Outerra forum

Anteworld - Outerra Game => Tech demo, support, updates => Topic started by: cameni on January 04, 2013, 06:35:01 am

Title: Old version: 0.7.15.3700
Post by: cameni on January 04, 2013, 06:35:01 am
This new version comes with several enhancements in comparison to the old main branch 0.7.11:


Also, 3D grass is now available also in the demo mode.

Windows XP (32bit): Because of a lower and fixed limit on available system memory for GPU transfers on 32-bit Windows XP you may encounter a not-enough memory problem. In this case please close all other apps, especially browsers and other apps that consume a lot of NP (non-paged) memory as shown in the Task Manager.

The game will normally update automatically when you log in. The latest full installs can be found at demo.outerra.com (http://demo.outerra.com)

Note: if you have edited the world (added roads and placed some buildings) in previous versions, you should move the content of your cache/object folder to cache/earth/object. You should avoid overwriting the files there (files containing pre-existing Outerra locations), as the new version comes with updated versions of those. If you overwrote them already, they can be restored unpacking this file (http://outerraworld.com/appdata/Anteworld/cache13.zip) into your data director, overwriting the old files.

Changelog:

Version 0.7.15.3700 (2 Jun 2013)

Version 0.7.15.3690 (27 May 2013)

Version 0.7.15.3673 (3 May 2013)

Version 0.7.15.3666 (28 Apr 2013)

Version 0.7.14.3624 (8 Apr 2013)

Version 0.7.14.3614

Version 0.7.13.3530

Version 0.7.13.3519 (16 Feb 2013)

Version 0.7.13.3516 (14 Feb 2013)

Version 0.7.13.3490 (29 Jan 2013)

Version 0.7.13.3487 (29 Jan 2013)

Version 0.7.13.3475 (21 Jan 2013)

Version 0.7.13.3456 (4 Jan 2013), changes from version 0.7.12.3431
(http://i.minus.com/jb01viCyreCR6D.jpg) (http://minus.com/lb01viCyreCR6D)
Title: Re: Latest version: 0.7.13.3456
Post by: Bartolomeus on January 04, 2013, 07:34:52 am
Great improvements! Can't wait to test the new version! :)

Marko
Title: Re: Latest version: 0.7.13.3456
Post by: ddenn on January 04, 2013, 07:56:51 am
Thanks for the update! I have an issue though, automatic updating stops at "Waiting for the original process (2484) to end ..". If I kill the process in task manager and restart OT it starts downloading again, and stops on the same step
Title: Re: Latest version: 0.7.13.3456
Post by: cameni on January 04, 2013, 08:04:58 am
The wait took a bit longer when I tested it, but then finished normally. I assume you killed the old outerra.exe process, not the updater, right? After that the updater should start a new one.

But you can download the update manually from the above links, it's faster than waiting for the autoupdate anyway.
Title: Re: Latest version: 0.7.13.3456
Post by: ddenn on January 04, 2013, 08:16:55 am
Yes, I killed outerra.exe. I'll try to install downloaded version.
Title: Re: Latest version: 0.7.13.3456
Post by: KelvinNZ on January 04, 2013, 06:25:00 pm
A noticeable difference in texture colour, less pale which makes it look much better in my opinion.
Title: Re: Latest version: 0.7.13.3456
Post by: Steve.Wilson on January 05, 2013, 07:52:02 am
A game boosting application like Game Booster may help the WinXP users:  http://www.techspot.com/downloads/4842-game-booster.html (http://www.techspot.com/downloads/4842-game-booster.html)

This is not a perfect solution -- I hate the fact that I get spammed with the social networking advert when I launch it, but otherwise, for a free app, it's pretty nice to have.  Free's up my resources when flying X-Plane at high rendering settings, will probably help my Outerra efforts too!
Title: Re: Latest version: 0.7.13.3456
Post by: Allan Davidson on January 06, 2013, 05:50:23 am
Wow! So much improvements! Awesome work devs! :D
Title: Re: Latest version: 0.7.13.3456
Post by: Sam on January 06, 2013, 05:57:44 am
Brano,
It's necessary to save the 12 Gb earth folder to preserve all the built roads and buildings?
Title: Re: Latest version: 0.7.13.3456
Post by: cameni on January 06, 2013, 06:14:05 am
No, the roads and buildings were in cache/object folder (in the previous versions), since 0.7.13 they are in cache/earth/object.
The 12GB data folder contains terrain data that are never modified, they can be just moved from the old install (or you can install it over the old version normally), so you don't have to download them again.
Title: Re: Latest version: 0.7.13.3456
Post by: Sam on January 06, 2013, 06:19:13 am
Au sorry, my mistake! I mean the cache folder. So I can't use them anymore? I mean, my roads are gone with the new version?
Title: Re: Latest version: 0.7.13.3456
Post by: cameni on January 06, 2013, 06:57:41 am
You just need to move the object folder from the old version to the earth subfolder, and you get everything back.

New version comes with updated data for the default locations, if you overwrite these files with the above operation, you can replace them back from this file (http://outerraworld.com/appdata/Anteworld/cache13.zip).
Title: Re: Latest version: 0.7.13.3456
Post by: Sam on January 06, 2013, 08:50:08 am
Thank you Brano, it works now. Everything it's undamaged on his old place.  8)
Title: Re: Latest version: 0.7.13.3456
Post by: Midviki on January 06, 2013, 11:06:25 am
And another newbie question from me...

How do we make more trees ? I might anticipate that you are preparing for 3D tree's and you might want less for better performance.

But it makes me sad to see a naked ground :(.So how do I bring all the plenty of forest beauty ;D? And btw... is there some kind of Outerra 101 manual where there are all these details :D?
Title: Re: Latest version: 0.7.13.3456
Post by: cameni on January 06, 2013, 12:39:57 pm
You can't make more trees, and it's not because of preparation for 3D trees, but the function that computes the tree probability has a hard-coded lower bound on terrain slope where the trees can appear.

With biomes it will source the probabilities from a global forest map, and the biomes will also define their own rules for tree distribution (and types etc).
Title: Re: Latest version: 0.7.13.3456
Post by: Midviki on January 06, 2013, 12:43:31 pm
Ok.. that sounds ok. Other stuff will fill the gap...  But if I want to remove the trees for good in some areas.. do they have like coordinates hard-coded so I can cancel in some areas and put my own trees?Or replace in that area those trees with my trees?
Title: Re: Latest version: 0.7.13.3456
Post by: cameni on January 06, 2013, 12:50:29 pm
No, they are placed procedurally and at the moment can be only removed by roads. In the future it will be possible to alter the natural distribution with vector layer data - polygonal areas that add or remove trees and other vegetation (agricultural fields, pastures etc).
Title: Re: Latest version: 0.7.13.3456
Post by: Midviki on January 06, 2013, 01:28:43 pm
That sounds "ok" too I think.. But it would be interesting to have trees importer as 3D models and procedurally arranged by latitude / longitude and altitude.And for example if you would have at 2000-2500 meters 1 type of tree.And for example if you have on one zone... 100% of that kind of tree.And you add another kind of tree they would split the percentage on where they are placed, replacing the place holding positions with the new model that you want to add and distribute.But the percentage doesn't need to be 50% and 50%.. it can be 20% and 80%... and the displacement of one and another can differ.It would be nice to have a lot of control on the environment.Eh.. but just saying, its just an idea.( and btw.. off-topic.. congrats on the 3500+ posts  ;D )
Title: Re: Latest version: 0.7.13.3456
Post by: Allan Davidson on January 07, 2013, 01:46:38 am
Before the merging, in the default place, there was airport, now there's nothing.
Title: Re: Latest version: 0.7.13.3456
Post by: ZeosPantera on January 07, 2013, 02:40:59 am
Before the merging, in the default place, there was airport, now there's nothing.

Quote from: Cameni
You just need to move the object folder from the old version to the earth subfolder, and you get everything back.
Title: Re: Latest version: 0.7.13.3456
Post by: Allan Davidson on January 07, 2013, 05:56:36 am
I just run the game and it auto-updated, ovewriting the old files.
Title: Re: Latest version: 0.7.13.3456
Post by: cameni on January 07, 2013, 06:04:44 am
Is it completely empty, no roads?
Title: Re: Latest version: 0.7.13.3456
Post by: Allan Davidson on January 07, 2013, 06:20:16 am
No.

I found a "object" folder inside "cache". Should I throw it's content (+x, +y, +z, -y) inside data\earth folder?
Title: Re: Latest version: 0.7.13.3456
Post by: cameni on January 07, 2013, 06:27:35 am
Should go to cache/earth/object, just create an earth folder under cache, and move the object folder into it.

But this would mean that autoupdate doesn't install new data ...
Title: Re: Latest version: 0.7.13.3456
Post by: Sam on January 07, 2013, 07:14:57 am
For me, I put the old object folder as subfolder into the earth folder and it works  ;)


(http://img4.fotos-hochladen.net/uploads/anteworld1024hakyt1c9j2.jpg) (http://www.fotos-hochladen.net)
Title: Re: Latest version: 0.7.13.3456
Post by: Sam on January 07, 2013, 07:20:55 am
No, they are placed procedurally and at the moment can be only removed by roads. In the future it will be possible to alter the natural distribution with vector layer data - polygonal areas that add or remove trees and other vegetation (agricultural fields, pastures etc).
Or by fields (Farmland)  ;)
(http://up.picr.de/9888851apv.jpg)
Title: Re: Latest version: 0.7.13.3456
Post by: cameni on January 07, 2013, 07:51:19 am
For me, I put the old object folder as subfolder into the earth folder and it works  ;)
http://img4.fotos-hochladen.net/uploads/anteworld1024hakyt1c9j2.jpg (http://img4.fotos-hochladen.net/uploads/anteworld1024hakyt1c9j2.jpg)
Seems you've built something everywhere, except in the Antarctic :)
Title: Re: Latest version: 0.7.13.3456
Post by: Sam on January 07, 2013, 08:01:54 am
Seems you've built something everywhere, except in the Antarctic :)
Yes thats right.  ;D But that's a old picture from experiments in the Sams Valley.  ;)
Title: Re: Latest version: 0.7.13.3456
Post by: Midviki on January 07, 2013, 08:59:08 am
Cameni... is there a map for all the coordinates?
Title: Re: Latest version: 0.7.13.3456
Post by: Chaoz on January 07, 2013, 09:33:36 am
There is :
(http://i.minus.com/ibcrtObqwPVS16.png)
Title: Re: Latest version: 0.7.13.3456
Post by: Midviki on January 07, 2013, 10:16:27 am
Thx!.. I knew about this.. but couldn't find it.Very lucky of "santa" Cameni's elves here helping each other making the world a better place.  ;D
Title: Re: Latest version: 0.7.13.3456
Post by: ZeosPantera on January 07, 2013, 01:46:14 pm
There is :
(http://i.minus.com/ibcrtObqwPVS16.png)

Forgot about that.. Added to my Desktop Background Cycle
Title: Re: Latest version: 0.7.13.3456
Post by: Allan Davidson on January 09, 2013, 05:31:52 am
Should go to cache/earth/object, just create an earth folder under cache, and move the object folder into it.

But this would mean that autoupdate doesn't install new data ...

Solved!
Title: Re: Latest version: 0.7.13.3456
Post by: Midviki on January 17, 2013, 03:39:16 pm
Does anyone with ATI has a problem with visuals?... how terrain renders when you move around? Like seeing small ( small = 1/2 meters or bigger gaps in to the texture ) white polys or disappearing polygons... or cracks in to the textures? Especially of those "user made" like modified terrain with roads, or just roads.

From what I saw it... is something similar to the previous bug with chunks of texture from oceans, or land disappearing.But on a smaller scale, and it only occurs for like 0,3 seconds from a hole 1 second, in new explored terrain.
Title: Re: Latest version: 0.7.13.3456
Post by: Moonkey on January 17, 2013, 05:33:05 pm
Does anyone with ATI has a problem with visuals?... how terrain renders when you move around? Like seeing small ( small = 1/2 meters or bigger gaps in to the texture ) white polys or disappearing polygons... or cracks in to the textures? Especially of those "user made" like modified terrain with roads, or just roads.

From what I saw it... is something similar to the previous bug with chunks of texture from oceans, or land disappearing.But on a smaller scale, and it only occurs for like 0,3 seconds from a hole 1 second, in new explored terrain.
Don't change the prefetch/terrain poly detail under 0.9 else you will get white textures below you. Though I haven't seen it disappearing randomly.
Title: Re: Latest version: 0.7.13.3456
Post by: cameni on January 17, 2013, 05:49:27 pm
The AMD driver bug is still there and may manifest sometimes. We haven't received confirmation of a fix from AMD yet, and there hasn't been a new driver in a while.
Title: Re: Latest version: 0.7.13.3456
Post by: Midviki on January 17, 2013, 06:53:53 pm
Yep Cameni.. AMD seems very buggy.And very lazy on repairing things... On nVidia you don't have any problems like this?

Don't change the prefetch/terrain poly detail under 0.9 else you will get white textures below you. Though I haven't seen it disappearing randomly.

No Moonkey... it is not that one.Simply after modifying the terrain, it flickers, the fresh terrain that you have modified makes problems.And in some cases it is not just when  you are moving the camera around , moving , rolling , zooming... in some cases you can see on a permanent basis some huge gaps of texture... and if you go over it with the truck, plane or something the collision doesn't fit the visuals.
Title: Re: Latest version: 0.7.13.3456
Post by: djt on January 18, 2013, 07:47:50 pm
Yep Cameni.. AMD seems very buggy.And very lazy on repairing things... On nVidia you don't have any problems like this?

It has gotten better with the last couple of driver revisions.

I just gave the new Catalyst 13.1’s with a 7970 a try and they are really showing signs of improvement. It’s a ways off from the image quality and performance that I’m seeing with the Nvidia GTX 680 but at least AMD is communicating with the Outerra team.
 
There’s supposedly a new beta going up next week (13.2b http://techreport.com/review/24218/a-driver-update-to-reduce-radeon-frame-times (http://techreport.com/review/24218/a-driver-update-to-reduce-radeon-frame-times)) which has already been leaked over at guru3D. It might have frame latency issue fixes that have been mentioned over the last few months.

I’m hoping that Valve’s new Steam Box (http://xi3.com/x7a-modular-computer.php (http://xi3.com/x7a-modular-computer.php)) which uses an AMD CPU and Radeon 7000 series GPU will push AMD into improving OpenGL support since Valve is going to be using Linux as its platform.
Title: Re: Latest version: 0.7.13.3456
Post by: Jagerbomber on January 19, 2013, 12:19:04 pm
Ugh... I admit that I don't think I've run Outerra since sometime before I switched from the W8 consumer preview to the release preview, and I just installed the actual release version of W8... after deleting my old backup from the consumer preview, to make room for my release preview backup... even though I had never actually moved my outerra data to the release preview yet...  :'( :'( :'( So many roads gone...

Also, is there any way I can make a request to remove the Ellington, CT data and spawn location from the official download?  I'm not sure how easy that is if it contains other areas that I traveled to... (though I haven't modified anywhere else).  It would make things a bit less confusing for me when I try to move my backup to the new one, so I don't have to go find where I worked last to figure out if my file transfer was successful.

Also, "restart to apply" in the graphics properties isn't working quite right.  When it restarts it goes windowed mode and spawns you at the default location.  Closing and starting the program yourself works correctly.
Title: Re: Latest version: 0.7.13.3456
Post by: cameni on January 20, 2013, 02:01:21 am
Ugh... I admit that I don't think I've run Outerra since sometime before I switched from the W8 consumer preview to the release preview, and I just installed the actual release version of W8... after deleting my old backup from the consumer preview, to make room for my release preview backup... even though I had never actually moved my outerra data to the release preview yet...  :'( :'( :'( So many roads gone...
Note there was a change of where your edits are stored, previously it was in cache/object, now is in cache/earth/object. You have to move/copy it manually to get your roads/objects back.

Quote
Also, is there any way I can make a request to remove the Ellington, CT data and spawn location from the official download?  I'm not sure how easy that is if it contains other areas that I traveled to... (though I haven't modified anywhere else).  It would make things a bit less confusing for me when I try to move my backup to the new one, so I don't have to go find where I worked last to figure out if my file transfer was successful.
I don't understand, there's no Ellington in official download. Did you do a clean install?

Quote
Also, "restart to apply" in the graphics properties isn't working quite right.  When it restarts it goes windowed mode and spawns you at the default location.  Closing and starting the program yourself works correctly.
Hmm, I suspect this will have something to do with OS and the access privileges for spawned processes.
Title: Re: Latest version: 0.7.13.3456
Post by: Jagerbomber on January 20, 2013, 07:41:43 pm
Ok Just confirmed it after my fresh install.  Remember when I gave you my terrain files to check out the asphalt pieces in Ellington, CT USA that I couldn't delete at the time?  Well you put my terrain files in the official download... Is it possible to get them removed from the download?  I haven't built anything outside of my town, but there are disconnected roads spread out throughout my town.
Title: Re: Latest version: 0.7.13.3456
Post by: cameni on January 21, 2013, 02:23:23 am
I'll locate them and remove so that in the next update it's fixed.
Title: Re: Latest version: 0.7.13.3475
Post by: cameni on January 21, 2013, 02:51:58 pm
Version 0.7.13.3475
Note: the autoupdater seems to have some problems seeing the update, please apply the patch manually for now: Anteworld-0.7.13.3456-3475 (http://outerraworld.com/appdata/Anteworld/Anteworld-0.7.13.3456.patch-3475.exe)
Title: Re: Latest version: 0.7.13.3475
Post by: mustang60348 on January 21, 2013, 03:14:59 pm
Not seeing .3475
Title: Re: Latest version: 0.7.13.3475
Post by: cameni on January 21, 2013, 03:29:17 pm
Seems the autoupdater refuses to update it. Please apply it manually for now until we resolve it.
Anteworld-0.7.13.3456-3475 (http://outerraworld.com/appdata/Anteworld/Anteworld-0.7.13.3456.patch-3475.exe)
Title: Re: Latest version: 0.7.13.3475
Post by: Midviki on January 21, 2013, 04:47:21 pm
Oh boy.. its bad... I haven't updated it yet manually to the new version... but I wanted to.And I got my PC restarted again.. like the 10th time now.. or more.

It happens when you "close" Outerra from the bar.Just by right click on the icon from the bar > close > PC getting restarted.

An alt+tab option is needed to minimize the application or something not to make to crash the hole system. ;D
Title: Re: Latest version: 0.7.13.3475
Post by: Midviki on January 21, 2013, 05:00:53 pm
And for the update... "Nice! Nice! Nice!" ... like Eli said in the movie "The Book of Eli"(spoiler alert!)..when he found new shoes in the closet of an abandoned house and he stole them from a dead man that was hanged in the closet.

That's how happy I am about the X,Y rotation axes.  ;D

Now I don't need to import new models anymore every time I need to test something on objects with a different angle just because I need them to be flipped 180* degrees or or just 30' or 30".

Thank you.Thank you.Thank you.
Title: Re: Latest version: 0.7.13.3475
Post by: cameni on January 21, 2013, 05:09:49 pm
Windows restarting when closing the app forcibly? I didn't know we had such powers ::)
Title: Re: Latest version: 0.7.13.3475
Post by: Midviki on January 21, 2013, 05:13:21 pm
Yep, maybe it happened because I was having the builder window opened and selected an object and I was browsing trough the folders to find the update.. and I saw I have the app already opened and I wanted to close it to install the update.. and when I closed it straight from the bar... it closed everything for good.
Title: Re: Latest version: 0.7.13.3475
Post by: Jagerbomber on January 21, 2013, 06:20:06 pm
Was my stuff removed in this one or the next one?
Title: Re: Latest version: 0.7.13.3475
Post by: cameni on January 22, 2013, 01:19:30 am
It was removed from the full install, but patches don't touch data so it doesn't show. I'll be making a new full install since 3456 has a broken updater.
Title: Re: Latest version: 0.7.13.3475
Post by: cameni on January 22, 2013, 08:25:56 am
Version 0.7.13.3478


Note that the updater in 0.7.13.3456 and 0.7.13.3475 versions is broken and won't update to any newer version. You have to update manually by downloading and installing this patch:
Anteworld-0.7.13.3456.patch-3478.exe (http://outerraworld.com/appdata/Anteworld/Anteworld-0.7.13.3456.patch-3478.exe).

Alternatively you can update from the command line (that still works):
Code: [Select]
outerra.exe -forceupdate 0.7.13.3456-3478
The warning about the broken updater is also shown on the login screen of any version older than 3478, it will go away when you update.
Title: Re: Latest version: 0.7.13.3475
Post by: Jagerbomber on January 22, 2013, 08:52:00 pm
Ok it's gone now.  ;D  Not sure why the uninstaller still didn't delete it even though I told it to delete the data folder as well.  Did a complete uninstall and manual wipe, installed again, with test scenes, and it's gone now.

