This would be a disappearing thread (which means that after the thread's intending purpose is served, this thread would be locked)
With the recent increase in the number of fictional routes and trains, the developing standard of SGBVE has greatly decreased. Therefore, it is important to set some basic guidelines to ensure that new routes and trains meet our 'high' developing standards.
Everyone has a chance to suggest a criteria, but moderators have the final say.
Every Route ,made must have a route uploaded for developers to try or before everyone tries it as since the topic is about quality control and the developers could give feedbacks earlier so that for the routes's developer could work on i so that other people will not think that singapore's bve standard's are not too low.
Originally posted by Boylush:Every Route ,made must have a route uploaded for developers to try or before everyone tries it as since the topic is about quality control and the developers could give feedbacks earlier so that for the routes's developer could work on i so that other people will not think that singapore's bve standard's are not too low.
If you didnt know, we DO have developer releases. However, for the NEL Route and Train(the leaked train is extremely out of date) is temporarily for internal release(NEL dev. team) only.
I would suggest a type of grading system with increased difficulty of accomplishment on a scale of one to ten. To better understand my meaning, here's an example.
Level One: Basic track and platform objects are in, with no scenery in the route. The basic skeleton is completed.
Level Two: Basic track, platform, tunnel and/or viaduct objects are in, with very little scenery in the route. The skeleton of the route is completed and finalised and there are curves.
Level Three: Basic track, platform, tunnel and/or viaduct objects are in, with some scenery in the route. There are some platform objects, with (a) proper background(s) for the whole route.
Level Four: Basic track, platform, tunnel and/or viaducts objects are in, with quite a lot of scenery in the route. Every platform has objects on it, there may be some simple roofing object for stations done up.
Level Five: Basic track, platform, tunnel and/or viaducts objects are in, with quite a lot of scenery in the route. Every platform has objects on it, there may be more complex roofing objects for stations done up. The .station command is edited fully and meets the developer's wishes.
Level Six: Basic track, platform, tunnel and/or viaducts objects are in, with quite impressive scenery in the route. Every platform has objects on it, the roofs are complex, and the station layout is realistic and believable. There are some miscellaneous commands used by the route like .buffer and .doppler, which signify the developer is putting all these to good use.
Level Seven: Track, platform, tunnel and/or viaducts objects are in, with impressive scenery in the route. Every platform has objects on it, the roofs are complex, and the station layout is realistic and believable. Every command that is used in the route is necessary and not redundant. There are very few errors in rendering and most object commands are properly used.
Level Eight: Track, platform, tunnel and/or viaducts objects are in, with impressive scenery in the route. Every station is modelled accurately according to the developer's plans. Every command that is used in the route is necessary and not redundant. There are almost no errors in rendering (1-2 errors at most) and all object commands are properly used.
Level Nine: Track, platform, tunnel and/or viaducts objects are in, with impressive scenery in the route. Every station is modelled accurately according to the developer's plans. Every command that is used in the route is necessary and not redundant. There are no errors in rendering (1-2 errors at most) and all object commands are properly used. In-train announcements are in the route (unless your route is a long-distance type of fictional route.)
Level Ten: The route has been fully completed and is as of standards of non-fictional routes. The degree of realism is extremely high. Your route has almost no more room for improvement.
Any route that makes it to level three can be released to developers and moderators to try out, and any route that makes it to level six can be released to public. This is one of my suggestion. :)
Originally posted by Nickgoh45:I would suggest a type of grading system with increased difficulty of accomplishment on a scale of one to ten. To better understand my meaning, here's an example.
Level One: Basic track and platform objects are in, with no scenery in the route. The basic skeleton is completed.
Level Two: Basic track, platform, tunnel and/or viaduct objects are in, with very little scenery in the route. The skeleton of the route is completed and finalised and there are curves.
Level Three: Basic track, platform, tunnel and/or viaduct objects are in, with some scenery in the route. There are some platform objects, with (a) proper background(s) for the whole route.
