Some time ago (March 2010), SrrTrains had already a basic function to create and delete vehicles, and there were two basic models (“The Rocket” – a steam locomotive, and an “Experimental Wagon”).
Please refer to the “Demo 2012″ page for more information.
Unfortunately, we detected the software was unstable, so I started a major re-design, which has not yet been finished.
It’s exactly the vehicles that are still missing for the completion of the re-design.
Then I stopped the project.
Now I wrote a new concept paper (see my last post) and I again updated it.
This shows all concepts including the missing ones. “The New Concept Paper”
Now I added the “Appendix A: Notes about Dynamic Models”.
Additionally, I took some old notes from autumn 2011 and updated them: these notes should make clear in a quite detailed way, what would have to be done – what is missing -, if we liked to finish the re-design. “Vehicles Concepts”.
This is thought as information for programmers, not for users.
This just for clarification, still the project is stopped.
Reached Goals
– A basic concept has been developed for SMUOS and for SrrTrains
– Naming rules have been defined
– Models and objects were implemented experimentally
– Modules (static and dynamic) were implemented experimentally
– Example SRR objects were implemented experimentally
– A tracer was implemented experimentally
– A console interface can be provided by SRR Objects
– Modularity of the SRR framework
– Documentation of the concept
Missed Goals
– Dynamic models
– Handover
– Moving modules
– Real multibrowser capability
– Authoring support
would register two vehicle types, one coach and one wagon. Registering the vehicle type makes the URL with the model accessible for loading the model, when the vehicle is actually created at a setup point.
Second you can create a concrete vehicle from a vehicle type at a setup point (this is not yet implemented)
E.g.:
MyCoach;SecondModule-FirstSp;true
would create a concrete vehicle from the vehicle type “MyCoach”, at the setup point “SecondModule-FirstSp” (this is the “extended object ID” of the setup point, i.e. the name of the parent module and the objId of the setup point) in “forward” direction (the FBI – forward backward indicator – is “true”)
Now the re-design of the models of tracks and turnouts has been finished – step 0033.05bf1 of the sourceforge project has been published (http://sourceforge.net/projects/simulrr).
Regarding tracks and turnouts there is no big difference to previous versions (“step 0032″), so if you want to get the overview information, then you can refer to old posts:
If you just want to have a short look at the principles of modeling tracks in SrrTrains, please have a look to following blog post from 2009/06: Tracks and Turnouts.
If you want to take a closer look to the ideas of SrrTrains, it is still worth to have a look to the old(!) and obsolete(!) concept papers. However, only some details are out of date in those papers, but the basic ideas are still valid:
This contains the “modularity of SRR Framework”, which is the first step of getting closer to the re-design of the “Train Manager Module”. Then we will have tracks and vehicles again (in a few months).
All this will happen within “bugfix releases of step 0033.05″, i.e. “0033.05bfxx”.
Proudly presenting the “official pre-alpha” release of some X3D prototypes that could help in implementing network sensor based multiuser scenes.
OK, it’s experimental and it’s pre-alpha, but it is open source (LGPL) and if you are interested in the network sensor of VRML/X3D, then it could be worth reading the following few lines and following the links.
OK, what is it:
I tried hard to compile some useful and concise information in following release paper: ReleasePaperPreAlpha.pdf
Basically, it is a set of X3D prototypes that have been tested with BS Contact/BS Collaborate (in single-player-mode and in multi-player-mode) and with Instant Player (in single-player-mode) and that should help the modeller to use the network sensor easily.
Additionally, an “MMF-Architecture” (model/module/frame) has been defined, to state clearly: “Models and Modules that are used in the layouts (i.e. scenes) may come from different authors, but using the SRR Framework (and VRML/X3D, of course) guarantees interoperability”.
So, the “official pre-alpha release of SRR Framework + SRR Tools” (step 0033.04) will arrive soon (in a few weeks) (Update (2011-07-26): It has arrived today).
For those, who followed up the latest test session, here is a list of
Functions that are still missing
Errors that were detected + some comments
Black: final information
Blue: unfinished information
Red: latest information
Functions still missing (to achieve pre-alpha release)
A. add self-made avatars to a test layout Update (2011-07-02): Done, this has been implemented
B. export/import of a test layout to/from .zip file Update (2011-07-02): Done, this has been implemented
Errors currently known + some comments
1. X3D syntax error: in C:\ProgramFiles\SrrTools\TestframeBS\..\DemoLayout\FirstModule/Hill.x3d:
ExternProtoDeclare Field should not specify a value for field ‘globalModule’ this is a well-known problem. It is caused by different interpretation of “ExternProtoDeclare” by BS Contact player and Octaga player. I had to decide, what I preferred: Octaga crashing or BS Contact throwing syntax errors. Update (2011-06-18): The support of Octaga player has been discontinued, so it may happen soon this problem could become solved Update (2011-07-26): Last Octaga specific syntax was removed, this error does not occur any more
2. some transparencies/mixages on the green hill. This is well-known, too. In fact, this problem was the reason, why I began to support Octaga Player in addition to BS Contact in spring 2009. I’m sure, an experienced modelleur can avoid this problem. I decided to ignore this problem, because the main purpose of the demo layout is to test the SRR Framework, but not to provide a nice game.