Yay!  Any remnants of me have finally been wiped off the earth!  ;D ;D ;D

(http://t0.gstatic.com/images?q=tbn:ANd9GcQ-Bs4XROkzr6ck80d6tbOIMf4WDjrYzLpmJjZO6ODFN7x7pto5oNzjvNfeVA)

fml... But that's a different story...  :-\
Title: Re: Latest version: 0.7.13.3475
Post by: ddenn on January 23, 2013, 12:49:06 am
Thank you for the update!  Time flow works fine.

I have only problem with my joystick, after restarting PC it stopped working, and I receive "Adding HID device..." message all the time. At first I though it's a hardware problem, but in system settings all works fine, and the joystick still works fine in x-plane.


P.S. The problem was fixed after re-pluging the joystick, seems to be hardware problem after all.
Title: Re: Latest version: 0.7.13.3475
Post by: Midviki on January 23, 2013, 05:35:01 pm
Is it odd, to have like a chunk of continent the size of half Australia full with trees and the other half empty? And between them it is a straight line that separates them.Do you need print screen to see?
Title: Re: Latest version: 0.7.13.3475
Post by: KelvinNZ on January 24, 2013, 12:34:08 am
I would be interested to see how this looks
Title: Re: Latest version: 0.7.13.3475
Post by: Midviki on January 24, 2013, 11:56:06 am
Mostly it is half and half.

This one is within a green zone:

- (http://i.minus.com/jbjaGEQ7Kspnv0.jpg) (http://minus.com/lbjaGEQ7Kspnv0)



And this one with snow... Antartica half filled with trees:

- (http://i.minus.com/jbjaT3DSp1rUTw.jpg) (http://minus.com/lbjaT3DSp1rUTw)


It would be nice to fill some zones with only forest / jungle.But controlled.

I assume that Cameni / Angrypig are testing stuff that it looks like this, or maybe it is a bug.

( oh yeah.. if you don't recognise the land marks... its because of the raised sea level. )

Oh yeah.. and it looks cool from down below.Like a pure magical world.
Title: Re: Latest version: 0.7.13.3475
Post by: Sam on January 24, 2013, 01:26:04 pm
My buildings are gone
(http://img4.fotos-hochladen.net/uploads/screen13590514hunk12pjer.jpg) (http://www.fotos-hochladen.net)

I have a backup, but I don't no, in which folder they are.
Title: Re: Latest version: 0.7.13.3475
Post by: Midviki on January 24, 2013, 02:05:31 pm
My buildings are gone

I have a backup, but I don't no, in which folder they are.

if you have packages backup:

User/ > "YourCompName" > / Outerra > / Packages / "YourUserName" / ( here )    ( this is for the packages backup )  ( but I guess you don't have problems with this.. but I usually have a backup for this files as well.. in case something bad happens )

And for what you need.. the cache backup... its in the same folder that it was before... but now you need to put what was in the /Cache/Obj/ ... you put in /Cache/Earth/Obj/
Title: Re: Latest version: 0.7.13.3475
Post by: cameni on January 24, 2013, 02:13:13 pm
It would be nice to fill some zones with only forest / jungle.But controlled.
I assume that Cameni / Angrypig are testing stuff that it looks like this, or maybe it is a bug.
Didn't see anything like this before. Not testing anything there. What hw/driver is this?
Title: Re: Latest version: 0.7.13.3475
Post by: Midviki on January 24, 2013, 02:30:58 pm
Didn't see anything like this before. Not testing anything there. What hw/driver is this?

(http://i.minus.com/jemlXnYif4ooX.jpg) (http://minus.com/lemlXnYif4ooX)

I don't know if it is up to date.
Title: Re: Latest version: 0.7.13.3475
Post by: Midviki on January 24, 2013, 02:33:14 pm
I see there is a new update.Should I update to 13.1 ? Is it safe?
Title: Re: Latest version: 0.7.13.3475
Post by: cameni on January 24, 2013, 02:54:19 pm
Yes.
Title: Re: Latest version: 0.7.13.3475
Post by: KelvinNZ on January 24, 2013, 05:27:32 pm
Yeah, I've never experienced anything like this, at least not on Nvidia cards.
Title: Re: Latest version: 0.7.13.3475
Post by: Midviki on January 24, 2013, 06:27:00 pm
Yep... installed and everything seems fine now.. no more excessive forest.


And about the light... how do I make the Earth to stop spinning... or the Sun to stop spinning around the Earth?... is there and On / Off switch for that?
Cause its annoying to have like every 3-4 mins turning dark and needing to turn back time to make day again. :)



Oh yeah... and what do I do in this situation?

(http://i.minus.com/jbpHJURRXJiPqj.jpg) (http://minus.com/lbpHJURRXJiPqj)

Will this be a problem with the future new terrain modification system?Will roads and the modified patch of terrain will overlap one and each other?
Title: Re: Latest version: 0.7.13.3475
Post by: cameni on January 25, 2013, 01:24:40 am
You can set the time multiplier to 1X.  It cannot be set to 0 though.

That screen seems to be a bug, I must inspect it.
Title: Re: Latest version: 0.7.13.3475
Post by: Midviki on January 25, 2013, 01:28:59 am
If it helps for you to achieve it faster... increasing the "transitional area" on one of the roads... and probably the larger one gets like a priority, or maybe depending on the material or type of road that is made of.
Title: Re: Latest version: 0.7.13.3475
Post by: Sam on January 26, 2013, 09:25:38 am
My buildings are gone

I have a backup, but I don't no, in which folder they are.


And for what you need.. the cache backup... its in the same folder that it was before... but now you need to put what was in the /Cache/Obj/ ... you put in /Cache/Earth/Obj/
I put the object folder to the right folder (cache/earth/object). I have all my roads back, but no buildings and all that stuff like signals and that japanese archway.  :-\

In my older unupdated vers 3100 I have all the buildings and all that stuff.  :-\
Title: Re: Latest version: 0.7.13.3475
Post by: Midviki on January 26, 2013, 03:06:38 pm
In my older unupdated vers 3100 I have all the buildings and all that stuff.  :-\

Are you saying what I think your saying?... Did you overwritten all the files? In like "re-installed"? In like... replacing all files with new ones?Yep.. I think "replace"?

Anyway... if you have the files from package the way they where from before... it might work with your problem.But if you had the backup from long long ago and not the one from before re-installing everything again.Some of your buildings might be lost... or if you know their exact names from before... it is easy.Anyway.. I hope all this might have helped you.Anyway you should have had your files in the "/Packages/" folder...

And I maybe was mad when this happened to me as well.But I decided to not care.Cause I can't really start any serious development on the level design just yet.Try to take it slow, big plans must start with smaller ones... like take it from me as an advice, I'm just doing 3D models and piling them up for when the time comes.And you can draw on real paper the places that you worked on, make maps and how everything was arranged in your level design.Or you can work on JS code as well.

Take it from me, I'm just experimenting for now.. learning the engine, making some plans, thinking of what people will help me with this project that I have in the back of my mind, how do I find those people, where would I work with them?... You know... details about a game to be made that most don't think ahead.Ah yeah...and the legal stuff, you must get in to the legal stuff.Beware!!! of the Legal stuff!
Title: Re: Latest version: 0.7.13.3475
Post by: Midviki on January 26, 2013, 03:13:32 pm
And a question for Cameni, about the Environmental Biomes. Is there a post somewhere that tells more about this? Like how will they work?

For example if you raise the sea level with 100 meters, in the tropical zones, will the shores that will have palms on the beach that will be underwater, will the next new shore that will become.Will it have, or I should say... Will it become the next new shore with palms and other vegetation or terrain.And mathematical speaking, will it be by coordinates? Longitude / Latitude / Altitude?If the "new palms" started at the 100 meters from the "new shore" on the "new beach", will the other kind of trees / terrain will go up as well with 100 meters ?


-------------------------------------------------------------------------------------


Hmmm... I think I should have made a new topic about this... can you move it in to a new fresh topic? ( name it something with "Environomental Biomes" )
Title: Re: Latest version: 0.7.13.3475
Post by: cameni on January 26, 2013, 04:09:26 pm
In my older unupdated vers 3100 I have all the buildings and all that stuff.  :-\
3100 used a different package format that's not compatible with the new importer. Some of the models were reimported, but the names changed too and the old placement data don't work anyway.
Title: Re: Latest version: 0.7.13.3475
Post by: cameni on January 26, 2013, 04:11:48 pm
And a question for Cameni, about the Environmental Biomes. Is there a post somewhere that tells more about this? Like how will they work?
There is this topic http://www.outerra.com/forum/index.php?topic=1420.0 (http://www.outerra.com/forum/index.php?topic=1420.0)
Title: Re: Latest version: 0.7.13.3475
Post by: Jagerbomber on January 26, 2013, 07:02:29 pm
This is a very minor thing, but would it be possible to smooth out the movement of the Google map when zoomed all the way in while in satellite view?  If not, then it's good enough as it is.  ;D
Title: Re: Latest version: 0.7.13.3475
Post by: Sam on January 27, 2013, 05:15:22 am
In my older unupdated vers 3100 I have all the buildings and all that stuff.  :-\
3100 used a different package format that's not compatible with the new importer. Some of the models were reimported, but the names changed too and the old placement data don't work anyway.
Okay,thank you Brano.
With other words, when I want my villages and my airports back, so I have to rebuild them.  ::)

@Midviki
I accept Anteworld as a work in progress. So I feel me more of a beta tester than a end user.  ;)
Title: Re: Latest version: 0.7.13.3487
Post by: cameni on January 29, 2013, 05:49:13 am
Version 0.7.13.3487 (29 Jan 2013)
¹ Note the normal textures are in resolution 2048x2048 applied atop of existing terrain textures with resolution 512x512. The lighting enhancement is thus most visible when the sun is not directly above. There will be also an enhancement of the color textures later, these two are separate parts in Outerra.
There are still some artifacts in the normal mapping between two different materials, it will be enhanced as well.
Normal mapping can be turned off in terrain settings, it's on by default.

² The thickness of the white paint is "real", it has nothing to do with the normal mapping (http://www.reddit.com/r/Outerra/comments/17bpdi/the_f_king_paint_has_f_king_thickness/c840pmb). If you had a mini vehicle you'd feel the bump going over, it's 5mm at the moment.

³ Added recommendation to video recording topic (http://www.outerra.com/forum/index.php?topic=1380.0) about syncing the frame rate to half the display refresh rate for fluid videos

(Note: Bloom effect isn't present in this build yet)

(http://i.minus.com/jLsVYnrTcBpoB.jpg) (http://minus.com/lLsVYnrTcBpoB)
Title: Re: Latest version: 0.7.13.3487
Post by: Bartolomeus on January 29, 2013, 06:07:00 am
Great news. Nice list of improvements. Can't wait to test the normal mapping.

Marko
Title: Re: Latest version: 0.7.13.3487
Post by: SpaceFlight on January 29, 2013, 07:43:53 am
Very cool as usual!  8)
Love the normal map stuff!
Title: Re: Latest version: 0.7.13.3487
Post by: Midviki on January 29, 2013, 10:24:43 am
Amazing news!  ;D Pleasing and spreading more hope in to our hearts! "Very cool as usual!" indeed.

More 3D and more color for the "world"! For this occasion I'l just pop the champagne and let it flowwwwwwww!

The day must be enjoyed!No naughty posts today with visual disturbing things about the new stuff!  ;D  ::)
Title: Re: Latest version: 0.7.13.3487
Post by: ZeosPantera on January 29, 2013, 02:55:41 pm
Glad the paint has actual thickness. Have go rub it in the face of someone on reddit.
Title: Re: Latest version: 0.7.13.3490
Post by: cameni on January 29, 2013, 03:24:09 pm
Version 0.7.13.3490


To get the bloom effect, edit your eng.cfg and set bloom_power to 0.05 (max is 0.15). Bloom threshold is the value from which the light leaks into darker parts, default is 1.0. Anything more intensive (values above 1.0 saturate and can't be shown on the display anyway) is a source of leaking light. Minimum is 0.9. Direct sun has intensity around 20.

If you want to use software like Fraps with Outerra, please run outerra.exe from command line with -alowext option. It will disable the built-in guard that blocks 3rd party programs from injecting into rendering. You will also get a popup window with the injected modules listed.

(http://i.minus.com/j7ZXtxZojdEoe.jpg) (http://minus.com/l7ZXtxZojdEoe)
Title: Re: Latest version: 0.7.13.3490
Post by: ZeosPantera on January 29, 2013, 03:43:08 pm
Damn you and forcing me to upgrade my hardware before the time is right.
Title: Re: Latest version: 0.7.13.3490
Post by: Bartolomeus on January 29, 2013, 04:12:23 pm
The second update today! Really awesome!

Marko
Title: Re: Latest version: 0.7.13.3490
Post by: deathevor on January 29, 2013, 04:17:18 pm
Procrastination!
Damn, You causing it!

All day spent just checking updates from you.
Thanks a lot :D




Title: Re: Latest version: 0.7.13.3490
Post by: Bromine on January 29, 2013, 04:19:17 pm
How do I update the game? I've not gotten any autoupdater and the OP links are still 3478.
Title: Re: Latest version: 0.7.13.3490
Post by: deathevor on January 29, 2013, 04:28:14 pm
Found one "Glitch" with bloom:

If you go to outer space and look on sun, the sun edges (bloom edges) flicker.


UPD: Sorry, you don't need to go far. It happens almost on every edge.


Title: Re: Latest version: 0.7.13.3490
Post by: ChrisBLN on January 29, 2013, 04:48:11 pm
Bad luck for me. I just startet to render another video project for the next few hours :-(
I'm so currious how the new OT version will work with Fraps.
Title: Re: Latest version: 0.7.13.3490
Post by: cameni on January 29, 2013, 05:17:30 pm
How do I update the game? I've not gotten any autoupdater and the OP links are still 3478.
It will update itself when you run it. If not, please attach your eng.log here.
Title: Re: Latest version: 0.7.13.3490
Post by: ChrisBLN on January 29, 2013, 07:18:06 pm
I also get the flickering bloom effect of the sun and the -alowext command isnt working for me. The program is just working something in the backround and kicking me in the cmd box again. 
Title: Re: Latest version: 0.7.13.3490
Post by: Bromine on January 29, 2013, 08:40:42 pm
I attached the eng.log. Nothing's updated here yet. Still on 3475.
Title: Re: Latest version: 0.7.13.3490
Post by: ddenn on January 29, 2013, 11:38:49 pm
Thanks for the update! Bloom seems to work fine for me, but fraps capture still stuttering and has an artefacts

http://youtu.be/uv_xSfd0hqE (http://youtu.be/uv_xSfd0hqE)
Title: Re: Latest version: 0.7.13.3490
Post by: KelvinNZ on January 30, 2013, 12:42:08 am
No bloom showing for me.

Nvidia drivers 310.90 and settings are all default.
GTX 680

Eng.cfg 0.05 and 1.0 respectively for the values. Not sure what else to check. version says 3490.
Title: Re: Latest version: 0.7.13.3490
Post by: ddenn on January 30, 2013, 12:47:20 am
I have .06 and 1.0, result is
(http://imageshack.us/a/img405/5799/screen1359518807.jpg)
Title: Re: Latest version: 0.7.13.3490
Post by: Bartolomeus on January 30, 2013, 12:47:59 am
Looks really nice! Great shot!

Marko
Title: Re: Latest version: 0.7.13.3490
Post by: KelvinNZ on January 30, 2013, 01:08:16 am
Beautiful shot indeed!

However i'm not getting the same result at all. I get absolutely no bloom. I even reinstalled Outerra and no luck. I just can't seem to see what is stopping this except for a possible driver issue? hopefully Cameni can come to the rescue  :(

here's my ENG log

Title: Re: Latest version: 0.7.13.3490
Post by: cameni on January 30, 2013, 01:10:53 am
I attached the eng.log. Nothing's updated here yet. Still on 3475.
Oh, 3475. That was a version with a buggy autoupdater, and you have to install the patch to 3478 (or a full version) manually, see here: http://www.outerra.com/forum/index.php?topic=1402.msg16445#msg16445 (http://www.outerra.com/forum/index.php?topic=1402.msg16445#msg16445)
Title: Re: Latest version: 0.7.13.3490
Post by: KelvinNZ on January 30, 2013, 01:16:24 am
I have .06 and 1.0, result is
(http://imageshack.us/a/img405/5799/screen1359518807.jpg)

I'd love to drive around in one of those. Is this one drivable or static?
Title: Re: Latest version: 0.7.13.3490
Post by: cameni on January 30, 2013, 01:17:46 am
Thanks for the update! Bloom seems to work fine for me, but fraps capture still stuttering and has an artefacts

http://youtu.be/uv_xSfd0hqE (http://youtu.be/uv_xSfd0hqE)
Fraps capture - guys, the allowext option only allows external tools to hook in, but we can't help with the tools being unable to cope with OT rendering pipeline. So the -allowext option is only for those who want to test these tools on their own risk.

Btw when I inspected it, Fraps was using old OpenGL commands that don't have any effect in OpenGL 3.3 core profile. And Fraps was best - most of other such programs crashed because they weren't prepared that renderer and main app thread are separate.

The 3487 version fixed the built-in video recording issue, please test if you are getting smooth capture there, but you may want to set half-refresh rate for best result (Nvidia only now).
Title: Re: Latest version: 0.7.13.3490
Post by: cameni on January 30, 2013, 01:19:44 am
However i'm not getting the same result at all. I get absolutely no bloom. I even reinstalled Outerra and no luck. I just can't seem to see what is stopping this except for a possible driver issue? hopefully Cameni can come to the rescue  :(
Kelvin, are you editing the right eng.cfg? From the eng.log it should be E:\Games\Outerra\Runtime\eng.cfg
Title: Re: Latest version: 0.7.13.3490
Post by: ddenn on January 30, 2013, 01:44:07 am
Fraps capture - guys, the allowext option only allows external tools to hook in, but we can't help with the tools being unable to cope with OT rendering pipeline. So the -allowext option is only for those who want to test these tools on their own risk.

Btw when I inspected it, Fraps was using old OpenGL commands that don't have any effect in OpenGL 3.3 core profile. And Fraps was best - most of other such programs crashed because they weren't prepared that renderer and main app thread are separate.

The 3487 version fixed the built-in video recording issue, please test if you are getting smooth capture there, but you may want to set half-refresh rate for best result (Nvidia only now).

Ok, will be using OT capture then

I'd love to drive around in one of those. Is this one drivable or static?

It's kind of drivable, I animate it using aircraft physics (vehicle physics is too limited right now, it's impossible to make descent physics without editing CG point)

Outerra, MB 500K simulation using JSBSim physics (http://www.youtube.com/watch?v=ZSbe5bsyIu8#ws)
Title: Re: Latest version: 0.7.13.3490
Post by: Midviki on January 30, 2013, 02:02:40 am
Today I started a model of a "flying machine / car" , something futuristic anyway... Question, do I need to have the moving parts separate from the car object or I point out manually the 3D vectors from where I need to break the splines from the script so I can make them move?
Title: Re: Latest version: 0.7.13.3490
Post by: KelvinNZ on January 30, 2013, 02:06:28 am
However i'm not getting the same result at all. I get absolutely no bloom. I even reinstalled Outerra and no luck. I just can't seem to see what is stopping this except for a possible driver issue? hopefully Cameni can come to the rescue  :(
Kelvin, are you editing the right eng.cfg? From the eng.log it should be E:\Games\Outerra\Runtime\eng.cfg

Yes, I am indeed...

I'm also running Windows 8. Would this make a difference?
Title: Re: Latest version: 0.7.13.3490
Post by: cameni on January 30, 2013, 02:46:23 am
I'm also running Windows 8. Would this make a difference?
It shouldn't .. though there are some issues with paths. Unfortunately the log doesn't mention anything about the bloom currently.
Can you attach your eng.cfg then?
Title: Re: Latest version: 0.7.13.3490
Post by: KelvinNZ on January 30, 2013, 03:02:10 am
I'm also running Windows 8. Would this make a difference?
It shouldn't .. though there are some issues with paths. Unfortunately the log doesn't mention anything about the bloom currently.
Can you attach your eng.cfg then?

as requested, see attached.
Title: Re: Latest version: 0.7.13.3490
Post by: ddenn on January 30, 2013, 03:10:49 am
I guess you set too much bloom power, I have

bloom_power = .06,
bloom_threshold = 1.0
Title: Re: Latest version: 0.7.13.3490
Post by: cameni on January 30, 2013, 03:18:58 am
Seems it's a bug with pure MSAA, please temporarily use MSAA2+FXAA.
Title: Re: Latest version: 0.7.13.3490
Post by: angrypig on January 30, 2013, 05:46:28 am
Found one "Glitch" with bloom:

If you go to outer space and look on sun, the sun edges (bloom edges) flicker.


UPD: Sorry, you don't need to go far. It happens almost on every edge.

It is the temporal aliasing issue I mentioned in the Bloom thread,  also this is the reason why it is disabled by default, it's WIP...

