although openBVE intends to support (as of May 2010: supports) full 3D cabs, so no pseudo-3D cabs like BVE5..

    Another feature taken from openBVE is that models now support PNG textures.

    Some sound features also seem to be improved according to mackoy's blog. He also seems to be considering implementing external views, but this isn't confirmed yet..

    Download is at mackoy's blog here:
    http://mackoy.exblog.jp/11475309/

    or if you prefer the translated version:
    http://translate.google.com/translat...2F&sl=ja&tl=en
    Last edited by mstsbe; 05-14-2010 at 09:50 AM. Reason: new features from openbve 1.2 included

  5. #5
    Join Date
    Oct 2003
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    Default New BVE5 website

    mackoy again updated his BVE5 website, which will be bi-lingually (English/Japanese) for the first time in BVE history. In the program itself, one can now select the viewing distance and the level of anisotropic filtering. A new crack system will also be introduced, but the implementation seems to be causing a lot of troubles..

    The new version will be posted soon according to mackoy's blog. The new site is at the usual address:
    http://mackoy.cool.ne.jp/bve5/

  6. #6
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    Oct 2003
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    Boom, Antwerp, Belgium.
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    Default BVE 5: safety systems complete

    Part 6 in the BVE5 story: all programming concerning built-in safety systems (ATC, ATS, ATS-P) is complete. mackoy also wants to make a start in documenting the new file formats (xml-based), but this seems for the next update.

    The translated post: http://translate.google.com/translat...%2F15307551%2F
    The original post: http://mackoy.exblog.jp/15307551/

  7. #7
    Join Date
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    Default BVE5 v0.7

    And we are now at BVE5 v0.7:
    http://mackoy.cool.ne.jp/bve5/

    According to Google Translate, there have been the following improvements and fixes:

    • Flange sounds are being implemented
    • Doppler (point source) sounds are now correctly implemented
    • Adhesion is now again a supported route command, but is not yet completely implemented
    • The same counts for the Fog command
    • Regionalization was implemented, so BVE5 now supports multiple languages out-of-the-box instead of with the string.ini files.
    • The block length can be adjusted now as with openBVE, so the fixed 25m block length is removed.


    Fixes in the BVE4-5 converter:
    • Gradients are now correctly converted
    • Cylinder shade/lightning bug fixed
    • Wall/Dike/Pole fixes


    http://translate.google.com/translat...%2F16301320%2F
    http://translate.google.com/translat...bve5/download/

  8. #8
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    Oct 2003
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    Default New feature: key assignments

    Far away from the English uproar in the openBVE community, mackoy has been busy. The next BVE5 alpha, to be released next week, will allow to change the key assignments. OK, this was a main feature from the beginnings of openBVE, but it's a good feature for the next BVE incarnation.

    I also hope that with BVE5 the remaining BVE2 authors will come over and develop for the new version. OK, it's a new syntax, but the converters will make things somewhat easier. And if the final BVE5 will be released, BVE2 will not be supported anymore IMHO. It's about the same if you still run Windows Me or 2000 on a Core i7-960. So VICTOR, any plans for a BVE5 route or conversions of your existing ones ?

    http://mackoy.exblog.jp/

  9. #9
    Join Date
    Oct 2003
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    Boom, Antwerp, Belgium.
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    Default BVE 5.1 released

    New release: BVE 5.1 is there with some tweaks and fixes.
    http://translate.google.com/translat...ckoy.exblog.jp
    http://www.bvets.net

  10. #10
    Join Date
    Jun 2004
    Location
    Zagreb, Croatia
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    Default

    There will be no route building for BVE5 or openBVE in near future. The authors should make clear tutorials how to do that. In my opinion BVE2 is still the best solution, but is overrun with hardware and DirectX demands. I admit that new versions offer nice news and features, but community can't follow them. Yet! Instead of making realistic routes and trains, today builders are obsessed with passing trains. I like the idea of cab drive and therefore I shall not write or convert any of my addons for openBVE or BVE5.

    If there will be any development,it will be Ozalj line for BVE2.

    http://bve-croatia.freehostingcloud.com/ozalj.html

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