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Change of Signal Aspects

You are here: Home > Forum > Simulations > Released > Exeter > Change of Signal Aspects

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Change of Signal Aspects 18/11/2009 at 23:15 #263
Fleet Controller
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24 posts
Hi Folks,

Playing the new version of Exeter and if your have both roads cleared (at any) Level Crossing, once the 1st train has cleared the level crossing and the barriers start to raise which then causes the signal on the opposite road to revert to danger.

Seems to be a bug.

Fleet Controller.

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Change of Signal Aspects 18/11/2009 at 23:15 #4200
Fleet Controller
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24 posts
Hi Folks,

Playing the new version of Exeter and if your have both roads cleared (at any) Level Crossing, once the 1st train has cleared the level crossing and the barriers start to raise which then causes the signal on the opposite road to revert to danger.

Seems to be a bug.

Fleet Controller.

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Change of Signal Aspects 18/11/2009 at 23:29 #4201
Peter Bennet
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5400 posts
Well spotted there was one line of code missing from each.

Peter

I identify as half man half biscuit - crumbs!
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Change of Signal Aspects 18/11/2009 at 23:36 #4202
Fleet Controller
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Grand so will a revised version be uploaded? The drivers are getting very angry with me
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Change of Signal Aspects 19/11/2009 at 02:19 #4206
postal
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5257 posts
Online
Edit: deleted.
“In life, there is always someone out there, who won’t like you, for whatever reason, don’t let the insecurities in their lives affect yours.” – Rashida Rowe
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Change of Signal Aspects 19/11/2009 at 04:22 #4208
nroberts
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Postal, I guess there's no need to jump down a man's throat. Granted that all we are getting is due to an enormous effort on behalf of the developers, I still believe that the comment made by Fleet Controller was not made as a sort of demand but rather as a hope.

May there be green signals ahead (and no TCF's) :lol:

Peace, love and railways.

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Change of Signal Aspects 19/11/2009 at 07:04 #4210
Peter Bennet
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5400 posts
We can't keep re-releasing the Sim after every bug is dealt with, though this one is arguably more critical than most. SwinDid is due to be re-released so it is possible Exeter will be done at the same time- I understand that ther may be an issue with Bristol too. Westbury is also being looked and any may appear at the same time. When exactly that will be is not clear at the moment for a couple of reasons.

Thanks

Peter

I identify as half man half biscuit - crumbs!
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Change of Signal Aspects 21/11/2009 at 18:27 #4324
geswedey
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201 posts
on the other hand just turn auto raise off
Glyn Calvert ACIRO
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Change of Signal Aspects 22/11/2009 at 01:47 #4358
Kage
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65 posts
Hmm, who actually compiles the final product? Why don't you have a nightly build server?
Somewhere separate from the 'stable' files, with appropriate permission ie
Dev's can access everything, general public can only access betareleased sims....
All with the disclaimer that these are bleeding-edge versions, with no support...
I know in Visual Studio, I can run scripts after a successful build...


The hard core people get the latest and greatest, with the stable versions for the casual players.

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Change of Signal Aspects 22/11/2009 at 08:05 #4360
Tallington
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254 posts
Kage,
Before you get flamed by others...

The Signaller-Manifesto on this website is

You get what you get when you get it!

And looking you in the eye, I will say Patience IS a virtue.

As a computer programmer I will also suggest you Compile that statement(for your own use obviously) :)
Then debug it (Nightly) :(

Welcome to the world of SimSig not your ephemeral blogspot

Ken

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Change of Signal Aspects 22/11/2009 at 09:20 #4363
Peter Bennet
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5400 posts
The final product is compiled by Geoff. Developers have access to the files, generally only the ones they are working on but may have read-only access to other files. These can be downloaded onto our local machines where we can edit and compile debug versions for testing. When we have a releasable version we can then upload it again to the main server for Geoff to do his bit.

Developers can circulate the debug build to testers- if that's what you mean by 'hard core'.

Beyond that I'm not entirely sure what you are saying- but that's how it works.

Whether it might one day be possible to do fixes by the release of a patch I did ask once but I can't recall exactly what the line was on that.

Hope that helps.

Peter

I identify as half man half biscuit - crumbs!
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Change of Signal Aspects 22/11/2009 at 18:09 #4390
Kage
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65 posts
Gone off topic here, could this be moved to Open Mic?
Just thinking out loud. Case in point: http://www.openttd.org/en/ (Great game btw, but we all know trains are the superior form of transportation) They have 3 builds, a stable version, a release candidate for the next version, and a nightly version. As the devs fix bugs and add features, they get added into the version control software. The nightly builds are created every night from the latest version of the code.
The nightly might have some new bugs, but it will also have the all the existing bug fixes and features. ***It's not a patch, its a fully working .exe file***. Once the goals of the next release have been met, the testing version is made by forking the code, and that version has no new features added, just bug fixes. Once the testing version is bug free it becomes the latest stable version. Now SimSig is fairly stable as far as features go, even a weekly build would have benefits. There is no problem in using debug builds either, SimSig isn't straining the computing power of anyone
s computer ;D

Also, to clarify, I'm not talking about unreleased sims here, just released ones. The 'testers' should only refer to the people beta testing unreleased simulations. For released sims, the 'testers' should be everyone! There is no reason to limit it, and several reasons not to. There are some 400 people registered here, and who knows how many unregistered users...

You've got a great community here, take advantage of it!

OK, theres about 18 sims released so far, with another half dozen or so still in the pipeline. Management and bug tracking for all these must be getting difficult.
Have you thought about something like FlySpray? flyspray.org/
Works for feature requests too.

From what I've seen bug tracking is done manually here, with Notepad and the 'bug' board.
As has been repeatedly stated, developer time is a precious resource. Why not make it easier for people to report bugs, and easier for devs to manage them?

When I say 'hardcore' I mean the people who show up here everyday, download everything, post numerous messages, create the timetables, and travel to Derby for meets

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Change of Signal Aspects 23/11/2009 at 08:54 #4419
Tallington
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254 posts
Kage,

Just a reminder that SimSig has been developed over MANY years and the learning curve has been hard and long. The benefit of which is that now all of the older sims can be refreshed with hindsight and experience by the hardcore of VOLUNTEERS.

While you express some good points that are being used behind the scenes already, this just seems to be a way of you coming in late and hoping to reinvent ALL of the railway signalling simulations so that everyone can look at your Signaller programming skills (or lack of, according to your own website.).

I might suggest you look again over your own Learning Cliff and consider where everyone may end up following you.

The Pied Piper comes to mind or is it the Lemmings?
Luckily the buffers come first ========][

Obviously just my personal thoughts... ;(
Which may get deleted....
And yes this is off topic here.

Ken

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Change of Signal Aspects 23/11/2009 at 09:11 #4421
Peter Bennet
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5400 posts
Kage

You make some intersting points which I'm sure Geoff will note; whether any or all of them are taken up will be a matter for him to consider. We do already have a bug reporting system akin to the one you suggest which works quite well.

I think I'll lock the topic now as we have gone off at a tangent and the original matter has been dealt with.

Peter

I identify as half man half biscuit - crumbs!
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