I guess you set too much bloom power, I have

bloom_power = .06,
bloom_threshold = 1.0

Those values are automatically clamped to 0.0 - 0.15 and 0.9 - 1.1 ranges. In the next version power max will be reduced to lower range because of filter change. So there is no way how to break the bloom with the configuration. The only way how to do that is to forget to add bloom to the pure MSAA mode. :)

Title: Re: Latest version: 0.7.13.3490
Post by: ChrisBLN on January 30, 2013, 12:02:03 pm
I just recorded the flickering bloom effect of the sun in the water and also noticed a very strange oudio output. Please lower your speakers BEFORE you watch this.

bloom_power = .15,
bloom_threshold = 1.0

EDIT: I tried it with every AA setting and it was always the same. Please don't tell me this effect is due to the waves.  8)

Outerra - Flickering Bloom Bug - (http://www.youtube.com/watch?v=2CBFTiDAxzk#ws)


It was recorded with the internal recorder and converted via the conv4edit.bat.
Title: Re: Latest version: 0.7.13.3490
Post by: deathevor on January 30, 2013, 01:17:29 pm
I just recorded the flickering bloom effect of the sun in the water and also noticed a very strange oudio output. Please lower your speakers BEFORE you watch this.

bloom_power = .15,
bloom_threshold = 1.0

EDIT: I tried it with every AA setting and it was always the same. Please don't tell me this effect is due to the waves.  8)

Outerra - Flickering Bloom Bug - (http://www.youtube.com/watch?v=2CBFTiDAxzk#ws)


It was recorded with the internal recorder and converted via the conv4edit.bat.

Audio recorded from you mic.
I think there was a solution how to switch it to sounds from game, but can't remember.
Title: Re: Latest version: 0.7.13.3490
Post by: ChrisBLN on January 30, 2013, 01:26:42 pm
Recorded from my mic? Isn't the internal recorder automaticaly using the ingame sound if you record a video?
Title: Re: Latest version: 0.7.13.3490
Post by: deathevor on January 30, 2013, 01:45:08 pm
No it doesn't.  It's using default recording device (in Windows Sound settings) -which usually is your mic.
There definitely was a thread about this in this forum.

Will try to find it.
Title: Re: Latest version: 0.7.13.3490
Post by: deathevor on January 30, 2013, 01:48:10 pm
http://www.outerra.com/forum/index.php?topic=807.msg9361#msg9361 (http://www.outerra.com/forum/index.php?topic=807.msg9361#msg9361)

No solution here. Just Angripig confirms that first recording device is used.
So not default one.
Title: Re: Latest version: 0.7.13.3490
Post by: ChrisBLN on January 30, 2013, 01:57:14 pm
http://www.outerra.com/forum/index.php?topic=807.msg9361#msg9361 (http://www.outerra.com/forum/index.php?topic=807.msg9361#msg9361)

No solution here. Just Angripig confirms that first recording device is used.
So not default one.

Thank you very much for the info.
Title: Re: Latest version: 0.7.13.3490
Post by: cameni on January 30, 2013, 01:59:06 pm
You need to set your recording device in Windows to "stereo mix" or something such. That's the only way at the moment.
Title: Re: Latest version: 0.7.13.3490
Post by: ChrisBLN on January 30, 2013, 03:25:50 pm
Stereo Mix is always enabled. But its OK, I don't need sound for my recordings at this time.
Title: Re: Latest version: 0.7.13.3490
Post by: cameni on January 30, 2013, 03:33:14 pm
I meant that you need to set it as default recording device, then Outerra will record from it. In the future the program will record its own sound automatically without needing to set it this way, but there's still some issue in the audio library preventing it at the moment.
Title: Re: Latest version: 0.7.13.3490
Post by: ChrisBLN on January 30, 2013, 10:15:44 pm
I done a little Camera Tracking Test

Camera Tracking Test with Outerra Footage (http://www.youtube.com/watch?v=76kXgaIVv3M#ws)

Recorded at 1280x720@60, Vertical sync: Half refresh, AA: MSAA-8X. Its still a little bit stuttering but much better than before.
Title: Re: Latest version: 0.7.13.3490
Post by: angrypig on January 31, 2013, 05:31:18 am
I just recorded the flickering bloom effect of the sun in the water and also noticed a very strange oudio output. Please lower your speakers BEFORE you watch this.

bloom_power = .15,
bloom_threshold = 1.0

EDIT: I tried it with every AA setting and it was always the same. Please don't tell me this effect is due to the waves.  8)

It was recorded with the internal recorder and converted via the conv4edit.bat.

I found the flickering bug, I mistakenly thought it was caused by temporal aliasing but it was flickering without movement too. It was caused by missing synchronization in bloom composition passes.

But the temporal aliasing is still visible there...
Title: Re: Latest version: 0.7.13.3490
Post by: ChrisBLN on January 31, 2013, 09:05:20 am

I found the flickering bug, I mistakenly thought it was caused by temporal aliasing but it was flickering without movement too. It was caused by missing synchronization in bloom composition passes.

But the temporal aliasing is still visible there...

I'm glad to hear that you found the bug. Thank you.
The next bug i would like to report is the .... yog  ;D file format for the recordings. The possibility of an uncompressed .avi stream would be great for everyone who work with professional software like After Effects or Sony Vegas etc.  ::)

Kind regards
Chris
Title: Re: Latest version: 0.7.13.3490
Post by: cameni on January 31, 2013, 09:28:11 am
Well the yog format was designed to sidestep bandwidth issues when capturing a full hd video at 30fps. There are two problematic parts - bandwidth from GPU to CPU, and from CPU to disk. Compression on the GPU reduces the necessary bandwidth to 1/3, this gets it also bellow the typical sustainable write rate of SATA disks, so it's dumped directly to it as well.

That file can be converted to a MJPEG AVI file for using in those programs, but that conversion isn't realtime. I thing FFMPEG (used in the convertor) can be also used to create an uncompressed AVI from the yog file, if given the right command line parameters.
Title: Re: Latest version: 0.7.13.3490
Post by: ChrisBLN on January 31, 2013, 09:55:37 am
Yea, this makes sense coz i was wondering why the original .yog file is much much bigger than the "conv4edit" converted .avi file. I will try to find out more about converting the .yog to uncompressed .avi . Thank you.

EDIT:

Quote
3.3 How do I encode movie to single pictures?

Use:
    

  ffmpeg -i movie.mpg movie%d.jpg

The ‘movie.mpg’ used as input will be converted to ‘movie1.jpg’, ‘movie2.jpg’, etc...

Instead of relying on file format self-recognition, you may also use

‘-c:v ppm’
‘-c:v png’
‘-c:v mjpeg’

to force the encoding.

Applying that to the previous example:
    

  ffmpeg -i movie.mpg -f image2 -c:v mjpeg menu%d.jpg

Beware that there is no "jpeg" codec. Use "mjpeg" instead.

I'm currious how a 9GB HD video footage with 30FPS will look as a single .png picture file output :-D

EDIT II:

Quote
G:\Video-Editing>ffmpeg -i capture_1359592756.yog -f image2 -c:v png menu%d.jpg
ffmpeg version N-49448-gdc8dd2f Copyright (c) 2000-2013 the FFmpeg developers
  built on Jan 29 2013 17:55:59 with gcc 4.7.2 (GCC)
  configuration: --enable-gpl --enable-version3 --disable-w32threads --enable-av
isynth --enable-bzlib --enable-fontconfig --enable-frei0r --enable-gnutls --enab
le-libass --enable-libbluray --enable-libcaca --enable-libfreetype --enable-libg
sm --enable-libmp3lame --enable-libopencore-amrnb --enable-libopencore-amrwb --e
nable-libopenjpeg --enable-libopus --enable-librtmp --enable-libschroedinger --e
nable-libspeex --enable-libtheora --enable-libtwolame --enable-libvo-aacenc --en
able-libvo-amrwbenc --enable-libvorbis --enable-libvpx --enable-libx264 --enable
-libxavs --enable-libxvid --enable-zlib
  libavutil      52. 17.100 / 52. 17.100
  libavcodec     54. 91.100 / 54. 91.100
  libavformat    54. 61.104 / 54. 61.104
  libavdevice    54.  3.102 / 54.  3.102
  libavfilter     3. 34.101 /  3. 34.101
  libswscale      2.  2.100 /  2.  2.100
  libswresample   0. 17.102 /  0. 17.102
  libpostproc    52.  2.100 / 52.  2.100
capture_1359592756.yog: Invalid data found when processing input

G:\Video-Editing>

It looks like the latest 64bit ffmpeg version can't process the original .yog file.
Title: Re: Latest version: 0.7.13.3490
Post by: cameni on January 31, 2013, 11:10:43 am
It's a custom-built FFMPEG, yog support isn't in the official release. The patch is at http://www.outerra.com/video/ (http://www.outerra.com/video/) but I guess getting in sync with the latest version will need some effort.

But you should still be able to use the provided FFMPEG to do the conversion, no?
Saw this:
Code: [Select]
ffmpeg -i input.yog -an -vcodec rawvideo -y output.avi
Title: Re: Latest version: 0.7.13.3490
Post by: ChrisBLN on January 31, 2013, 11:26:49 am
It's a custom-built FFMPEG, yog support isn't in the official release. The patch is at http://www.outerra.com/video/ (http://www.outerra.com/video/) but I guess getting in sync with the latest version will need some effort.

But you should still be able to use the provided FFMPEG to do the conversion, no?
Saw this:
Code: [Select]
ffmpeg -i input.yog -an -vcodec rawvideo -y output.avi

You made my day. Its working like a charm and the video is very fluid. Thanks a lot.


EDIT:

Same footage as the first video but better video quality and much smoother flying. It looks nearly like a GoPro HD attached to a remote controlled plane.

Camera Tracking Test with Outerra Video Footage II (http://www.youtube.com/watch?v=PE3vX5N2OhI#ws)
Title: Re: Latest version: 0.7.13.3490
Post by: cameni on January 31, 2013, 02:46:41 pm
Btw why is it much smoother? Capture process should have been the same, shouldn't it?
Title: Re: Latest version: 0.7.13.3490
Post by: ChrisBLN on January 31, 2013, 02:56:26 pm
Yea, the footage was captured with the lastest OT version. The only difference was the converting. The post processing in AE was locked to 30FPS.
Title: Re: Latest version: 0.7.13.3490
Post by: hhrhhr on February 01, 2013, 07:37:44 am
hello. are there any plans to return the support of the spherical projection?
Title: Re: Latest version: 0.7.13.3490
Post by: cameni on February 01, 2013, 02:40:11 pm
Hmm, I didn't know it was broken. It was an experimental feature, and we needed to fix the culling for it, but I forgot to test it after some recent change.
Title: Re: Latest version: 0.7.13.3490
Post by: eisenopferd on February 02, 2013, 12:05:15 pm
Hi there, I just tried the new version with my Laptop. Its a HP TM2 with a Intel and a AMD 4550. The original driver is from 2009 and there is no newer one.
But I managed to install a modified CCC 12.3 unifl driver. This was working fine until the new Outerra version. (I think the 7.12 was working)
I´m getting only a almost white screen with a bit of a sun but no terrain.
Any Idea?

Edit: I just found the answer here http://www.outerra.com/forum/index.php?topic=705.255 (http://www.outerra.com/forum/index.php?topic=705.255)

Very bad news because I cant change my grafic-card in my laptop...

So no outerra with my laptop anymore...

Can I use the older outerra and prevent him to update?

thanks /Hendrik/
Title: Re: Latest version: 0.7.13.3490
Post by: cameni on February 02, 2013, 12:57:25 pm
You can run outerra.exe with -noupdate switch.
Title: Re: Latest version: 0.7.13.3490
Post by: hhrhhr on February 03, 2013, 08:46:52 pm
It was an experimental feature
this feature would be of interest to emulate wide (and not only) camera on board. but this requires support for user-defined (or models developer) additional points of view. for example, the view from the wing or bumper, from outboard cameras, from different seats, etc.

Title: Re: Latest version: 0.7.13.3490
Post by: hhrhhr on February 13, 2013, 03:22:22 pm
updated to 3512.
+ spherical projection work again
- issue with shadows (described later (http://www.outerra.com/forum/index.php?topic=1146.msg14856#msg14856))
- graphic issues emerged:
(http://s4.hostingkartinok.com/uploads/thumbs/2013/02/537e0822c8aef71a69ced42b8ad4daf0.png) (http://hostingkartinok.com/show-image.php?id=537e0822c8aef71a69ced42b8ad4daf0)(http://s4.hostingkartinok.com/uploads/thumbs/2013/02/60249e419adbdfe340914d5bb01ce13a.png) (http://hostingkartinok.com/show-image.php?id=60249e419adbdfe340914d5bb01ce13a)(http://s4.hostingkartinok.com/uploads/thumbs/2013/02/2dde0695a899d18479d3558d5f850582.png) (http://hostingkartinok.com/show-image.php?id=2dde0695a899d18479d3558d5f850582)(http://s4.hostingkartinok.com/uploads/thumbs/2013/02/9ec588c577b1891b1794337f9ca64e8a.png) (http://hostingkartinok.com/show-image.php?id=9ec588c577b1891b1794337f9ca64e8a)
(GTX 460, driver 306.97)
Title: Re: Latest version: 0.7.13.3490
Post by: cameni on February 13, 2013, 03:28:48 pm
Version 0.7.13.3512


For example of setting the center of mass, please see the script for t817.
Title: Re: Latest version: 0.7.13.3512
Post by: mustang60348 on February 13, 2013, 03:51:52 pm
Does the reloading of A/C from script editor mean the .xml file from JSBSIM
Title: Re: Latest version: 0.7.13.3512
Post by: cameni on February 13, 2013, 03:56:52 pm
Does the reloading of A/C from script editor mean the .xml file from JSBSIM
No, it's just the js script, the save button changed to reload, but the xml files and other files don't reload yet.
Title: Re: Latest version: 0.7.13.3512
Post by: Bartolomeus on February 13, 2013, 04:09:21 pm
Great news, testing now.

Marko
Title: Re: Latest version: 0.7.13.3490
Post by: cameni on February 13, 2013, 04:10:38 pm
updated to 3512.
(GTX 460, driver 306.97)
No such issues on GTX 460, W7 64, driver 310.70.
Can you update the drivers?
Title: Re: Latest version: 0.7.13.3512
Post by: gordo on February 13, 2013, 04:26:22 pm
I'm also seeing graphical anomalies with 3512:
http://imgur.com/a/8RywL/embed (http://imgur.com/a/8RywL/embed)

Running GTX 570, Win8 64-bit; Nvidia driver 313.96 64-bit (latest beta)




Title: Re: Latest version: 0.7.13.3490
Post by: hhrhhr on February 13, 2013, 04:46:55 pm
No such issues on GTX 460, W7 64, driver 310.70.
Can you update the drivers?
306.97:
(http://s2.hostingkartinok.com/uploads/thumbs/2013/02/b437ab6e4c3a64977c23e838150a3280.png) (http://hostingkartinok.com/show-image.php?id=b437ab6e4c3a64977c23e838150a3280)
 updated to current 310.90:
(http://s4.hostingkartinok.com/uploads/thumbs/2013/02/6ff90e022406c8e233801e187ef7841b.png) (http://hostingkartinok.com/show-image.php?id=6ff90e022406c8e233801e187ef7841b)

artifacts remain, but some have become "less detailed" ;)
Title: Re: Latest version: 0.7.13.3512
Post by: cameni on February 13, 2013, 04:55:08 pm
It was an issue with corrupted normal texture of sand, patch 3513 released.
Title: Re: Latest version: 0.7.13.3512
Post by: cameni on February 13, 2013, 04:57:38 pm
Damn, the snow is corrupted as well ...
Title: Re: Latest version: 0.7.13.3512
Post by: cameni on February 13, 2013, 05:15:50 pm
Patch 3514 is out.
Title: Re: Latest version: 0.7.13.3512
Post by: gordo on February 13, 2013, 05:16:16 pm
Everything looks fine again for me in 3514.
Title: Re: Latest version: 0.7.13.3512
Post by: ZeosPantera on February 13, 2013, 08:13:09 pm
Damn, the snow is corrupted as well ...

Probably taking kickbacks from the Civil workers union.

Is nothing sacred snow.. NOTHING!
Title: Re: Latest version: 0.7.13.3512
Post by: ddenn on February 14, 2013, 01:20:21 am
Thanks for the update! I have an issue with motorcycle, all geom. based animations stop working, and the back wheel is always underground (can fix that changing suspension_stiffness from 60 to 160, but 60 was fine in 3499). After starting movement the whole model sinks into the ground

(http://imageshack.us/a/img600/7540/screen1360822295.th.jpg) (http://imageshack.us/a/img600/7540/screen1360822295.jpg)

UPDATE: Animation starts work fine after Outerra restart, but the sinking issue is still here. It seems goem. based animation don't work if the vehicle was spawned twice or more times
Title: Re: Latest version: 0.7.13.3512
Post by: cameni on February 14, 2013, 03:12:16 am
Hmm, didn't the center of mass change, could be causing this? There were some changes since 3499, did you have it working there?

With regards to scripting the only change was that single out parameters are returned directly, for example wheel(0).wd.caxle is now wheel(0).caxle
Title: Re: Latest version: 0.7.13.3512
Post by: ddenn on February 14, 2013, 03:22:08 am
I didn't touch CG point since 3499, it worked fine there. But in any way, why should vehicle sink into the ground, even with incorrect CG?

P.s. Also would be nice to reset vehicle coordinates with script reset, to vehicle be in correct position above the ground
Title: Re: Latest version: 0.7.13.3512
Post by: cameni on February 14, 2013, 03:38:08 am
Hm that's true, even with weak suspension it should not .. will check it.
Title: Re: Latest version: 0.7.13.3512
Post by: ZeosPantera on February 14, 2013, 04:45:28 am
My 4000 series is ALIVE!

(http://i5.minus.com/i13RH2x97MLFc.png)

Other than having no trees and a very stiff mist in the distance it seems to be working.