Level Four: Basic track, platform, tunnel and/or viaducts objects are in, with quite a lot of scenery in the route. Every platform has objects on it, there may be some simple roofing object for stations done up.
Level Five: Basic track, platform, tunnel and/or viaducts objects are in, with quite a lot of scenery in the route. Every platform has objects on it, there may be more complex roofing objects for stations done up. The .station command is edited fully and meets the developer's wishes.
Level Six: Basic track, platform, tunnel and/or viaducts objects are in, with quite impressive scenery in the route. Every platform has objects on it, the roofs are complex, and the station layout is realistic and believable. There are some miscellaneous commands used by the route like .buffer and .doppler, which signify the developer is putting all these to good use.
Level Seven: Track, platform, tunnel and/or viaducts objects are in, with impressive scenery in the route. Every platform has objects on it, the roofs are complex, and the station layout is realistic and believable. Every command that is used in the route is necessary and not redundant. There are very few errors in rendering and most object commands are properly used.
Level Eight: Track, platform, tunnel and/or viaducts objects are in, with impressive scenery in the route. Every station is modelled accurately according to the developer's plans. Every command that is used in the route is necessary and not redundant. There are almost no errors in rendering (1-2 errors at most) and all object commands are properly used.
Level Nine: Track, platform, tunnel and/or viaducts objects are in, with impressive scenery in the route. Every station is modelled accurately according to the developer's plans. Every command that is used in the route is necessary and not redundant. There are no errors in rendering (1-2 errors at most) and all object commands are properly used. In-train announcements are in the route (unless your route is a long-distance type of fictional route.)
Level Ten: The route has been fully completed and is as of standards of non-fictional routes. The degree of realism is extremely high. Your route has almost no more room for improvement.
Any route that makes it to level three can be released to developers and moderators to try out, and any route that makes it to level six can be released to public. This is one of my suggestion. :)
Nah....If that's the case, ALL of the above ground routes cannot be released....
Haha, I was just suggesting, we could tweak the levels a little, since I realise that the expectations go too high from Level One to Level Five. We could also lower the levels. :P
Originally posted by Veyron16.4:Nah....If that's the case, ALL of the above ground routes cannot be released....
Lol, the current EWL PSR - BGS, is about at level 9 since Track, platform, tunnel and/or viaducts objects are in (I know the objects to approaching tunnel is not there yet), except impressive scenery and station is not realistic enough (Due to the cylinder shape may cause lagginess and cant be bothered to try them) and my codes are absolute free of errors except when the announcements file are not ready, which usually will be commented out.
My NSX route have at least 25 errors
Aish, the NSL, EWL and CGA Branch line will all fail...
Originally posted by dan474:Aish, the NSL, EWL and CAE line will all fail...
Perhaps you can help the developers do a better job? You should also be more encouraging...
Originally posted by dan474:Aish, the NSL, EWL and CAE line will all fail...
That's because they are still work in progress projects.
As part of my efforts to help reorganise SGBVE, I have renamed most of the development threads on the 1st page as a pilot programme.
Legend:
[openBVE] Fictional : Denotes a Fictional Route/Train
[openBVE] SG : Denotes a Real-life Route/Train in Singapore
[No Physical Progress] or -NPP : Denotes that thread for the development of the route has been created but no evidence of any development pictures posted.
Please feel free to leave feedbacks.
That is easier for new comers. Good!
Unstickied until we come to a consensus on this topic.
Originally posted by Bngauw:
Perhaps you can help the developers do a better job? You should also be more encouraging...
I still needa learn how to code... Perhaps you might teach me how...?
Originally posted by dan474:I still needa learn how to code... Perhaps you might teach me how...?
I only edit trains (Not Make/Create From Scratch) at the moment. I'm attempting routes next year.
Originally posted by Bngauw:
I only edit trains (Not Make/Create From Scratch) at the moment. I'm attempting routes next year.
I think you can create routes in my city. (With any trains you want)