3. Console interface and dynamic module “Dunes” do not work sufficiently with Octaga Player nor with Instant Player According to my investigations, this is definitively a bug in Octaga Player and Instant Player (funny, both have the same bug).
As soon as I find time, I will further investigate, input this information to the appropriate fora and request a solution. Update (2011-06-18): The reality is sometimes more complicated than we think: it is different bugs, why Octaga player and Instant player do not handle this. For Instant, it was possible to find the reason in my own code, and I am confident that the problem will be solved completely soon. For Octaga, the problem disappears, because support of Octaga has been discontinued. Update (2011-07-26): Console does now work with Instant Player (it was my fault), dynamic module still cannot be loaded – I more or less gave up with this issue, any hint welcome.
4. Navigation with arrow keys does not work with Instant Player – please use the mouse This has been discussed on Instant Player forum, it is a problem in the key sensor and it will not be corrected by the people from Instant player.
First idea for a workaround is, to replace the HUDs of the “official” demo layout by a Java application, but maybe there is a better solution, ideas welcome.
5. “SRR Test Frame” program does not run on Vista/Windows 7 The problem should be solved by using BS Contact 7.212 (instead of 7.206) and by using the latest installer of the SRR Tools (available soon on the download area). However, this has not been tested yet. Update (2011-06-18): the latest version of the SRR Tools has been corrected. See link to installer below.
6. Chat output can be locally edited (deactivate the text box) Done, text box has been set to “read only”.
7. Beamer destinations in dynamic modules are only accessible, when the module is loaded Accessibility of beamer destinations of unloaded dynamic modules would cause some major changes in the paradigms of the Srr Framework.
Please indicate your interest, before I will take any steps.
8. “SRR Test Frame” has problems with “right mouse click”->”full screen” SRR Test Frame is not intended for use with BS Contact’s full screen mode. Solution could be to simplify the user interface of BS Contact (hiding the “full screen” selection) with the “setUiMode()” function.
I think, the SRR Test Frame is a testing tool and should not hide too much of BS Contact’s user interface, therefore I chose to do nothing regarding this error and leave it as it is.
9. sometimes the chat input is not transmitted (sporadically!) I made some changes in the SRR Test Frame, but I’m not sure, if I really found the reason for the problem or not. Please report, if you still have problems.
10. sometimes dynamic modules are not loaded/initialized correctly (sporadically!) On one of the next weekends, I will try to systematically reproduce and analyse the error, taking the traces from the test session as a starting point. Update (2011-06-18): I found an error in my code, which could have been the reason for this behaviour. However, we would need another multiplayer test session to be sure the effect does not occur any more.
11. initialization of SRR objects takes several seconds (sporadically!) This is currently accepted as a known weakness of the SRR Framework. I’m sure the problem can be solved, once the base module of the SRR Framework will be migrated to a lower layer.
12. current version of SRR Object Base doesn’t function with Instant Player On one of the next weekends, I will try to systematically reproduce and analyse the error. Update (2011-07-26): this error has been corrected.
Update (2011-08-13): the installer of the “official pre-alpha release” of the SRR Tools (v0.3.9, using SRR Framework 0033.04bf14) can be found here: SrrTools_0.03.9(0033.04bf14).zip Attention: this .zip file does not contain BS Contact (needed), it does not contain BS Collaborate (needed) nor is it pre-licensed (take the license from OTS1 or send an e-mail to receive a license file)
Update (2011-07-02): A short demo video (with voice)
Some friends of SrrTrains and me will do an online test session.
Currently the “Base Module” of the SRR Framework is (nearly) finished. With this test session, we hope to find last errors and potential for optimization.
Of course, SrrTrains is still experimental, and we can discuss potentials and weaknesses on the online test session.
We will use a test version of a collaboration server and we will use Skype for the voice chat. Some experiments have shown that sharing the plain screen does not work with Skype, if you have a conference with more than 2 participants.
Hence all we will have, will be
– voice
– 3D collaboration within the demo layout (currently no tracks, no turnouts, no vehicles)
If you would like to participate
– on Sun, 29th May, 2011, 15:00 – 17:00 CEST (GMT + 02)
– or on Tue, 7th June, 2011, 19:00 – 21:00 CEST (GMT + 02)