Crashes like a bastard but that is always how it has been. YEAH!
Title: Re: Latest version: 0.7.13.3512
Post by: hhrhhr on February 14, 2013, 04:46:54 am
something changed/wrong with importer. previously imported models work, but in the new models does not work a built animation of wheels and suspension:
bandicam 2013 02 14 13 33 11 894 (http://www.youtube.com/watch?v=q6gVrec_og0#ws)

SketchUp model, DAE and Outerra package for "white" model - test_vehicle.zip 65Kb (https://dl.dropbox.com/u/95785614/test_vehicle.zip)
Title: Re: Latest version: 0.7.13.3512
Post by: ZeosPantera on February 14, 2013, 04:56:07 am
I am so jealous of that buggy. I think you and I are best friends now.
Title: Re: Latest version: 0.7.13.3512
Post by: angrypig on February 14, 2013, 05:42:53 am
something changed/wrong with importer. previously imported models work, but in the new models does not work a built animation of wheels and suspension:
bandicam 2013 02 14 13 33 11 894 (http://www.youtube.com/watch?v=q6gVrec_og0#ws)

SketchUp model, DAE and Outerra package for "white" model - test_vehicle.zip 65Kb (https://dl.dropbox.com/u/95785614/test_vehicle.zip)

I found the problem. I made a lot of changes in the importer due to work on animations/skinning and the latest version didn't attach bone IDs properly to meshes so bones are there but meshes don't know about them.
Title: Re: Latest version: 0.7.13.3512
Post by: cameni on February 14, 2013, 02:55:52 pm
Version 0.7.13.3516
Title: Re: Latest version: 0.7.13.3512
Post by: ZeosPantera on February 14, 2013, 03:30:16 pm
Hrm.. Does the cessna need a suspension for the front wheels? That would look awesome.
Title: Re: Latest version: 0.7.13.3512
Post by: ddenn on February 15, 2013, 12:25:54 am
Thanks for the update! Seems to work fine. Vehicle reset is very useful feature for 3-wheelers :)
Title: Re: Latest version: 0.7.13.3512
Post by: pico on February 15, 2013, 01:37:25 pm
Nice Update. I like the new Snow Areas.  8)
Title: Re: Latest version: 0.7.13.3519
Post by: cameni on February 16, 2013, 05:09:14 am
Version 0.7.13.3519


You must auto-update to 3519 before updating to the beta drivers, or else you have to run a full install of Anteworld. Download links for the full install are in the first post of this thread.
Title: Re: Latest version: 0.7.13.3519
Post by: Jagerbomber on February 16, 2013, 10:01:34 pm
I'm not sure how hard this would be, but could you fix the lighting issue looking out through the windows of the cabin of the Tatra at night time?  It's kinda dark...  :P
Title: Re: Latest version: 0.7.13.3519
Post by: ZeosPantera on February 16, 2013, 10:36:57 pm
With the amazing resurrection of my playing ability I have spent the last hour "dicking about" with the 8x8 and its settings. I think I have nailed a way more realistic setup in terms of suspension, CG, engine power, braking and wheel slip.  Give it a shot and if the people like it I say vote on making it the default for the 8x8. Now that we have the reset key it is perfectly OK to have it flip on its side whenever the driver is careless. Tehehe

Code: [Select]

var axle2coef=1.0;

//invoked only the first time the model is loaded, or upon reload
function init_chassis()
{
  var wheelparam = {
    radius: 0.7,
    width: 0.45,
    suspension_max: 0.08,
    suspension_min: -0.25,
    suspension_stiffness: 6.5,
    damping_compression: 0.2,
    damping_relaxation: 0.05,
    slip: 0.57,
    roll_influence: 0.1
  };
  this.add_wheel_swing('halfaxle_l0', 'tire_l0', wheelparam);
  this.add_wheel_swing('halfaxle_r0', 'tire_r0', wheelparam);
  this.add_wheel_swing('halfaxle_l1', 'tire_l1', wheelparam);
  this.add_wheel_swing('halfaxle_r1', 'tire_r1', wheelparam);
  this.add_wheel_swing('halfaxle_l2', 'tire_l2', wheelparam);
  this.add_wheel_swing('halfaxle_r2', 'tire_r2', wheelparam);
  this.add_wheel_swing('halfaxle_l3', 'tire_l3', wheelparam);
  this.add_wheel_swing('halfaxle_r3', 'tire_r3', wheelparam);
 
  //compute steering coefficient for the second axle
  var body = this.get_geomob(0);
  var a0 = body.get_joint_local_pos(body.get_joint('tire_l0')).y;
  var a1 = body.get_joint_local_pos(body.get_joint('tire_l1')).y;
  var a2 = body.get_joint_local_pos(body.get_joint('tire_l2')).y;
  var a3 = body.get_joint_local_pos(body.get_joint('tire_l3')).y;
  var m = 0.5*(a2+a3);
  axle2coef = (a1-m)/(a0-m);
 
  //sounds
  this.load_sound("diesel-engine-start.ogg");
  this.load_sound("diesel-engine-idle.ogg");
  this.add_sound_emitter("halfaxle_l0");
 
  return {mass:14000, com:{z:1.1}};
}

//invoked for each new instance of the vehicle
function init_vehicle()
{
  this.snd = this.sound();
  this.snd.set_ref_distance(0, 9.0);

  this.started = 0;
}

function engine(start)
{
  if(start) {
    this.started=1;
    this.snd.play(0, 0, false, false);
  }
}


const EF = 26000.0;
const BF = 13700.0;
const maxkmh = 100;
const forceloss = EF / (0.15*maxkmh + 1);


//invoked each frame to handle inputs and animate the model
function update_frame(dt, engine, brake, steering)
{
  var kmh = this.speed()*3.6;
 
  //reduce engine force with speed (hack)
  var redux = engine>=0 ? 0.2 : 0.5;
  var esign = engine<0 ? -1 : 1;
  engine = EF*Math.abs(engine);
  var force = (esign>0) == (kmh>=0)
        ? engine/(redux*Math.abs(kmh) + 1)
        : engine;
  force -= forceloss;
  force = Math.max(0.0, Math.min(force, engine));
  engine = esign*force;


  steering *= 0.6;
  this.steer(0, steering);
  this.steer(1, steering);
  this.steer(2, steering*axle2coef);
  this.steer(3, steering*axle2coef);
 
  if(this.started>1)
    this.wheel_force(-1, engine);
 
  brake *= BF;
  this.wheel_brake(-1, brake);
 
  this.animate_wheels();
 
  if(this.started==1 && !this.snd.is_playing(0)) {
    this.started=2;
    this.snd.play(0, 1, true, false);
  }
  else if(this.started==2) {
    var pitch = Math.abs(kmh)/20.0;
    var g = kmh>0 ? Math.floor(pitch) : 0;
    var f = pitch - g;
    f += 0.5*g;
    this.snd.set_pitch(0, 0.5*f + 1.0);
  }
}




Right at the tipping limit..

(http://i1.minus.com/ibelSXGJ0y96HQ.jpg)

Struggling to climb a STEEP incline.

(http://i7.minus.com/ibiGyrlHzvCY8M.jpg)

Also I have no trees. A small price to pay for playability.
Title: Re: Latest version: 0.7.13.3519
Post by: ZeosPantera on February 17, 2013, 01:53:22 am
Question. The BMW M3 doesn't have anyplace in the code to define the Center of gravity right? Because I have modified it HEAVILY and it is getting so much better but the CG is too low.
Title: Re: Latest version: 0.7.13.3519
Post by: cameni on February 17, 2013, 02:00:11 am
Just add the com value to the returned object in init_chassis:

return {mass:1500, com:{z:0.3}, steering:2.0, steering_ecf:60, centering: 1.6, centering_ecf:20};

The value of com says how much to shift the center of mass from the model's pivot in model space, so z:0.3 moves it up by 0.3m from the pivot. Setting com:{z:0.2, y:0.5} would also shift it 0.5m towards the front side.
Title: Re: Latest version: 0.7.13.3519
Post by: cameni on February 17, 2013, 02:02:14 am
I'm not sure how hard this would be, but could you fix the lighting issue looking out through the windows of the cabin of the Tatra at night time?  It's kinda dark...  :P
Hmm there's a parameter that defines how much the exposure is being adjusted, I could put it into cfg.
Title: Re: Latest version: 0.7.13.3519
Post by: deathevor on February 17, 2013, 08:35:11 am
Any plans for Auto exposure?



Title: Re: Latest version: 0.7.13.3519
Post by: cameni on February 17, 2013, 09:43:25 am
It actually does auto exposure even now, but it does it only using the projected light from sun, not from the screen light. A proper auto exposure will come with better HDR support.
Title: Re: Latest version: 0.7.13.3519
Post by: ZeosPantera on February 21, 2013, 02:02:54 am
Anyone else experiencing a weird bug where the simulation physics in vehicles stops dead and the sun flashes across the sky rapidly a few times and then resets back but the vehicles won't move until restart?

Just me?
Title: Re: Latest version: 0.7.13.3519
Post by: pico on February 23, 2013, 07:00:42 am
I like the new snow areas. Perhaps it is possible to do something similar with the grasslands. These sometimes look a little boring in comparison to the mountains.
Title: Re: Latest version: 0.7.13.3490
Post by: ddenn on February 25, 2013, 12:50:23 am
Version 0.7.13.3512
...
  • JSBSim updated to the latest version

...

After this update the flaps deploy time setting is not working. Is there a new way to work with flaps? That how it worked on previous versions:
Code: [Select]
  <channel name="Flaps">
   <kinematic name="Flaps Control">
     <input>fcs/flap-cmd-norm</input>
     <traverse>
       <setting>
          <position>  0 </position>
          <time>      0 </time>
       </setting>
       <setting>
          <position> 30 </position>
         <time>      5 </time>
       </setting>
     </traverse>
     <output>fcs/flap-pos-deg</output>
   </kinematic>
Now with the same time setting flaps deploy time is 1 second instead of 5, and changing this value has no effect.
Title: Re: Latest version: 0.7.13.3519
Post by: mustang60348 on February 25, 2013, 05:01:13 am
Code: [Select]
<aerosurface_scale name="Flap Position Normalizer">
              <input>fcs/flap-pos-deg</input>
              <domain>
                <min>0</min>  <!-- Flaps actual minimum position -->
                <max>30</max>  <!-- Flaps actual maximum position -->
              </domain>
              <range>
                <min>0</min>  <!-- Flaps normalized minimum position -->
                <max>1</max>  <!-- Flaps normalized maximum position -->
              </range>
              <output>fcs/flap-pos-norm</output>
            </aerosurface_scale>

I also have this in mine to normalize the flap movement
Title: Re: Latest version: 0.7.13.3519
Post by: ddenn on February 25, 2013, 05:04:12 am
Yes, I have it too.
Title: Re: Latest version: 0.7.13.3490
Post by: angrypig on February 25, 2013, 05:11:50 am
Version 0.7.13.3512
...
  • JSBSim updated to the latest version

...

After this update the flaps deploy time setting is not working. Is there a new way to work with flaps? That how it worked on previous versions:
Code: [Select]
  <channel name="Flaps">
   <kinematic name="Flaps Control">
     <input>fcs/flap-cmd-norm</input>
     <traverse>
       <setting>
          <position>  0 </position>
          <time>      0 </time>
       </setting>
       <setting>
          <position> 30 </position>
         <time>      5 </time>
       </setting>
     </traverse>
     <output>fcs/flap-pos-deg</output>
   </kinematic>
Now with the same time setting flaps deploy time is 1 second instead of 5, and changing this value has no effect.


There was no change from my side to flaps movement. Can you show me the entire source for channel Flaps? I checked c172 flaps and it works as it should the first 10 degrees are moving down for 2 seconds, it is probably something in your channel definition or some change in JSBSim.
Title: Re: Latest version: 0.7.13.3519
Post by: ddenn on February 25, 2013, 05:15:57 am
You mean this part?

Code: [Select]
  <channel name="Flaps">
   <kinematic name="Flaps Control">
     <input>fcs/flap-cmd-norm</input>
     <traverse>
       <setting>
          <position>  0 </position>
          <time>      0 </time>
       </setting>
       <setting>
          <position> 30 </position>
          <time>      5 </time>
       </setting>
     </traverse>
     <output>fcs/flap-pos-deg</output>
   </kinematic>

   <aerosurface_scale name="flap normalization">
      <input>fcs/flap-pos-deg</input>
      <domain>
        <min>  0 </min>
        <max> 30 </max>
      </domain>
      <range>
        <min> 0 </min>
        <max> 1 </max>
      </range>
      <output>fcs/flap-pos-norm</output>
   </aerosurface_scale>

  </channel>
Title: Re: Latest version: 0.7.13.3519
Post by: angrypig on February 25, 2013, 05:21:10 am
I just modified the C172 FDM to 30deg for 5sec and it works its 1.66s for 10degs... try to compare your FDM to C172's FDM...
Title: Re: Latest version: 0.7.13.3519
Post by: ddenn on February 25, 2013, 05:29:24 am
Yes, I tried to change time setting again and it works.. My bad, something messed up somewhere

EDIT - found the problem, after upgrade I have a lot of FPS, and it turns out that jsbsim animation work incorrectly (too fast) with FPS more than 30 (I have 100-200). Setting Vertical Sync option to half-refresh fixes the problem (of course that's a bug).
Title: Re: Latest version: 0.7.13.3519
Post by: ZeosPantera on February 25, 2013, 12:19:15 pm
Too many frames is never a problem.
Title: Re: Latest version: 0.7.13.3519
Post by: Andy on March 02, 2013, 08:10:59 am
Hi there,
i just tested the latest build for the first time on Linux with WINE.

Installation went without problems. Starting the game mentions that it cannot get information of my graphics hardware but when i ignore that dialog by clicking "yes" the game starts fine.

First in the game i see graphical artifacts but i can overcome them by scrolling the mouse wheel up and then fly in the orbit. After that i can see the globe and it looks fantastic. :) (I can only see one half, the other half is white)

Sadly, when trying to reach the ground of the planet the game crashes (Segmentation fault) without any error message.

Did someone manage to start and play the game in WINE on Linux?

----
My System details:
Archlinux 64 bit (but a 32 bit wineprefix)
8 GB Ram
Nvidia GeForce 275 GTX (Driver 313.18)
Title: Re: Latest version: 0.7.13.3530
Post by: cameni on March 02, 2013, 04:44:18 pm
Version 0.7.13.3530

Random rocks are like in the video (http://youtu.be/gUl15PXPc8M).
Default texture detail level is using 512px textures, finer levels use 1024 and 2048. There's still some precision issue at 2048px on steeper slopes.
Title: Re: Latest version: 0.7.13.3530
Post by: deathevor on March 02, 2013, 08:07:14 pm
Nice,

Not sure this is related to the issue you've mentioned, but I have this kind of glitches on snow -
(http://imageshack.us/a/img208/8174/screen1362272435.th.jpg) (http://img208.imageshack.us/img208/8174/screen1362272435.jpg)
Title: Re: Latest version: 0.7.13.3530
Post by: Midviki on March 02, 2013, 09:25:48 pm
(http://i.minus.com/jnvJw1tY02A1x.jpg) (http://minus.com/lnvJw1tY02A1x)

After I updated, got a blue screen , pc restarted I tried to enter outerra again... I got that.

What to do? ;D
Title: Re: Latest version: 0.7.13.3530
Post by: Jagerbomber on March 02, 2013, 09:29:51 pm
It looks like rocks have been added even to areas that were already previously download? Yes???

It can be hard to tell without the map up, but some of them are really massive! Holy crap!
(And even cause themselves to have their own trees)
Some of them could almost be mountains themselves... (Well... New England mountains...  ::))

Also, just noticing now that, yes, the map arrow rotation is synced with the vehicle your are driving, but the actual arrow position is still set to the camera location, so if you change your camera to outside the vehicle and zoom out or swivel around, the arrow position moves with the camera and not the vehicle (though still rotates with the vehicle).  It should probably be all completely synced with the vehicle.
Title: Re: Latest version: 0.7.13.3530
Post by: ZeosPantera on March 03, 2013, 12:46:13 am
It can be hard to tell without the map up, but some of them are really massive! Holy crap!
(And even cause themselves to have their own trees)
Some of them could almost be mountains themselves... (Well... New England mountains...  ::))

THIS...

(http://i3.minus.com/iJufoiCglmrjV.jpg)

is not a rock..

My god there are too many of them also.
Title: Re: Latest version: 0.7.13.3530
Post by: cameni on March 03, 2013, 01:14:40 am
After I updated, got a blue screen , pc restarted I tried to enter outerra again... I got that.

What to do? ;D
Update drivers, attach eng.log.
Title: Re: Latest version: 0.7.13.3530
Post by: cameni on March 03, 2013, 01:29:32 am
It can be hard to tell without the map up, but some of them are really massive! Holy crap!
(And even cause themselves to have their own trees)
Some of them could almost be mountains themselves... (Well... New England mountains...  ::))

THIS... http://i3.minus.com/iJufoiCglmrjV.jpg (http://i3.minus.com/iJufoiCglmrjV.jpg) is not a rock..

My god there are too many of them also.
Our beloved ATI 4000 series at it again. This is what I see when I jump into your photo:
(http://i.minus.com/jPDbFBlyV9Abw.jpg) (http://minus.com/lPDbFBlyV9Abw)

It looks like rocks have been added even to areas that were already previously download? Yes???
These rocks are procedurally generated & placed atop of the terrain. The size of the rocks and their frequencies are all adjustable, will be tuned better in time. Don't count that they will stay where they are now.
Title: Re: Latest version: 0.7.13.3530
Post by: ZeosPantera on March 03, 2013, 02:39:55 am
I feel special.. Like I have my own private world made of sorrow and misery.
Title: Re: Latest version: 0.7.13.3530
Post by: Midviki on March 03, 2013, 03:23:34 am
Update drivers, attach eng.log.

I don't see any new update on drivers in my Catalyst Control Center..

(http://i.minus.com/jbdikeYjXkG8R4.jpg) (http://minus.com/lbdikeYjXkG8R4)

Is this what I am suppose to have?

And the "eng.log" as well attached below.

Anyway if I can't do nothing.. except reinstal the engine, is there a way maybe I can delete some regenerative file and it will come back to life?
Title: Re: Latest version: 0.7.13.3530
Post by: cameni on March 03, 2013, 03:30:32 am
The eng.log says you are running 3519 version, it didn't update. Try to install the patch manually: Anteworld-0.7.13.3519-3530 (http://outerraworld.com/appdata/Anteworld/Anteworld-0.7.13.3519.patch-3530.exe)

You can also safely delete cfg files, they will be re-created.

You can try the beta Catalyst 13.2 driver http://www.guru3d.com/files_details/amd_catalyst_13_2_download.html (http://www.guru3d.com/files_details/amd_catalyst_13_2_download.html)
Title: Re: Latest version: 0.7.13.3530
Post by: Midviki on March 03, 2013, 03:48:46 am
Nup... done both... update driver + manual update... nothing seems to work.
Title: Re: Latest version: 0.7.13.3530
Post by: cameni on March 03, 2013, 03:51:43 am
Please post the eng.log again, from the updated version. Does it offer you to send a crash report?
Title: Re: Latest version: 0.7.13.3530
Post by: Midviki on March 03, 2013, 04:21:54 am
The eng.log seems like 2-3 lines different but basically the same as it was.And no 'crash report' ... it actually very simple : "I click on Outerra.exe , and windows error window pop's up" as I linked in the first topic related to this.

I think I didn't explained how this happened exactly.I was making the update.. I pressed alt+tab and when the update finished downloading and tried to apply, that's when it occurred ... And it happened some other time as well but I deleted some file and it worked then.

And the blue screen part it is actually something special for my PC only, so the blue screen is not related with the Outerra.exe. Its more of a conflict between Winamp & Windows from what I observed along the last few months.But the thing that might be similar are probably forced crashes of the engine when update is loading and finishing and during that restart I think if you probably crash the .exe it might get broken.

I attached the new 'eng.log' file. ( It might be bugged I see it on the right side of the screen )
Title: Re: Latest version: 0.7.13.3530
Post by: pico on March 03, 2013, 04:42:31 am
Beautiful new stone might be a bit too many. Would be good to morph the mid-sized stones from the ground as it is at the grass borders.
Another idea is to set a new colour area for the flat lands. A bit darker or brighter green to make it more interesting.
Title: Re: Latest version: 0.7.13.3530
Post by: KelvinNZ on March 03, 2013, 04:47:03 am
i'm sure the color will be tuned with the biomes once implented.
Title: Re: Latest version: 0.7.13.3530
Post by: Midviki on March 03, 2013, 04:50:36 am
Anyway... I think I will reinstal it later when I will wake up, now I will go to sleep.And for the future I will know to back-up all the files for every update.

But if you still want to investigate, I'm not rushing and I can keep it like this a bit more. I will check the replies here if you need any other files to check out.And I still ow a video that I made and I need to link in the "importer" topic, that is about the spinning wheels animation and physics, they spin on all axis depending on the geometrical shape and position of the tire objects.I have no idea what is happening there, if anyone can share some insight about any "tricks" why are the tire objects from the imported object behaving differently depending on coordinates of the objects within the imported object.

And what key is it again to start record and stop recording the videos?(Or I'l look for the page with some basic guiding, I think I saw a topic about video recording in Outerra). Anyway I used Camtasia cause I heard that I need to convert the video and other things to get it for a proper format on YouYTube, but the problem was after I made the video... it looked very lagged and low fps, even if when I was recording nothing seemed to be going wrong.
Title: Re: Latest version: 0.7.13.3530
Post by: deathevor on March 03, 2013, 05:38:19 am
ohh, that's so sweeeet...   ;D
Devs are not so brutal, as it may seem at first ;D

(http://img208.imageshack.us/img208/5029/screen1362273340.jpg)
Title: Re: Latest version: 0.7.13.3530
Post by: Sam on March 03, 2013, 06:44:57 am
Ladies and Gentlemen, take a bath at the white sandy beach Copacabana  ;D
(http://img4.fotos-hochladen.net/uploads/screen13623074thoe6kcwb1.jpg) (http://www.fotos-hochladen.net)

(http://img4.fotos-hochladen.net/uploads/screen13623074if6dz309y5.jpg) (http://www.fotos-hochladen.net)  :o
Title: Re: Latest version: 0.7.13.3530
Post by: Andy on March 03, 2013, 08:04:42 am
I tried the new build on Linux.

Updating and restarting went well, no errors at all. Beside that i have the same problems as mentioned here: http://www.outerra.com/forum/index.php?topic=1402.msg17568#msg17568 (http://www.outerra.com/forum/index.php?topic=1402.msg17568#msg17568)

I noticed in the "eng.log" file that the game cannot recognize my GPU memory correctly. Maybe that causes the crashes?

Code: [Select]
DEBUG: OpenGL renderer information
    vendor: NVIDIA Corporation
    renderer: GeForce GTX 275/PCIe/SSE2
    version: 3.3.0 NVIDIA 313.18
    glsl: 3.30 NVIDIA via Cg compiler
    Total available GPU memory: 0 MB
    Current available GPU memory: 0 MB
Title: Re: Latest version: 0.7.13.3530
Post by: Jagerbomber on March 03, 2013, 09:58:58 am
It can be hard to tell without the map up, but some of them are really massive! Holy crap!
(And even cause themselves to have their own trees)
Some of them could almost be mountains themselves... (Well... New England mountains...  ::))

THIS... http://i3.minus.com/iJufoiCglmrjV.jpg (http://i3.minus.com/iJufoiCglmrjV.jpg) is not a rock..

My god there are too many of them also.
Our beloved ATI 4000 series at it again. This is what I see when I jump into your photo:
(http://i.minus.com/jPDbFBlyV9Abw.jpg) (http://minus.com/lPDbFBlyV9Abw)

It looks like rocks have been added even to areas that were already previously download? Yes???
These rocks are procedurally generated & placed atop of the terrain. The size of the rocks and their frequencies are all adjustable, will be tuned better in time. Don't count that they will stay where they are now.

I've seen even bigger than that!  :P  And in a relatively flat area.
Title: Re: Latest version: 0.7.13.3530
Post by: cameni on March 03, 2013, 11:24:33 am
I tried the new build on Linux.
...
I noticed in the "eng.log" file that the game cannot recognize my GPU memory correctly. Maybe that causes the crashes?
Nope, that's just informative. Can you recognize the terrain from the distance, or is it just a sphere?
Title: Re: Latest version: 0.7.13.3530
Post by: cameni on March 03, 2013, 11:31:26 am
Anyway... I think I will reinstal it later when I will wake up, now I will go to sleep.And for the future I will know to back-up all the files for every update.

But if you still want to investigate, I'm not rushing and I can keep it like this a bit more. I will check the replies here if you need any other files to check out.
I'd suggest doing a clean uninstall of Catalyst drivers first and then installing new ones. The point at which it crashes, and that it doesn't bring up the crash reporter, suggests that it crashes in the driver at initialization of OpenGL. There was a problem with that some time back, and you had to reset Catalyst settings for it to work.
Title: Re: Latest version: 0.7.13.3530
Post by: Andy on March 03, 2013, 01:40:02 pm
Can you recognize the terrain from the distance, or is it just a sphere?
Yes i can see the terrain and it looks beautiful. :) It even loads more textures when i keep flying but only until i reach a certain orbit, then it crashes.
Title: Re: Latest version: 0.7.13.3530
Post by: Midviki on March 03, 2013, 08:25:07 pm
Well I deleted all the .cfg files. ( only those? )

And reinstalled the Catalyst driver.And now a new thing happens.I get inside the exe... I click on the login to enter and it suddenly closes.But the eng.log is a bit bigger now maybe you can find something.(attach is below or on the side of the screen ( forum bug ;D ), or that's at least how I see it ).
Title: Re: Latest version: 0.7.13.3530
Post by: cameni on March 04, 2013, 01:57:31 am
Seems your camera position file was corrupted in one of those bluescreens. Delete the default.cam in your data dir, in campos/earth/default.cam
Title: Re: Latest version: 0.7.13.3530
Post by: Midviki on March 04, 2013, 03:54:53 am
Yep.. it works. ;D Yay!

And look what straight mountains and a big formation of rocks I think, that I just found. ;D

The world just started looking more diversified.

(http://i.minus.com/jEmddJ9WluQUG.jpg) (http://minus.com/lEmddJ9WluQUG)

(http://i.minus.com/jMxXjzf18jPMv.jpg) (http://minus.com/lMxXjzf18jPMv)
Title: Re: Latest version: 0.7.13.3530
Post by: pico on March 04, 2013, 01:13:02 pm
Am very happy with the new Update. Thanx to the Outerra Team your make a great Jop.  8)
Title: Re: Latest version: 0.7.13.3530
Post by: Luishi5k0 on March 05, 2013, 06:44:46 pm
I'm having a problem with the road maker.

I enter road making tool. I can't do anything except move the camera. When I click on the terrain the crosshair does not move. It moves outside of road maker.
When I press "b" the "align road to terrain" and "Make" buttons light up. There is no visible indication of the road marker. Clicking again makes the buttons grayed out again, but it moves the crosshair to the spot I clicked. The only thing that will make the road marker appear is pressing the "m" key to align it to the terrain (only right after I press "b" without clicking the terrain afterwords), once I have done this, I can click again and place the road node. The crosshair stays in the same place it was before.
Clicking anywhere else after that moves the crosshair to the spot I clicked and the road node disappears.
After this point it doesn't matter what I do or what I click, I cannot make the crosshair move nor place a road node with "b" or move it with "m", there is no visible indication of any road markings.
I can repeat this process over and over again, but only if I move the crosshair in between opening and closing the road maker.

EDIT:

For some reason it appears to have fixed its self, I'll post again if I figure out what happened.
Title: Re: Latest version: 0.7.13.3530
Post by: Midviki on March 11, 2013, 12:51:56 pm
I got another crash / blue screen when I left the engine.I was testing some imports before leaving the engine (dunno if it has anything to do but just saying).And after the restart.. I get this when I'm trying to open outerra.exe :

(http://i.minus.com/jlnZbcemTLGc2.jpg) (http://minus.com/llnZbcemTLGc2)

Inside the crash.log is just one line that says the same thing as in that window.And the eng.log is pretty standard ( 1kb ) and nothing helpful in there.

What file should I delete this time ? ;D
Title: Re: Latest version: 0.7.13.3530
Post by: cameni on March 11, 2013, 12:57:37 pm
Probably world.cfg, that one gets written to disk at exit.
Title: Re: Latest version: 0.7.13.3530
Post by: Midviki on March 11, 2013, 01:00:09 pm
Yeah... I forgot to mention, I already deleted that file.
Title: Re: Latest version: 0.7.13.3530
Post by: cameni on March 11, 2013, 01:05:06 pm
Then check all other cfg files in the data directory for garbage. You can delete them too, they will be regenerated.
Title: Re: Latest version: 0.7.13.3530
Post by: Midviki on March 11, 2013, 01:08:39 pm
I should have mentioned that too.. deleted them all.. still nothing.. same error.
Title: Re: Latest version: 0.7.13.3530
Post by: cameni on March 11, 2013, 01:13:37 pm
devs folder with the configured joysticks? But show me the eng.log, I can figure out what it could be from how far it goes into the initialization phase.
Title: Re: Latest version: 0.7.13.3530
Post by: Midviki on March 11, 2013, 01:16:31 pm
Sure... here you go.  :P
Title: Re: Latest version: 0.7.13.3530
Post by: cameni on March 11, 2013, 01:28:22 pm
Ok, seems some of the imports you did are corrupted, can you delete those packages?
Title: Re: Latest version: 0.7.13.3530
Post by: Midviki on March 11, 2013, 03:35:06 pm
Yep... it was the last one that I imported... now it works.Thanks again. :)
Title: Re: Latest version: 0.7.13.3530
Post by: Sam on March 17, 2013, 11:17:07 am
I build some houses at that fjord. But now the shadows are on the wrong place.
(http://img4.fotos-hochladen.net/uploads/screen13635315u9m6h421eq.jpg) (http://www.fotos-hochladen.net)

(http://img4.fotos-hochladen.net/uploads/screen13635316rgo4j0kq6w.jpg) (http://www.fotos-hochladen.net)
Title: Re: Latest version: 0.7.13.3530
Post by: cameni on March 17, 2013, 11:24:11 am
That's because of the missing terrain self-shadow, normally the whole part would be in shadow from the hill.
Title: Re: Latest version: 0.7.13.3530
Post by: ZeosPantera on March 17, 2013, 12:23:00 pm
Cameni you showed the fix for this months ago. How has it been delayed so much?
Title: Re: Latest version: 0.7.13.3530
Post by: cameni on March 17, 2013, 02:19:58 pm
That wasn't a fix, just a test. It worked only for some sun angles and had a lot of artifacts elsewhere. Meanwhile we started using another shadowing system that doesn't have non-linear artifacts on objects, unfortunately that one is both slower and hard to use with the terrain, so we'll have to revert it back and employ other techniques to suppress the disadvantages of the other one.

Shadows are huge pain because of the scale, it hurts me to think how much time went into it and still has to ..
Title: Re: Latest version: 0.7.13.3530
Post by: Midviki on March 17, 2013, 06:50:03 pm
The 3D tree's will probably cover that :D, and the hill and other stuff.

But I'm more curious how will indoor lighting will work during the day, and the use of light bulbs, torches or candles and how all of those will react with the environment. ;D
Title: Re: Latest version: 0.7.13.3530
Post by: Steve.Wilson on March 17, 2013, 07:08:28 pm
The more light sources one adds, the more processing time takes for shadows, if shadows are rendered for all light sources.  Indoor situations are different from outdoor, in terms of a simulation that needs to crank out at least 30fps or so.  Much optimizing must occur. 
Title: Re: Latest version: 0.7.13.3530
Post by: Luishi5k0 on March 17, 2013, 11:56:40 pm
Which is why deferred shading was invented. That would be cool if that was implemented. There is also deferred lighting but that would not be ideal for this because Outerra is very geometry heavy (and I believe def-lighting has to render two geometry passes). I like the idea of having a lot of lights and dynamic shadows.

Also I ran across another article on a new anti-aliasing method which I found very interesting. If you are in to AA like I am, this is a good read:

http://and.intercon.ru/releases/talks/dlaagdc2011/slides/ (http://and.intercon.ru/releases/talks/dlaagdc2011/slides/)
Title: Re: Latest version: 0.7.13.3530
Post by: Midviki on March 23, 2013, 10:10:42 pm
1) I recorded something with 'Camtasia' but its with a lot of lag spikes, even if when I was recording everything was perfect but after when I reviewed the recording it was a complete lag-fest... and I think I remember seeing some video recording guide or talking about it in some post somewhere... and I can't find it.
I really have no clue how to record with Outerra and if I need to convert the video or anything like that.I looked a bit around in some posts but I can't seem to see the topic.
I just need some basics how to start.

2) Where should I ask for some guidance / advice or to be pointed in the right direction... of where to get some info or where to make some research about importing or scripting some artificial light ( like candle / torch light) to be applied during the night.Some textures and objects need to react only on some specific condition.And I don't know if there is a topic brainstorming about this or where should I create one if there is not... here on Support page or on the Technology page?
Title: Re: Latest version: 0.7.13.3530
Post by: cameni on March 24, 2013, 02:06:39 am
1) video recording (http://www.outerra.com/forum/index.php?topic=1380.0)

2) Artificial lights are not supported yet, you can only use an emission texture, but then there's no script control for it yet. The support forum is for the Anteworld, for the future engine discussion you should use the technology board for now, or better Ideas & Suggestions & Questions.
Title: Re: Latest version: 0.7.13.3530
Post by: AKNightHawk on March 26, 2013, 09:50:32 pm
Just wonderin is there anything new you might be able to tell us about that you might be doing to the engine? Just curious mainly.  Also take a look at this. I got the game already cause I thought it was kewl. Atleast the game play seems unique though I have not figgured out all the controls.

http://starforge.com/ (http://starforge.com/) there is a video there I would like cameni to look at. I thought it was interesting.
Title: Re: Latest version: 0.7.14.3614
Post by: cameni on April 05, 2013, 03:54:38 pm
Version 0.7.14.3614
Real-time terrain deformation, explosions, craters.

Changes:
(http://i.minus.com/jNI7TiLmwGbf8.jpg) (http://minus.com/lNI7TiLmwGbf8)
Title: Re: Latest version: 0.7.13.3530
Post by: ddenn on April 05, 2013, 04:12:36 pm
Very impressive! I believe that's a first game engine with real-time terrain deformations in planet scale?
Title: Re: Latest version: 0.7.14.3614
Post by: Chaoss on April 05, 2013, 04:28:44 pm
Version 0.7.14.3614

Real-time terrain deformation, explosions, craters.

Changes:
  • futuristic weapon fires in ufo and fps mode on mouse click, length of the button press determines the power and size of the resulting crater
  • OSM map (key M)
  • camera returns back to vehicle after exiting menu
  • FPS mode (key 8)
  • updated textures by Kelvin Richardson (http://www.outerra.com/forum/index.php?topic=1542.0)
  • fixed cfg/cam file corruption on driver crash
  • fixed memory leak with forests
  • bloom enabled by default
  • importer fixes
  • updated libraries
It doesn't update to this version when I launch it, and I cannot find any way to create craters, The terrain textures have not changed. FPS mode doesn't work either.
Title: Re: Latest version: 0.7.14.3614
Post by: cameni on April 05, 2013, 04:35:12 pm
What version have you got now?
Here's the patch for direct download: Anteworld-0.7.13.3530.patch-3614.exe (http://outerraworld.com/appdata/Anteworld/Anteworld-0.7.13.3530.patch-3614.exe)
Title: Re: Latest version: 0.7.14.3614
Post by: ddenn on April 05, 2013, 04:41:15 pm
There's also seems to be a problem with camera in vehicles, at some angles (from above the vehicle) I have black screen, and then OT freezes, and all sounds disappear. In cockpit view camera has rotates at strange angles if I try to see back.
Title: Re: Latest version: 0.7.14.3614
Post by: cameni on April 05, 2013, 04:54:47 pm
Hmm I'm not seeing any such issue. Could be a problem with the audio library again?
Title: Re: Latest version: 0.7.14.3614
Post by: ddenn on April 05, 2013, 05:02:35 pm
might be, will check it
Title: Re: Latest version: 0.7.14.3614
Post by: Jagerbomber on April 05, 2013, 05:18:07 pm
I gotta ask before I use the craters, is there an easy way to reset them, or does it reset?  Or do I gotta back up my terrain files?
Title: Re: Latest version: 0.7.14.3614
Post by: Chaoss on April 05, 2013, 05:20:05 pm
I'm loving the progress, the new mini rocks and the changing time of day/night. Please PLEASE PLEASE! add in the Oculus Rift support (the sdk), the code is very simple to implement and when I receive my Rift prototype the first thing I want to try is Anteworld
Title: Re: Latest version: 0.7.14.3614
Post by: cameni on April 05, 2013, 05:22:07 pm
I gotta ask before I use the craters, is there an easy way to reset them, or does it reset?  Or do I gotta back up my terrain files?
Craters are not persistent, the terrain will be clean next time you start.

I'm loving the progress, the new mini rocks and the changing time of day/night. Please PLEASE PLEASE! add in the Oculus Rift support (the sdk), the code is very simple to implement and when I receive my Rift prototype the first thing I want to try is Anteworld
Waiting for my prototype as well :)
Title: Re: Latest version: 0.7.14.3614
Post by: ddenn on April 05, 2013, 05:33:40 pm
Tried different versions of OpenAL32.dll, still have the problem. I think it could be something with my new joystick (http://www.3ona51.com/blog/wp-content/uploads/2013/03/gametrix-ecs-25.jpg), it works strangely in OT, all buttons if it behaves like constant on/off switches, but only in OT. It works fine in x-plane and windows control panel. Also I have this error
Code: [Select]
WARNING: widget "sandbox_menu" doesn't have refcount 1, possible leak!Here's my eng.log
Title: Re: Latest version: 0.7.14.3614
Post by: Chaoss on April 05, 2013, 05:44:11 pm
I gotta ask before I use the craters, is there an easy way to reset them, or does it reset?  Or do I gotta back up my terrain files?
Craters are not persistent, the terrain will be clean next time you start.

I'm loving the progress, the new mini rocks and the changing time of day/night. Please PLEASE PLEASE! add in the Oculus Rift support (the sdk), the code is very simple to implement and when I receive my Rift prototype the first thing I want to try is Anteworld
Waiting for my prototype as well :)

Heh awesome, when did you pre-order yours? Also you can add in Rift support now without having a dev kit it's apparently very easy. You MUST add Oculus support because it will be really really really awesome.
Title: Re: Latest version: 0.7.14.3614
Post by: Jagerbomber on April 05, 2013, 06:05:05 pm
Yeah, I'm thinking of getting an Oculus Rift someday.  Partly because I've been playing TF2 every day for 5 years.  :P
Title: Re: Latest version: 0.7.14.3614
Post by: ddenn on April 06, 2013, 12:37:33 am
Tried different versions of OpenAL32.dll, still have the problem. I think it could be something with my new joystick (http://www.3ona51.com/blog/wp-content/uploads/2013/03/gametrix-ecs-25.jpg), it works strangely in OT, all buttons if it behaves like constant on/off switches, but only in OT. It works fine in x-plane and windows control panel. Also I have this error
Code: [Select]
WARNING: widget "sandbox_menu" doesn't have refcount 1, possible leak!Here's my eng.log

Tested OT with disabled joystick, still have the issue. Will try to reinstall Anteworld completely.

EDIT: Reinstalling OT didn't help, 3530 doesn't have camera/freeze issue (but throttle joystick has button issue), 3614 does
Title: Re: Latest version: 0.7.14.3614
Post by: ddenn on April 06, 2013, 03:39:56 am
Update: the problem disappears when VertSync is set to Full Refresh. I think it has something to do with JSBSim physics and frame rate
Title: Re: Latest version: 0.7.14.3614
Post by: cameni on April 06, 2013, 03:53:05 am
Thanks for investigating, Angrypig will take a look at it.
Title: Re: Latest version: 0.7.14.3614
Post by: Sam on April 06, 2013, 02:07:53 pm
Incredible!  ;D
(http://up.picr.de/14031593ki.jpg)

(http://up.picr.de/14031594xz.jpg)

(http://up.picr.de/14031596vg.jpg)

(http://up.picr.de/14031597wn.jpg)
Title: Re: Latest version: 0.7.14.3614
Post by: ZeosPantera on April 06, 2013, 02:44:42 pm
Sam.. You ruined your stuff now!
Title: Re: Latest version: 0.7.14.3614
Post by: Unsurt on April 06, 2013, 02:46:28 pm
I love the craters ! ;D
You are doing an exellent job guys.

When did the dry areas (sand desert like sahara) will come ?
Quote
Sorry for my english.
Title: Re: Latest version: 0.7.14.3614
Post by: ZeosPantera on April 06, 2013, 03:11:53 pm
The big change will be when the ground self shadows and holes don't look as bright on all sides.
Title: Re: Latest version: 0.7.14.3614
Post by: Foxiol on April 07, 2013, 02:06:06 am
Wow craters are amazing...I just waited 10 seconds to see how big it could be and wow haha...amazing. It just needs a big BOOM!

Working flawless in my Athlon 64X2 6000+ 3.0Ghz, 4GB RAM and GTX560 TiOC, I am above 100FPS at 1080p (3D grass MSAA X4) and tried of making tons of craters one after another and not a single hit in performance. Amazing work Cameni and all the guys behind this.

Also the textures looks really good. Thanks Kelvin!

Incredible that a Graphics Engine can give me even more fun than AAA titles...lol How good can this be in the near future...wow.

Edit: Picture with 2 craters, at the left side a 10 seconds crater and at the right a 20 seconds crater. Incredible.

(http://i.imgur.com/bmIT4Ck.jpg)
Title: Re: Latest version: 0.7.14.3614
Post by: KelvinNZ on April 07, 2013, 02:15:23 am
Brano certainly knows how to put on a good show. Just don't go shooting too many trees at once or you'll destabilize the earth surface as well as have eco-friendly people come knocking at your door.

K.
Title: Re: Latest version: 0.7.14.3614
Post by: Sam on April 07, 2013, 06:07:28 am
Brano certainly knows how to put on a good show. Just don't go shooting too many trees at once or you'll destabilize the earth surface as well as have eco-friendly people come knocking at your door.

K.
;D
Yes, or the north Pole is suddenly in the sahara.  8)
Title: Re: Latest version: 0.7.14.3614
Post by: Untherow on April 07, 2013, 08:58:34 am
This engine is absolutely gorgeus, amazing and exciting! I feel privileged to be able to experience it already! The craters are incredible and the new graphics/grass are wonderful! I'm still totally in awe everytime I play this game. No other game(engine) has made such an impact to me! Mindblowing!  :o

Only thing is that along this update menus came to be bugged like this:
(https://dl.dropbox.com/u/8205656/outerra/menu.png)


Incredible that a Graphics Engine can give me even more fun than AAA titles...lol How good can this be in the near future...wow.

Exactly! Thank you Cameni and Angrypig and others for making this engine come true! I can't wait to be able to realize Motocross Madness 3 and Transport Tycoon 2 on this engine  ;D
Title: Re: Latest version: 0.7.14.3614
Post by: ZeosPantera on April 07, 2013, 11:18:04 am

Only thing is that along this update menus came to be bugged like this:
(https://dl.dropbox.com/u/8205656/outerra/menu.png)




Same on mine. I pretty much stopped reporting problems because I figured it was a 4000 series issue. Like no trees and terrible colors. My baby is dying!
Title: Re: Latest version: 0.7.14.3614
Post by: Foxiol on April 07, 2013, 11:53:35 am
Same on mine. I pretty much stopped reporting problems because I figured it was a 4000 series issue. Like no trees and terrible colors. My baby is dying!

Nvidia card here and that Menu problem is the same here. Just a bug in the menus.

The rest is fine. ;)
Title: Re: Latest version: 0.7.14.3614
Post by: Abc94 on April 07, 2013, 03:04:03 pm
the left side a 10 seconds crater and at the right a 20 seconds crater. Incredible.
Sweet I didn't realize that the crater size continues to increase after you reach blue!  I should try to somehow have my left mouse button held down all day and then see how big the crater it creates is.  8)
Only thing is that along this update menus came to be bugged like this:
Yeah I'm getting this as well on my Radeon 7950.
Title: Re: Latest version: 0.7.14.3614
Post by: Chaoz on April 07, 2013, 03:07:02 pm
If you are in fullscreen,press the windows key and klick back in your game and you will have a big crater with ease ;)
Title: Re: Latest version: 0.7.14.3614
Post by: Abc94 on April 07, 2013, 03:12:11 pm
Haha I'll give it a try.   :D

EDIT:  It looks like there is a max size for the craters that you hit after holding it down for about one minute.   :(
Title: Re: Latest version: 0.7.14.3614
Post by: KelvinNZ on April 08, 2013, 01:58:10 am
If you are in fullscreen,press the windows key and klick back in your game and you will have a big crater with ease ;)

You mean like these?

(http://i.minus.com/iblhsDra9mZnGI.jpg)

(http://i.minus.com/id9nfzpCuJ1xX.jpg)
Title: Re: Latest version: 0.7.14.3614
Post by: Oldtown on April 08, 2013, 06:15:20 am
I cant place any objects because of this "possible leak"-bug ... has somebody solved this problem? Setting VSync to full refresh does not bring any changes for me ...
Title: Re: Latest version: 0.7.14.3614
Post by: cameni on April 08, 2013, 06:26:02 am
The bug ddenn mentioned was related to JSBSim and a high frame rate. The leak is an ATI driver problem - what is your graphics card?
Title: Re: Latest version: 0.7.14.3614
Post by: Oldtown on April 08, 2013, 07:21:21 am
ATI Radeon HD 5800 Series. But if it is a known problem I stay quite and wait for a fix :)
Title: Re: Latest version: 0.7.14.3614
Post by: cameni on April 08, 2013, 09:21:54 am
It's a driver bug on all ATI cards that started to manifest when we added some new code for skinning. It leaks memory proportional to the amount of triangles rendered on objects. Fortunately there's a workaround for it, a fix is coming.
Title: Re: Latest version: 0.7.14.3614
Post by: Oldtown on April 08, 2013, 10:55:11 am
Anyway I want to buy a new graphic card in the next 6 month. AMD forces me more and more to go back to Nvidia ;)
Title: Re: Latest version: 0.7.14.3614
Post by: Chaoz on April 08, 2013, 01:49:14 pm
there seems to be a problem with the vehicle physics cause whe you spawn a second vehicle of  e.g http://www.outerra.com/forum/index.php?topic=1646.msg18444#msg18444 (http://www.outerra.com/forum/index.php?topic=1646.msg18444#msg18444) this, the whole simulation comes to a stop with an error.... seems to be a problem with the gear object..
Title: Re: Latest version: 0.7.14.3614
Post by: cameni on April 08, 2013, 03:03:28 pm
It's a problem with the script, storing chassis parameters in the first vehicle. I've modified it and attached the fixed version in that thread.
Title: Re: Latest version: 0.7.14.3614
Post by: Chaoz on April 08, 2013, 03:15:14 pm
oh i see my bad :D Now it's clear.
Title: Re: Latest version: 0.7.14.3620
Post by: cameni on April 08, 2013, 04:38:56 pm
Version 0.7.14.3620
Title: Re: Latest version: 0.7.14.3620
Post by: Oldtown on April 08, 2013, 05:14:17 pm
The leak bug is gone at my machine ... nice support! Really great. Keep it up and you got a great future :)
Title: Re: Latest version: 0.7.14.3620
Post by: Unsurt on April 08, 2013, 08:04:49 pm
Hi,
since the last update, the game is locked on this screen after the loggin :

(http://img15.hostingpics.net/pics/732639screen.jpg)
Title: Re: Latest version: 0.7.14.3620
Post by: gordo on April 08, 2013, 11:18:26 pm
Starts up fine for me, but changing any water or fog env. settings causes that element to go black. If I exit settings and then come back in, it then resets the settings back to defaults, but otherwise appears normal again...
Title: Re: Latest version: 0.7.14.3620
Post by: Jagerbomber on April 08, 2013, 11:28:23 pm
Works fine for me.  Only new issue I've seen is that I'm getting the crash/report window when I close it, again.

Though, I haven't really tried out the settings menus yet.
Title: Re: Latest version: 0.7.14.3620
Post by: cameni on April 09, 2013, 01:02:12 am
Hi,
since the last update, the game is locked on this screen after the loggin :
Can you get me the eng.log, there should be something about it.
Title: Re: Latest version: 0.7.14.3620
Post by: ZeosPantera on April 09, 2013, 01:27:29 am
Going to type some requests here::

Reload Script Hotkey or setting to auto-reload vehicle JS script so external editing can be used (notepad++ etc). Any chance editing can be done without a physics stopping full reload?

Vehicles need wheel mass, spring and dampening (For each, a pair or shared) I figured this is the reason for the odd looks of cars driving and is a sort of hacky way to avoid a tire model for the time being.
Title: Re: Latest version: 0.7.14.3620
Post by: cameni on April 09, 2013, 03:10:11 am
There's alt+R for script reload and ~ for the reset. In theory the reload could preserve the momentum, if the script edit doesn't change too much.

Wheels have spring and dampening, but not mass in that simple model, so they move too fast.
Title: Re: Latest version: 0.7.14.3620
Post by: ZeosPantera on April 09, 2013, 03:57:47 am
There's alt+R for script reload and ~ for the reset. In theory the reload could preserve the momentum, if the script edit doesn't change too much.

Wheels have spring and dampening, but not mass in that simple model, so they move too fast.

Well the suspension holding the wheels has spring and dampening but if you could put a range parameter, Spring and Dampening on the tire itself from the contact point to the pivot you could imitate an inflatable rubber tire. Essentially doubling the suspension.

IE a 20" total tire height with 3" of rubber and a 14" solid rim would mean 3" of maximum movement from the axis point (ie tire give) and you could assign the spring and dampening that would mimic the rubber of the tire flexing under load/sidewall flex etc. An odd hack to make tires seem less solid.

Thanks for the Alt-R.\

EDIT.. Can't seem to get the Xtrac up.. I found out if my drive for recordings isn't present anymore OT will just crash when you hit the record F9 key.
Title: Re: Latest version: 0.7.14.3620
Post by: Unsurt on April 09, 2013, 09:06:13 am
Quote
Can you get me the eng.log, there should be something about it.
Title: Re: Latest version: 0.7.14.3620
Post by: cameni on April 09, 2013, 12:20:54 pm
Seems as if it could not finish downloading the update for some reason.

INFO: Some foreign modules were found injected into outerra.exe. Note that these modules can interfere with the rendering, causing black screen or rendering artifacts. It's advised either to stop the programs or unload them.
The following potentially problematic modules were found:
C:\Program Files\AVAST Software\Avast\snxhk.dll (AVAST Software, avast! Antivirus), version 8.0.1483.72
C:\Windows\SysWOW64\guard32.dll (COMODO, COMODO Internet Security), version 5, 12, 256249, 2599
C:\Windows\system32\PrxerDrv.dll (Initex, Proxifier Standard Edition), version 3, 21, 1, 0
E:\Fraps\FRAPS32.DLL (Beepa P/L, FRAPS), version 3, 5, 9, 15586
E:\Program Files (x86)\MSI Afterburner\Bundle\OSDServer\RTSSHooks.dll (Unknown Company, Unknown Product), version unknown

Since the update being downloaded is an executable, some programs interfere. COMODO is often problematic, can you try stop it (or Avast) to see if it can let it go past the end?
Title: Re: Latest version: 0.7.14.3620
Post by: cameni on April 09, 2013, 02:47:00 pm
Version 0.7.14.3624, fixes the crashes in ui when scrolling.
Title: Re: Latest version: 0.7.14.3624
Post by: Unsurt on April 09, 2013, 04:31:22 pm
Quote
Since the update being downloaded is an executable, some programs interfere. COMODO is often problematic, can you try stop it (or Avast) to see if it can let it go past the end?

Since the update after the Version 0.7.14.3614, the problem came.
I already had this problem before the Version 0.7.13.3530. So i think, the crater version was the best for me.


I allways must press F1 (or F key), Menu, go to graphics , and click on "restart to apply" for make it working.
Title: Re: Latest version: 0.7.14.3624
Post by: cameni on April 09, 2013, 04:37:51 pm
You can apply the patch manually: Anteworld-0.7.14.3614.patch-3624.exe (http://outerraworld.com/appdata/Anteworld/Anteworld-0.7.14.3614.patch-3624.exe)
Title: Re: Latest version: 0.7.14.3624
Post by: Unsurt on April 09, 2013, 07:03:02 pm
Ok, thank you it work fine now.  ;D
Title: Re: Latest version: 0.7.14.3624
Post by: Juggernautz on April 14, 2013, 02:26:35 pm
Hey guys,

I'm not sure if this issue has been listed before. I couldn't find it on the boards, but I'm probably just missing it. Anyway, when I import a static object, it places it in the camera's current position rather than using the placed pivot point. Once imported, it places the static meshes correctly based on the pivot though. Another issue is that the first imported object cannot be selected like all the other static meshes and so can't be deleted. Resulting in some floating geo if your camera happened to be in that position on import.

I've attached a screeny illustrating the issue. :)

Also, is there any way to post an attached image in line with the text (so you can see the image in the post without having to DL it, or linking to a web image)

(http://i.imgur.com/E90ijka.jpg)
Title: Re: Latest version: 0.7.14.3624
Post by: cameni on April 14, 2013, 02:48:29 pm
The object shown after the import is just a temporary one, meant for previewing. It should disappear when you close the importer window, but for some reason it does stay now. But it's not inserted into the world permanently anyway.

I don't know of a way to insert images into the forum inline, I'm mostly using minus.com that's fast and gives me the forum embed code directly.

Title: Re: Latest version: 0.7.14.3624
Post by: Sam on April 15, 2013, 01:27:22 am
Looks like a flying fortress.  ;D
Title: Re: Latest version: 0.7.14.3624
Post by: Oldtown on April 15, 2013, 07:45:51 am
my "possible leak" bug has returned -.- ... I think this causes another problem.

When I place a static object and reorientate it. The Orientation is gone after restarting Outerra.

*UPDATE*

After I deleted the cache Folder (unfortunatley I got no backup of the original) the "leak" problem is gone. But the orientation problem is getting more confusing.
It seems Outerra is storing the orientation of the last placed objects. If I place a next one it forgets the orientation of it. Hope its clear what I mean.
Title: Re: Latest version: 0.7.14.3624
Post by: PTTG on April 22, 2013, 02:52:15 am
What are you guys working on now?
Title: Re: Latest version: 0.7.14.3624
Post by: cameni on April 22, 2013, 08:14:05 am
After I deleted the cache Folder (unfortunatley I got no backup of the original) the "leak" problem is gone. But the orientation problem is getting more confusing.
It seems Outerra is storing the orientation of the last placed objects. If I place a next one it forgets the orientation of it. Hope its clear what I mean.
Found the bug, changes in object position and orientation are not committed unless you add a new object.
Title: Re: Latest version: 0.7.14.3624
Post by: mLichy on April 22, 2013, 09:34:57 am
I've been having issues with losing focus/control while in windowed mode/after closing the game.

It takes a minute sometimes, for me to be able to click or anything on my desktop after closing the game.
Or if I tab out, I can only access some applications for a bit. 

I'm running Windows 7 64bit.

Title: Re: Latest version: 0.7.14.3624
Post by: Jagerbomber on April 27, 2013, 09:58:03 am
Ok, so yesterday the zoom buttons on the Google map stopped appearing.  They still worked... they were just invisible.  :P
But today the Google map is not appearing at all.

The OSM map still seems to be functioning as far as I can tell.

Edit: Nvm... it seems to be working again (with zoom buttons visible), but it seems to be rather sporadic.
Maybe it's a Google thing?  I've been noticing some wonky issues with google related things the last few days (more than usual that is).
Title: Re: Latest version: 0.7.14.3624
Post by: mLichy on April 27, 2013, 09:24:11 pm
I still cannot seem to figure out this Alpha Issue.  Whenever part of the geo goes into shadow, it turns pure black?  :( 
Also it seems to sort before/above glass. 

You can see the Keyhole (circle) is very very dark.

(http://i.imgur.com/9Oc3zMd.jpg?1)


Code:

Code: [Select]
{
"name" : "badges",
"diffuse" : "255,255,255,0",
"Ax" : "0.04",
"Ay" : "0.04",
"m" : "1.0",
"tex_diffuse" : "textures\7_badges_D.dds",
"tex_normal" : "textures\8_badges_N.dds",
"tex_env" : "",
"tex_opacity" : "textures\11_badges_A.dds",
"tex_reflectance" : ""
},
Title: Re: Latest version: 0.7.14.3624
Post by: cameni on April 28, 2013, 01:45:14 am
Hmm, what is transparent there?
Title: Re: Latest version: 0.7.14.3624
Post by: mLichy on April 28, 2013, 09:26:19 am
Well I have the keyhole, license plate, dashboard gauges and front grill on the texture. So all of those turn black when light doesn't cast on their pixels.
Title: Re: Latest version: 0.7.14.3624
Post by: ddenn on April 28, 2013, 09:32:38 am
I can confirm that, there's a problem with lighting of the objects with opacity textures, when in shadow they are not lighted at all
Title: Re: Latest version: 0.7.14.3624
Post by: angrypig on April 28, 2013, 11:51:58 am
I still cannot seem to figure out this Alpha Issue.  Whenever part of the geo goes into shadow, it turns pure black?  :( 
Also it seems to sort before/above glass. 

You can see the Keyhole (circle) is very very dark.


Yes, the transparency shader needs a few fixes/changes...
Title: Re: Latest version: 0.7.14.3624
Post by: mLichy on April 28, 2013, 01:46:51 pm
Ok, good to know.  Thanks!
Title: Re: Latest version: 0.7.15.3666
Post by: cameni on April 28, 2013, 04:24:52 pm
Version 0.7.15.3666
1 You can now export your imported models as a single archive file with otx extension, that can be then easily installed by others by just clicking on it. The export can be performed from the object window, the file name written is in the format package.author.otx and it's already packed (actually it can be read as a normal zip archive).

2 Thumbnail images must be in the gif format, with the same name as the objdef file. Displayed thumbnail resolution is 64x36

3 TODO: updating the wiki

The update will be applied automatically, but you can also download it from here (faster, it's a full update):
Anteworld 0.7.15.3666 (https://mega.co.nz/#!jM8QhQbL!B92mYg_Xwt49IQ_XDahdmwMeiOga75NCZwuUtEqdzhs) (Mega)
Anteworld 0.7.15.3666 (http://www.gamefront.com/files/23250375/Anteworld_0_7_15_3666_exe) (Gamefront)
Anteworld 0.7.15.3666 (https://docs.google.com/file/d/0B2spgr2B2dvNTnJWX2Z5TGNSdm8/edit?usp=sharing) (Google drive)

(http://i.minus.com/juT6wr7GE3obB.jpg) (http://minus.com/luT6wr7GE3obB)
Title: Re: Latest version: 0.7.14.3624
Post by: mLichy on April 28, 2013, 04:27:07 pm
Downloading it now :)  Great.  I'll maybe attempt to get Doors to open now :D
Title: Re: Latest version: 0.7.15.3666
Post by: hhrhhr on April 28, 2013, 04:38:23 pm
Quote
thumbnails for models read from gif files in package directory
gif? in XXI century???
Title: Re: Latest version: 0.7.15.3666
Post by: Degor on April 28, 2013, 04:44:27 pm
Wow this is nice was just reinstalling and it was already updated after 15 minutes. Btw I'm new here and I'm a big fan of the project! I do agree gif's may not be the best format.
Title: Re: Latest version: 0.7.15.3666
Post by: cameni on April 28, 2013, 05:06:29 pm
gif? in XXI century???
Because the gifs were producing the smallest files, and because it's transferred as encoded image to the UI since it's residing elsewhere than the UI root dir, and because those are just tiny thumbnail images where it's not important.
Title: Re: Latest version: 0.7.15.3666
Post by: Revolver on April 28, 2013, 05:26:09 pm
Good news. Thank you very much!

 ;)

p.s. (With interest, here gives new textures for lukla_small (house)...
http://www.file-upload.net/download-7306725/lukla_small.rar.html (http://www.file-upload.net/download-7306725/lukla_small.rar.html) )
Title: Re: Latest version: 0.7.15.3666
Post by: mustang60348 on April 28, 2013, 05:27:12 pm
Do you know if there is going to be a way to import bones easier, i.e. select them with Ctrl or Shift key to select multiple ones
Title: Re: Latest version: 0.7.15.3666
Post by: Jagerbomber on April 28, 2013, 06:26:02 pm
So I'm not seeing the MIG 29 or the flatbet T817...
They aren't in the spawn menus.

Edit: nvm again... It took a couple launches even though it had already updated... Not sure why this happens.
Title: Re: Latest version: 0.7.15.3666
Post by: mLichy on April 28, 2013, 07:32:01 pm
* forget this post... figured out the issue I was having.
Title: Re: Latest version: 0.7.15.3666
Post by: deathevor on April 28, 2013, 08:11:33 pm
Thank you very much again for implementing requested features.

Title: Re: Latest version: 0.7.15.3666
Post by: Revolver on April 28, 2013, 09:07:31 pm
Has probably been glad too early. My X-52, around exact Throttle said, does not function any more properly.
It suddenly has 2xAchsen.So, to themselves =100%, at the middle turn =0%, from himself = 100%. :(
Title: Re: Latest version: 0.7.15.3666
Post by: deathevor on April 28, 2013, 09:44:02 pm
Not sure it's with joystick, which is correctly calibrated in windows - Saitek ST290 Pro

But my 0 (zero) axis is mixed up with Axis 2.
Everything register correctly when setting up controls in menu.

But when in any plane. The throttle is controlled with both (Pitch and throttle - Axis 0 and Axis 2.
Title: Re: Latest version: 0.7.15.3666
Post by: M7 on April 28, 2013, 11:15:05 pm
Nice update, The mig is amazing looking. One thing though with vehicles, they wont drive backward.

edit: never mind about the backward issue, guess i just did scroll down the config page to see it.
Title: Re: Latest version: 0.7.15.3666
Post by: ZeosPantera on April 29, 2013, 12:09:50 am
These are all good things.
Title: Re: Latest version: 0.7.15.3666
Post by: cameni on April 29, 2013, 12:19:55 am
Not sure it's with joystick, which is correctly calibrated in windows - Saitek ST290 Pro

But my 0 (zero) axis is mixed up with Axis 2.
Everything register correctly when setting up controls in menu.

But when in any plane. The throttle is controlled with both (Pitch and throttle - Axis 0 and Axis 2.
There may be an issue with the config file, please delete your iomap.cfg in the data dir and reconfigure.
Title: Re: Latest version: 0.7.15.3666
Post by: ZeosPantera on April 29, 2013, 12:28:45 am
++ added lateral slip coefficient to wheel setup, defaults to 0.5 (50% of the longitudinal slip coef)³

Can you tell us what we need to add to the .js to enable this? I would just go in under the slip line correct?
Title: Re: Latest version: 0.7.15.3666
Post by: cameni on April 29, 2013, 12:34:08 am
In the wheel config, add slip_lateral_coef
Going to add it to the wiki.
Title: Re: Latest version: 0.7.15.3666
Post by: ZeosPantera on April 29, 2013, 02:11:58 am
Works well. Now to wait until I can configure the sounds to correspond with wheel RPM! Not sure how to do that on my own.
Title: Re: Latest version: 0.7.15.3666
Post by: ddenn on April 29, 2013, 02:12:47 am
Not sure it's with joystick, which is correctly calibrated in windows - Saitek ST290 Pro

But my 0 (zero) axis is mixed up with Axis 2.
Everything register correctly when setting up controls in menu.


But when in any plane. The throttle is controlled with both (Pitch and throttle - Axis 0 and Axis 2.
There may be an issue with the config file, please delete your iomap.cfg in the data dir and reconfigure.

Had this problem too, deleting iomap.cfg and reconfiguring solved it.

There's a bug(?) in external cameras, they behave differently than before, "third person follow" and "third person follow aligned" seems to be the same camera, with free camera pitch and roll axis (was attached to aircraft before).
Title: Re: Latest version: 0.7.15.3666
Post by: ZeosPantera on April 29, 2013, 03:50:25 am
The only tweak I want to request is pressing the toggle reverse key doesn't kick a vehicle into reverse until you release the throttle. Which is actually a good thing but confusing. Either it needs to immediately swap the wheel rotation direction or not swap while the throttle is depressed.

Not a super huge thing right now. Waiting to see how the shift up and down are handled in future mods.
Title: Re: Latest version: 0.7.15.3666
Post by: angrypig on April 29, 2013, 04:27:20 am
There's a bug(?) in external cameras, they behave differently than before, "third person follow" and "third person follow aligned" seems to be the same camera, with free camera pitch and roll axis (was attached to aircraft before).

Yes I made a few changes but it's not finished yet. The follow camera actually really follow the plane/vehicle now, the mode where the camera follow the roll angle is not working now.
Title: Re: Latest version: 0.7.15.3666
Post by: KelvinNZ on April 29, 2013, 04:38:29 am
I notIced that too. Im sure it will get sorted. one step back two steps forward  :)
Title: Re: Latest version: 0.7.15.3666
Post by: Oldtown on April 29, 2013, 05:27:40 am
In the wheel config, add slip_lateral_coef
Going to add it to the wiki.

sounds usefull for tanks ... am I right?  :-\
Title: Re: Latest version: 0.7.15.3666
Post by: cameni on April 29, 2013, 05:34:48 am
In the wheel config, add slip_lateral_coef
Going to add it to the wiki.

sounds usefull for tanks ... am I right?  :-\
Yes, even with the current 0.5 coef (default) the tanks now turn much easier. This allows to set a higher forward friction for the tracks, and lower the lateral one so it can turn better.
Title: Re: Latest version: 0.7.15.3666
Post by: Bartolomeus on April 29, 2013, 06:39:36 am
Yes great update. Cant wait to test it.

Marko
Title: Re: Latest version: 0.7.15.3666
Post by: mLichy on April 29, 2013, 10:25:02 am
Sweet.  Need to adjust my car wheels with that.
Title: Re: Latest version: 0.7.15.3666
Post by: deathevor on April 29, 2013, 12:50:09 pm
There may be an issue with the config file, please delete your iomap.cfg in the data dir and reconfigure.

Thanks - solved
Title: Re: Latest version: 0.7.15.3666
Post by: ddenn on April 29, 2013, 01:45:26 pm
I accidentally pressed "shift" before firing by mouse and was surprised by the result:

(http://imageshack.us/a/img571/6990/screen1367257192.th.jpg) (http://imageshack.us/a/img571/6990/screen1367257192.jpg)

Was that feature mentioned anywhere? It looks very good actually.
Title: Re: Latest version: 0.7.15.3666
Post by: M7 on April 29, 2013, 02:09:20 pm
I accidentally pressed "shift" before firing by mouse and was surprised by the result:

(http://imageshack.us/a/img571/6990/screen1367257192.th.jpg) (http://imageshack.us/a/img571/6990/screen1367257192.jpg)

Was that feature mentioned anywhere? It looks very good actually.

Oh yeah!!!!!!!!!!!!!!!!!!!!
Title: Re: Latest version: 0.7.15.3666
Post by: cameni on April 29, 2013, 02:14:29 pm
Oh, that thing is enabled there? It's alpha artifacty thing ..

Just nobody press it with ctrl as well.
Title: Re: Latest version: 0.7.15.3666
Post by: deathevor on April 29, 2013, 02:15:47 pm
Nice one.
Loading Outerra specially to try Ctrl thing. :D
Title: Re: Latest version: 0.7.15.3666
Post by: deathevor on April 29, 2013, 02:19:49 pm
Nice :D
You've made my day

(http://img109.imageshack.us/img109/1756/screen1367259473.jpg) (http://imageshack.us/photo/my-images/109/screen1367259473.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: Latest version: 0.7.15.3666
Post by: cameni on April 29, 2013, 02:24:29 pm
Well, it's alpha and has some issues and probably will be reworked differently ...

smoke2 (http://www.youtube.com/watch?v=7qLWwvNHOss#ws)
Title: Re: Latest version: 0.7.15.3666
Post by: deathevor on April 29, 2013, 02:46:56 pm
I've noticed there's some rendering issues with objects occluding the smoke.
But still it looks incredible.
(http://img13.imageshack.us/img13/3416/screen1367260075.jpg) (http://imageshack.us/photo/my-images/13/screen1367260075.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: Latest version: 0.7.15.3666
Post by: mLichy on April 29, 2013, 03:11:46 pm
Now we just need to be able to link/call that from the vehicle script when the tires are slipping, to create burnout smoke :)
Title: Re: Latest version: 0.7.15.3666
Post by: ZeosPantera on April 29, 2013, 03:40:15 pm
I love plooms! What is the CTRL thing?
Title: Re: Latest version: 0.7.15.3666
Post by: ZeosPantera on April 29, 2013, 03:42:26 pm
Now we just need to be able to link/call that from the vehicle script when the tires are slipping, to create burnout smoke :)
Actually there should be more to it then that. Friction heat needs to be measured. Too many games just shoot smoke out of tires when in real life a tire needs to be at burning temperature to start making smoke.  Lets keep it real people.
Title: Re: Latest version: 0.7.15.3666
Post by: Foxiol on April 29, 2013, 04:02:52 pm
One of the bests updates yet...well every update is amazing. Thanks Brano and ddenn for the lovely Mig model.

Now a couple of silly questions regarding the MIG...

I´m using a T-Flight Hotas X and it works perfectly but not sure if the rudder left/right is working good, well it isn´t.

I have it in the Axis3- and Axis3+ but instead of simple move the Jet to the left or right (turning without incline the Jet as if using the joystic properly and then going up) it seems that it is doing both things in one action and it simply breaks the "simulation" just a little. It does the same if pressing Z or X while in mid air.
Is it normal? Just asking because that doesn´t happen in actual flight games.

Now the second is even more silly, lol: Can I rise the landing gear and vice versa?

It says "Gear" in the configuration and if I bind a key or a button in the joystic it does nothing.

Thanks guys. This is looking better and better with every update. ;)

EDIT: Okay now, the landing gear is working sorry, I changed the key to H and put it in my joystic again and now works.


 
Title: Re: Latest version: 0.7.15.3666
Post by: mLichy on April 29, 2013, 04:19:13 pm
Now we just need to be able to link/call that from the vehicle script when the tires are slipping, to create burnout smoke :)
Actually there should be more to it then that. Friction heat needs to be measured. Too many games just shoot smoke out of tires when in real life a tire needs to be at burning temperature to start making smoke.  Lets keep it real people.


Well of course that's how it works. I'm talking just to get something working at least.  Unless he can easily code some sorta heat/friction setup as quickly/easily, then great. 

I like how in GTA IV tires would pop after burning out for too long from heat/wear. 
Title: Re: Latest version: 0.7.15.3666
Post by: deathevor on April 29, 2013, 05:12:41 pm
I would prefer first to link the fire craters option to Mig.
The smallest craters (and effects) for shooting machine gun and bigger for rockets.
And maybe dropping bombs as well :)
Title: Re: Latest version: 0.7.15.3666
Post by: M7 on April 29, 2013, 05:57:06 pm

Well of course that's how it works. I'm talking just to get something working at least.  Unless he can easily code some sorta heat/friction setup as quickly/easily, then great. 

I like how in GTA IV tires would pop after burning out for too long from heat/wear.


or dust for vehicle on dirt road!!!!!
Title: Re: Latest version: 0.7.15.3666
Post by: deathevor on April 29, 2013, 06:48:45 pm
Clouds?
Title: Re: Latest version: 0.7.15.3666
Post by: Revolver on April 29, 2013, 07:01:39 pm
The next bug dives over and over again often with this patch...

(http://www7.pic-upload.de/thumb/30.04.13/mesg7ratd58k.jpg) (http://www.pic-upload.de/view-19139166/screen_1367275774.jpg.html)

 :-\



Title: Re: Latest version: 0.7.15.3666
Post by: Chaoz on April 29, 2013, 07:05:33 pm
yeah had this black screen too, with the same errors after flying with the mig for sometime it suddenly went all black ,only the ui was still visible
Title: Re: Latest version: 0.7.15.3666
Post by: Sam on April 30, 2013, 01:14:53 am

Well of course that's how it works. I'm talking just to get something working at least.  Unless he can easily code some sorta heat/friction setup as quickly/easily, then great. 

I like how in GTA IV tires would pop after burning out for too long from heat/wear.


or dust for vehicle on dirt road!!!!!

Clouds?
Rivers, Waterfalls, Lakes??  ;)
Title: Re: Latest version: 0.7.15.3666
Post by: ZeosPantera on April 30, 2013, 01:32:12 am
Car exhaust should be first. A nice black cloud of un-burnt fuel trailing behind.
Title: Re: Latest version: 0.7.15.3666
Post by: mLichy on April 30, 2013, 11:23:33 am
Car exhaust should be first. A nice black cloud of un-burnt fuel trailing behind.

But of course, it would be best/cool if it would put out more exhaust depending on the engine parameters.  Idle = low amount, rev up = get a big cloud or poof.  :)

Also, we would want a directional property, which seems like it maybe has already?  So we could have it coming horizontal from 1-2 exhaust pipes, or straight up on a semi truck or something. 
Title: Re: Latest version: 0.7.15.3666
Post by: cameni on April 30, 2013, 12:14:36 pm
Exhaust velocity, smoke density, volume, light scattering/absorption, dissipation speed.
Title: Re: Latest version: 0.7.15.3666
Post by: deathevor on April 30, 2013, 03:09:01 pm
Just from another topic about attaching camera to the bone in 3D software (http://www.outerra.com/forum/index.php?topic=1708.0;topicseen (http://www.outerra.com/forum/index.php?topic=1708.0;topicseen)):|
Cameni, would be also nice to be able to attach smoke emmiters to bones in 3D software (ex. 3D max).

For example: The cylinder (Box or sphere) that has prefix "smoke_" will be imporeted in Outerra as smoke emitter linked to a bone (as in 3d software), Considering the shape and volume of object (emitter).

This would be useful not only for vehicles,
but also for these things: 
(http://s3.freefoto.com/images/1341/06/1341_06_4_web.jpg)
(http://www.evethenovel.com/mypix/power/Nuclear_Power_Plant.jpg)

Title: Re: Latest version: 0.7.15.3666
Post by: gordo on April 30, 2013, 04:43:52 pm
I've also had the black screen bug show up spontaneously while flying the MiG. Restart wouldn't fix it and I couldn't move the solar time of day slider in the UI, so I ended up changing the time-of-day parameter in world.cfg, which for some reason had changed to a huge negative number. That seemed to do the trick...
Title: Re: Latest version: 0.7.15.3666
Post by: Revolver on April 30, 2013, 05:37:01 pm
But the BUG is not away with it, or...? ::)
Title: Re: Latest version: 0.7.15.3666
Post by: deathevor on April 30, 2013, 06:07:43 pm
Just now have Outerra stopped loading. Black screen - stopped responding.
Restart - the same.

Last thing done - installed Tiger, and went through Edit script. Tried it. Shut down Outerra.
Title: Re: Latest version: 0.7.15.3666
Post by: deathevor on April 30, 2013, 06:32:45 pm
reinstalled Outerra - all fine - Grass greaner, Sun Brighter, Life better :)
Title: Re: Latest version: 0.7.15.3666
Post by: cameni on May 01, 2013, 01:16:23 am
When the black screen happens again, please get me the eng.log
Title: Re: Latest version: 0.7.15.3666
Post by: gordo on May 01, 2013, 02:40:32 am
Here's my eng.log after a black screen flying the MiG.
Title: Re: Latest version: 0.7.15.3666
Post by: mLichy on May 01, 2013, 02:46:09 pm
Quote
added extra vehicle keys (not used yet)³

 Is this available to use then, and/or also documented?   ???
Title: Re: Latest version: 0.7.15.3666
Post by: cameni on May 01, 2013, 03:02:18 pm
Technically it is available, but it was not tested on anything and in the mean time I already changed how it's used in the dev version, so it will be usable from the next update.
Title: Re: Latest version: 0.7.15.3666
Post by: Jagerbomber on May 01, 2013, 09:04:25 pm
Not sure if I'll get an answer, but is anybody else having major problems with Google Maps lately (as well as other Google services [Youtube])?  (In Outerra and in normal web browsers as well?)

They've just been extremely unresponsive for me for at least a week or so now everywhere - Outerra, Nightly (Firefox), and Internet Explorer.  At least the search engine seems to be functioning for the most part.  Heck, not even the Google forums are loading...
Title: Re: Latest version: 0.7.15.3666
Post by: cameni on May 02, 2013, 12:58:23 am
Same here, issues with youtube and image search ...
Title: Re: Latest version: 0.7.15.3666
Post by: M7 on May 02, 2013, 10:34:06 am
I'm just wondering if those cloud like smoke will be able to cast shadow later on? It would make for some dramatic scene, like dark clouds obcuring almost completly the sun and the ambiant light, and next to it a hole in the clouds where the sun peak through...
Title: Re: Latest version: 0.7.15.3666
Post by: cameni on May 03, 2013, 05:48:31 am
Should be in the same category as terrain self-shadowing. However, god rays need additional support in atmospheric scattering shader.
Title: Re: Latest version: 0.7.15.3673
Post by: cameni on May 03, 2013, 05:57:40 am
Version 0.7.15.3673
Title: Re: Latest version: 0.7.15.3666
Post by: giucam on May 03, 2013, 06:32:43 am
Oh great, i'm going to do modify my script to have manual transmission :)
Title: Re: Latest version: 0.7.15.3673
Post by: pico on May 03, 2013, 07:58:53 am
Very good Updates, but the Water is too bright and in the Config I can not change that.
Title: Re: Latest version: 0.7.15.3673
Post by: mLichy on May 03, 2013, 09:18:37 am
Great!  So AOpen will work, you just didn't give any specifics? 
Title: Re: Latest version: 0.7.15.3673
Post by: Chaoz on May 03, 2013, 09:21:30 am
I don't know how log this has been already around but i just noticed that i can't revers in any of my vehicles, it just keeps switching between forward and parked...

EDIT: ok i just saw the reverse toggle key in the new vehicle config, could it be that all scripts now have to bind this one in order to be able to reverse ?
Title: Re: Latest version: 0.7.15.3673
Post by: giucam on May 03, 2013, 09:26:18 am
EDIT: ok i just saw the reverse toggle key in the new vehicle config, could it be that all scripts now have to bind this one in order to be able to reverse ?

No, you hit the reverse key and then you accellerate using the forward key, the scripts don't have to do anything.
Title: Re: Latest version: 0.7.15.3673
Post by: Chaoz on May 03, 2013, 09:26:53 am
oh ok now that makes sense too ;)
Title: Re: Latest version: 0.7.15.3673
Post by: cameni on May 03, 2013, 10:23:05 am
Great!  So AOpen will work, you just didn't give any specifics?
AOpen will provide a parameter identifying what is supposed to be open. It should work like this: you first define what meshes of the model are "openable". Then when player presses the open key, we'll check if something openable is nearby and send the id as a value with the AOpen action. I think it's better than defining gazzillion key bindings for everything that can be open. This should then also work with some interactive mode, when player points to an object and openable stuff is highlighted.

But currently AOpen sends just pressed/released key state.
Title: Re: Latest version: 0.7.15.3673
Post by: mLichy on May 03, 2013, 10:54:04 am
Great!  So AOpen will work, you just didn't give any specifics?
AOpen will provide a parameter identifying what is supposed to be open. It should work like this: you first define what meshes of the model are "openable". Then when player presses the open key, we'll check if something openable is nearby and send the id as a value with the AOpen action. I think it's better than defining gazzillion key bindings for everything that can be open. This should then also work with some interactive mode, when player points to an object and openable stuff is highlighted.

But currently AOpen sends just pressed/released key state.

Very cool.  Similar to Forza 4 showroom mode, where you look at something/get nearby and it can open. 

So for now, I might try specifically setting the boot/bonnet to open with certain keys, to see it working.
Title: Re: Latest version: 0.7.15.3673
Post by: ZeosPantera on May 03, 2013, 11:19:43 am
Sweet. (to both you quicam and Cameni)\

1 issue.. I don't think your script is working for limiting the 8x8 in reverse...  LUNATIC SPEED GO!


Some suggestions while they are fresh in mind..


Can you make it so we have to start vehicles with the start key that way when we press the key to shut off the engine pressing forward doens't start it up again.

There is no "wait" when pressing forward with the vehicle off. It instantly moves which is a bit weird.

Can a park button be assigned now or will manual gears be able to select "PARK" because it can be finicky on hills to actually get a vehicle into park....

AND when you shut down a vehicle while driving it just keeps going. No power loss at all and just plays the start sound and moves on.

where did these lines go?   steering:20.0, steering_ecf:2, centering:10.0, centering_ecf: 2

Still no lateral slip by default.. Tisk tisk.. I will add it.
Title: Re: Latest version: 0.7.15.3673
Post by: Chaoz on May 03, 2013, 11:21:33 am
noticed that too
Title: Re: Latest version: 0.7.15.3673
Post by: M7 on May 03, 2013, 11:39:18 am
On small bug, the invert mouse option don't seems to work anymore in vehicle mode. It does work in UFO mode though.
Title: Re: Latest version: 0.7.15.3673
Post by: cameni on May 03, 2013, 12:36:18 pm
Can you make it so we have to start vehicles with the start key that way when we press the key to shut off the engine pressing forward doens't start it up again.
You mean that it could be started with the forward key the first time, but when the user actually manages to find/use the start/stop key, it won't start via the forward key anymore, right?

Quote
Can a park button be assigned now or will manual gears be able to select "PARK" because it can be finicky on hills to actually get a vehicle into park....
Hmm there should be a park button (space), but to tell the truth I haven't tested it long time.

Quote
AND when you shut down a vehicle while driving it just keeps going. No power loss at all and just plays the start sound and moves on.
That can be simulated by adding a constant braking force, in t817.js it's done (brake += 500;)

Quote
where did these lines go?   steering:20.0, steering_ecf:2, centering:10.0, centering_ecf: 2
return {mass:mass, com:{z:com}, steering: ...};

Quote
Still no lateral slip by default.. Tisk tisk.. I will add it.
By default it's 0.5 of the longitudinal, when unspecified.
Title: Re: Latest version: 0.7.15.3673
Post by: ZeosPantera on May 03, 2013, 02:33:29 pm
1. Yes, that is the idea.. Perhaps a UI popup displaying the controls for a few seconds fading out after the first load of a vehicle (disable-able for people that get use to it).

2. There is an emergency brake bind but it hasn't worked in a while and it never locked, it was only a momentary (which is fine for an E-Brake)

3. Yes and no. If you are holding the forward key it doesn't actually stop the force.

4. I added them and it works fine. What values does it use if you don't have those things defined?

5. Is it a percentage of the slip? or its own value? I think I have had the slip at 0.0 and the lateral still functioned.
Title: Re: Latest version: 0.7.15.3673
Post by: cameni on May 03, 2013, 02:49:56 pm
3. Yes and no. If you are holding the forward key it doesn't actually stop the force.
If you are holding it while getting out?

Quote
4. I added them and it works fine. What values does it use if you don't have those things defined?
http://xtrac.outerraworld.com/trac.fcgi/wiki/vehicle_params (http://xtrac.outerraworld.com/trac.fcgi/wiki/vehicle_params)

Quote
5. Is it a percentage of the slip? or its own value? I think I have had the slip at 0.0 and the lateral still functioned.
A multiplier of slip. When it's not specified, it's set at default 0.5 (of the main slip value). With main slip 0 .. it should all slip.
Title: Re: Latest version: 0.7.15.3673
Post by: Jagerbomber on May 03, 2013, 05:17:29 pm
What about MPH?
Title: Re: Latest version: 0.7.15.3673
Post by: KelvinNZ on May 03, 2013, 06:59:34 pm
why not both? some vehicle gauges have both units of speed
Title: Re: Latest version: 0.7.15.3673
Post by: Jagerbomber on May 03, 2013, 08:17:29 pm
(http://beinglatino.files.wordpress.com/2010/12/nolosdos.jpg)



Google stuff seems to be back up an running again.  ;D (Not related to the update)
Muuuch faster than yesterday.  Finally.
Title: Re: Latest version: 0.7.15.3673
Post by: ZeosPantera on May 03, 2013, 09:56:35 pm
Could a setting in the eng.cfg or in the Misc options be set to choose Imperial or Metric? I personally would use MPH and Kelvin for temperature.. Just to be a boss.
Title: Re: Latest version: 0.7.15.3673
Post by: KelvinNZ on May 03, 2013, 10:07:13 pm
I can be hot or I can be cold depending on the mood I'm in, ;D. We should have "Newton" force added somewhere as a separate gauge so we can see how much force is applied when a tank runs over the Lamborghini on the moon when pushed with your little finger from a small distance.

K.
Title: Re: Latest version: 0.7.15.3673
Post by: Revolver on May 03, 2013, 11:22:32 pm
Even in old Egypt one has had the metrical system and only the come down empire everything still wants to calculate with his feet... :P
Title: Re: Latest version: 0.7.15.3673
Post by: ZeosPantera on May 04, 2013, 12:32:38 am
Even Top Gear UK uses MPH.. There are just some things that sound better in Imperial. Metric has no rhythm.. "That dude is Six Foot Four!"  or  "That dude is one hundred and ninety three centimeters!"..
Title: Re: Latest version: 0.7.15.3673
Post by: cameni on May 04, 2013, 01:38:03 am
Heh, that depends on the culture. Six Foot Four tells absolutely nothing to me, could be a dwarf :)

I suppose you are talking about the HUD, right? Cause every vehicle will compute and show whatever it wants, while the physics simulation will always be metric. You can make a vehicle skin that picks what it shows etc.
Title: Re: Latest version: 0.7.15.3673
Post by: ZeosPantera on May 04, 2013, 02:44:27 am
Yeah the hud. By chance how fast does the First Person "8" character walk? It seems like 8-10m/s!
Title: Re: Latest version: 0.7.15.3673
Post by: cameni on May 04, 2013, 03:24:29 am
It's running by default, walking with shift.
Title: Re: Latest version: 0.7.15.3673
Post by: mLichy on May 04, 2013, 11:20:12 pm
When using the road tool, if I create a road, then exit the tool and come back, if I try to ctrl + click and add a new end point, it tries to create a new end point from the start/other end of the road. 

Is there a way to create based on the currently selected point/the other end of the road?  I might need to take a look again.  Maybe I missed something?  I'm pretty tired at the moment though, so it very well could be user error.   

(http://i.imgur.com/KealtkX.jpg?1)
Title: Re: Latest version: 0.7.15.3673
Post by: cameni on May 05, 2013, 12:50:35 am
Currently it always appends new points to the end, it cannot add them to the beginning. You can only use the Ins key to subdivide the road nodes and then stretch them, but obviously that's good just for small modifications.
Title: Re: Latest version: 0.7.15.3673
Post by: mLichy on May 05, 2013, 10:03:51 am
I guess I could start a new road from that point then..  It will take quite a while then otherwise, to split/append new points, which I was doing there for a little bit. 
Title: Re: Latest version: 0.7.15.3673
Post by: saccara18 on May 05, 2013, 01:12:00 pm
where i can download the actuell outerra?
Title: Re: Latest version: 0.7.15.3673
Post by: cameni on May 05, 2013, 02:11:51 pm
It should autoupdate, but you can always check http://demo.outerra.com (http://demo.outerra.com) - contains links to the latest downloads.
Title: Re: Latest version: 0.7.15.3673
Post by: Chaoz on May 06, 2013, 11:03:44 am
When i press S and W simultaneously the tatra and tiger 2 accelerate incredibly fast and ignore their top speeds, you also can't steer them and the wheels stop turning till you let go of S or W. I could not reproduce it in the various jeeps and the bmw so there has to be a difference between them.
Title: Re: Latest version: 0.7.15.3673
Post by: cameni on May 06, 2013, 11:11:16 am
They are using max_rpm or max_tire_speed which have a bug.
Title: Re: Latest version: 0.7.15.3673
Post by: Andy on May 19, 2013, 06:37:08 am
Hi,
i tried the latest build on Linux again.

Here is what i noticed:
1. I can only see one half of the globe. (But i can reach the other one.)
2. Navigation works great
3. I am now able to reach the ground by lowering all the engine settings in the terrain tab to the minimum (I reported previously that the game crashes every time i reach a certain orbit).
4. I can cruise around for a bit but then the game crashes again.
5. Graphics in general are pretty and looking normal to me (I have no windows installation to compare them)
6. Performance is okish, i get around 10 fps i guess.
7. Sound works great as well.

I'm not expecting to get any help but i wanted to point that out for others that might try the game on Linux as well.

Greetings,
Andy
Title: Re: Latest version: 0.7.15.3673
Post by: Jagerbomber on May 24, 2013, 10:42:39 pm
Just noticing that the road editor values don't reset when you hit the clear road marker button.  Could it?
Title: Re: Latest version: 0.7.15.3673
Post by: cameni on May 25, 2013, 01:59:13 am
Should it?
Title: Re: Latest version: 0.7.15.3673
Post by: Jagerbomber on May 25, 2013, 09:19:20 am
Maybe?  :P

I think so.

Otherwise I have to do it manually or close the window to reset it when I want to make a new road.  I think it should reset the values (though maybe not necessarily the road type) and maybe there should be a way to be a "copy road settings" button or shortcut keys eventually if someone ever needs that.

It was just annoying to find that I had entire new roads that had the slant and elevation adjustment that I made to the end of a road a while before, and that I have to remember to reset the values every time.  Also, there's still no way to select and modify the values of multiple points at the same time, right?
Title: Re: Latest version: 0.7.15.3673
Post by: cameni on May 25, 2013, 12:08:47 pm
Hmm, true, things like slant and elevation should be reset too. Not sure about the others though. Maybe a separate button to reset everything?
Title: Re: Latest version: 0.7.15.3673
Post by: Jagerbomber on May 25, 2013, 12:40:03 pm
The reason I'm only noticing this now is because I usually lay out a road using google maps, then close the window and drive it with a tatra, but this time I was working on a condo complex and did the whole thing at once, which means I had to remember to reset it or close the road maker window before I made each part.   ::)

Also, an update on that framerate issue - I've been gradually testing it out and I was getting the framerate problem with "terrain quality metric" set to anything above 720p (ultra texture resolution), but I have yet to see it happen @720p.  (However a few times after I set it to 720p, even after restarting, when driving the tatra with a bed, my screen would suddenly go black while I was inside the tatra and my google map would suddenly be somewhere else (don't know where), until I exited the tatra - Then I could see again, and me and my tatra would be right back where I was, but my sound stopped working and my framerate would go bad, but not in the same way... like variably bad (instead of constantly 14fps) and would just go constantly up and down... But that appears to have stopped?... I think? Odd.)
Title: Re: Latest version: 0.7.15.3673
Post by: KelvinNZ on May 26, 2013, 04:28:36 am
I have to agree with setting anything above 720 especially when grass LOD is high the frames are low and stutters slightly. I have noted this before with Brano and he said something in the lines of there were some issues using settings above 720. Can't find where on the forum he put it but he might be able to clarify here.
Title: Re: Latest version: 0.7.15.3673
Post by: Jagerbomber on May 27, 2013, 12:22:47 pm
Ugh... Getting that framerate problem again @720p, and I haven't even done anything yet.  No spawning, no road making.  It's still inconsistent.  Only when I'm moving or turning the camera.  Only debug warning is "widget "status_window" doesn't have refcount 1, possible leak!"

But I think it also happens when a tatra is moving and even when I'm not?  And I brought up something before about suddenly being warped somewhere else while inside a tatra and then being taken back when I exited it and then my frame rate goes variably bad.

This time I haven't even spawned a tatra, and haven't been visibly warped anywhere, but... It makes me wonder if something is going crazy and rendering multiple locations as once?  Yes, I HAVE NO IDEA WHAT I'M TALKING ABOUT.

Anywho, I think I'm gonna try one more thing and see if it ever happens w/out using the Steam overlay.  :-\
Title: Re: Latest version: 0.7.15.3673
Post by: cameni on May 27, 2013, 02:58:04 pm
OT may be also fighting for resources with other programs. Especially browsers nowadays use a lot of pinned memory for communication with the graphics card, and they also use GPU memory even when on background.
Title: Re: Latest version: 0.7.15.3690
Post by: cameni on May 27, 2013, 05:28:27 pm
Version 0.7.15.3690


Stereoscopic rendering mode for Oculus Rift can be enabled in the full version of Anteworld. The checkbox to use the Rift is present is in graphics settings.
This is just initial support, some things will have to be tweaked further.

The tracker is currently auto-calibrated and the default viewing direction is set when the terrain appears first after loading, so there you should have the Rift looking forward. It cannot yet be reset during gameplay (the key is bound to semicolon but it doesn't yet work).

Since the UI would be unreadable on the Rift if scaled normally, it's using a virtual screen when you have to turn your head to see the UI elements when in the sandbox mode (after pressing ESC). There's one bug though - mouse pointer currently works only on the left side. UI elements usually highlight in some way when the pointer hovers over them, so if they don't you may have to move the mouse to the left side.

There are many things that don't work correctly in stereo mode yet. Editing tools haven't been tested at all.

Note - apart from Rift mode there's also a generic stereoscopic mode that can be used without the Rift. It can be enabled by pressing alt+semicolon. The same key can be also used to toggle between the stereo and normal mode.

Outerra Tech demo download (http://www.outerra.com/forum/index.php?topic=637.0) (upgradable to Anteworld in-game)

(http://i.minus.com/joKyAGU7M5IN9.jpg) (http://minus.com/loKyAGU7M5IN9)
Title: Re: Latest version: 0.7.15.3690
Post by: KelvinNZ on May 27, 2013, 07:21:15 pm
This is awesome. Nice work indeed!

K.
Title: Re: Latest version: 0.7.15.3690
Post by: bugsblake on May 27, 2013, 07:27:28 pm
thanks for the update! all works well! :D
Title: Re: Latest version: 0.7.15.3690
Post by: ZeosPantera on May 27, 2013, 09:41:44 pm
This is both exciting and depressing news.. I WANT MY GOGGLES!
Title: Re: Latest version: 0.7.15.3690
Post by: KelvinNZ on May 27, 2013, 09:46:27 pm
yeah climbing those mountains with those goggles would most likely give me vertigo.
Title: Re: Latest version: 0.7.15.3690
Post by: ddenn on May 27, 2013, 11:29:51 pm
Thanks for the update! I don't have Rift goggles, but I have 3d monitor and can use its side by side setting. And there's a problem - I can see only half of the picture in 3d, i.e. it appears like stretched by width twice:
(http://imageshack.us/a/img405/3720/screen1369710909.th.jpg) (http://imageshack.us/a/img405/3720/screen1369710909.jpg)
Also if I set low FOV (35 for instance) I get weird working terrain refinement:
(http://imageshack.us/a/img526/7906/screen1369711431.th.jpg) (http://imageshack.us/a/img526/7906/screen1369711431.jpg) (http://imageshack.us/a/img196/2562/screen1369711458.th.jpg) (http://imageshack.us/a/img196/2562/screen1369711458.jpg)
Title: Re: Latest version: 0.7.15.3690
Post by: cameni on May 28, 2013, 01:29:12 am
Half of the picture - that's because on Rift the UI is not readable when scaled down because of the low resolution, so there it is kept in original resolution and you have to move your head to see it all. The riftless stereoscopic mode shouldn't be doing this, but I basically only put it there at the latest moment, and I didn't catch these issues.

The second issue - with low fov the quality metrics causes generation of many tiles, and even though the tile cache size is adjusted for it, it's not adjusted enough, apparently. We'll probably have to handle lov fov differently, caching a wider area and lowering the metrics. For now, try to lower the terrain quality setting with low fov.
Title: Re: Latest version: 0.7.15.3690
Post by: bugsblake on May 28, 2013, 12:38:06 pm
hi i saw in a video someone drive to the runway and jump into one of many placed aircraft and take off! thought to my self that he must have placed them as objects so they saved in place!

ok now that vehicles have been removed from objects list, how am i ment to place a car/plane without spawning it? placed objects save and dont have to spawn them every time you load outerra! so how are we ment to place them now so we dont have to spawn them every time? just think its nicer to see planes already at the airport!

thanks
Title: Re: Latest version: 0.7.15.3690
Post by: Farox on May 28, 2013, 12:56:23 pm
Hmm, the first time trying it with my Rift worked, but now the head tracking stopped working for some reason. Any ideas?
Title: Re: Latest version: 0.7.15.3690
Post by: cameni on May 28, 2013, 01:00:09 pm
There seems to be an issue with the 3691 build, looking at it now.
Title: Re: Latest version: 0.7.15.3690
Post by: Farox on May 28, 2013, 01:01:23 pm
There seems to be an issue with the 3691 build, looking at it now.

Awesome! Looked amazing while it worked though :)
Title: Re: Latest version: 0.7.15.3690
Post by: hhrhhr on May 28, 2013, 01:07:37 pm
(https://imageshack.us/a/img560/959/outerrarift.jpg)

why you do not use all of the available screen real estate?
Title: Re: Latest version: 0.7.15.3690
Post by: Farox on May 28, 2013, 01:09:33 pm
(https://imageshack.us/a/img560/959/outerrarift.jpg)

why you do not use all of the available screen real estate?

Because it wouldn't show in the Rift anyway. You really only see a small circle in the middle of that picture
Title: Re: Latest version: 0.7.15.3690
Post by: Farox on May 28, 2013, 01:16:38 pm
Hmm, the first time trying it with my Rift worked, but now the head tracking stopped working for some reason. Any ideas?

Never mind, found it. Somehow I still had another instance open
Title: Re: Latest version: 0.7.15.3690
Post by: Revolver on May 28, 2013, 01:40:58 pm
Very nicely, a new Path is there... and many thanks for OR.  ;)
Title: Re: Latest version: 0.7.15.3690
Post by: pico on May 28, 2013, 01:44:33 pm
..nice update. THANKS!  ;D
Title: Re: Latest version: 0.7.15.3690
Post by: cameni on May 28, 2013, 01:54:53 pm
For the tracker issue, try disconnecting & connecting the Rift, seems that it helps too.
http://www.mtbs3d.com/phpBB/viewtopic.php?f=140&t=17531&p=128912#p128924 (http://www.mtbs3d.com/phpBB/viewtopic.php?f=140&t=17531&p=128912#p128924)
Title: Re: Latest version: 0.7.15.3690
Post by: cameni on May 28, 2013, 01:57:42 pm
why you do not use all of the available screen real estate?
It's not visible in Rift, and shrinking it helps with the image quality, since the pixels in the middle are stretched.
Title: Re: Latest version: 0.7.15.3690
Post by: bugsblake on May 28, 2013, 03:50:13 pm
i guess my post was missed on the last page then! how are we ment to place vehicles now they are gone from the object list? thanks
Title: Re: Latest version: 0.7.15.3690
Post by: cameni on May 28, 2013, 04:07:13 pm
I'll probably put them back for now, until there's a better structure for it.
Title: Re: Latest version: 0.7.15.3690
Post by: Midviki on May 28, 2013, 05:49:10 pm
I haven't logged in for about a month now... But I did today... and I played with that Mig thingy pane!... It is addictive!!!  ;D

But after "chilling out with the plane for about 1 hour" my screen went black.

Anything that can someone tell me about it before I start deleting files?  :) (did this happened to anyone else?... should I investigate more and try to test stuff? )
Title: Re: Latest version: 0.7.15.3690
Post by: bugsblake on May 28, 2013, 06:13:10 pm
thanks cameni! :D
Title: Re: Latest version: 0.7.15.3690
Post by: Jagerbomber on May 28, 2013, 09:08:45 pm
I haven't logged in for about a month now... But I did today... and I played with that Mig thingy pane!... It is addictive!!!  ;D

But after "chilling out with the plane for about 1 hour" my screen went black.

Anything that can someone tell me about it before I start deleting files?  :) (did this happened to anyone else?... should I investigate more and try to test stuff? )

Did stuff become visible again after you exited the MIG?  Might be the same issue I've had in the tatra.
Title: Re: Latest version: 0.7.15.3690
Post by: museumsteve on May 28, 2013, 09:36:16 pm
Hi chaps..I just jumped on board to see how the Rift support is but when I double click to launch nothing happens. There's no log, probably cos it's never actually started.
I'm on Win7 x64, i7 with HD7950 3GB on catalyst 13.3
Title: Re: Latest version: 0.7.15.3690
Post by: Midviki on May 28, 2013, 10:12:08 pm
Did stuff become visible again after you exited the MIG?  Might be the same issue I've had in the tatra.

I don't know really... but probably!Cause I exited directly from the engine and then logged in back, then exit again.. etc... till something reset.

The only thing that I saw was that I couldn't change the time of the day... it was [n/a]  and I couldn't even touch the bar that controlled the sun light.

But basically it happened mid air while I was flying the plane.

But the odd thing was that when it "crashed", and all the reloads I did... there where no "stars" on the night sky, the bar stuck and it was pitch black.
Anyway... I reloaded a few times and everything went back to normal. (I could control the bar again)
Title: Re: Latest version: 0.7.15.3690
Post by: Jagerbomber on May 28, 2013, 11:03:25 pm
So I guess the tatra with a bed isn't drivable atm?
(Not directed at Midviki)
Title: Re: Latest version: 0.7.15.3690
Post by: cameni on May 29, 2013, 03:19:10 am
Hi chaps..I just jumped on board to see how the Rift support is but when I double click to launch nothing happens. There's no log, probably cos it's never actually started.
I'm on Win7 x64, i7 with HD7950 3GB on catalyst 13.3
Odd thing, Outerra doesn't have any dependencies so it should run as is.
Did you install it to default paths? Maybe an antivirus is preventing it from running, are you using any? Maybe there will be something logged in the system/app windows events.
Title: Re: Latest version: 0.7.15.3690
Post by: cameni on May 29, 2013, 03:34:25 am
So I guess the tatra with a bed isn't drivable atm?
My mistake, will fix, thanks for reporting.
Title: Re: Latest version: 0.7.15.3690
Post by: museumsteve on May 29, 2013, 05:45:59 am
Hi chaps..I just jumped on board to see how the Rift support is but when I double click to launch nothing happens. There's no log, probably cos it's never actually started.
I'm on Win7 x64, i7 with HD7950 3GB on catalyst 13.3
Odd thing, Outerra doesn't have any dependencies so it should run as is.
Did you install it to default paths? Maybe an antivirus is preventing it from running, are you using any? Maybe there will be something logged in the system/app windows events.

It was very late :D but I know I didn't install to default paths. I put everything on my D drive to spare my little SSD :s
I can try defaults later and check AVG
Title: Re: Latest version: 0.7.15.3690
Post by: cameni on May 29, 2013, 05:53:57 am
It's ok to install elsewhere, especially the data. But sometimes people install everything into Program Files, and Windows then prevents outerra.exe from writing the necessary data there because of UAC settings - that's why I was asking.
Title: Re: Latest version: 0.7.15.3690
Post by: giucam on May 31, 2013, 04:56:59 pm
With 3690 i get spurious action events for the keys 9, 10,16 and 17 with value 0, just after the init_vehicle. That's a problem for me because it touches a value without user intervenction and i have no way to restore it later.

EDIT: Oh, also AAuxa1 doesn't seem to work, i don't get any event for it. AAuxa2 does, though.
Title: Re: Latest version: 0.7.15.3690
Post by: cameni on May 31, 2013, 05:40:11 pm
Ok, I forgot to remove the init events when the aux handling changed.
I'll check AAuxa1 too.
Title: Re: Latest version: 0.7.15.3690
Post by: museumsteve on May 31, 2013, 07:39:18 pm
Hi chaps..I just jumped on board to see how the Rift support is but when I double click to launch nothing happens. There's no log, probably cos it's never actually started.
I'm on Win7 x64, i7 with HD7950 3GB on catalyst 13.3
Odd thing, Outerra doesn't have any dependencies so it should run as is.
Did you install it to default paths? Maybe an antivirus is preventing it from running, are you using any? Maybe there will be something logged in the system/app windows events.

Hi mate
I started from scratch and have the same issue.
Nothing really running in the background but it wants to open a window and start but doesnt. I've attached the eng.log if it helps (assuming this is what you need)
Title: Re: Latest version: 0.7.15.3690
Post by: gordo on May 31, 2013, 08:08:12 pm
I'm seeing the MiG black screen again with 3691: After a while flying the MiG, the screen goes black, the Time of Day slider goes to 0 and is unmovable, he altitude and heading reset and exiting and restarting Outerra does nothing until i edit world.cfg to put time-of-day and day-of-year back to a reasonable range, then everything goes back to normal until the next time I fly the MiG around...
Title: Re: Latest version: 0.7.15.3690
Post by: cameni on June 01, 2013, 01:09:01 am
I started from scratch and have the same issue.
Nothing really running in the background but it wants to open a window and start but doesnt. I've attached the eng.log if it helps (assuming this is what you need)
The log contains this:
Code: [Select]
INFO: Some foreign modules were found injected into outerra.exe. Note that these modules can interfere with the rendering, causing black screen or rendering artifacts. It's advised either to stop the programs or unload them.
The following potentially problematic modules were found:
C:\Program Files (x86)\iZ3D Driver\Win32\S3DInjector.dll (iZ3D Inc., iZ3D Driver), version 1.0.151.5443

I wonder if the iZ3D driver isn't causing it, because the log ends on an OpenGL initialization call and if iZ3D hijacks that one but doesn't handle it right, then OT cannot initialize.
Is it possible to temporarily shut down iZ3D to test it? Or to blacklist outerra.exe somewhere in iZ3D configuration to prevent the injection.
Title: Re: Latest version: 0.7.15.3690
Post by: cameni on June 01, 2013, 01:11:29 am
I'm seeing the MiG black screen again with 3691: After a while flying the MiG, the screen goes black, the Time of Day slider goes to 0 and is unmovable, he altitude and heading reset and exiting and restarting Outerra does nothing until i edit world.cfg to put time-of-day and day-of-year back to a reasonable range, then everything goes back to normal until the next time I fly the MiG around...
We have fixed some issues with JSBSim in the development build, but those mostly relate to the initialization. This is odd. What's your GPU and what frame rates you are getting?
Title: Re: Latest version: 0.7.15.3690
Post by: museumsteve on June 01, 2013, 05:26:38 am
I started from scratch and have the same issue.
Nothing really running in the background but it wants to open a window and start but doesnt. I've attached the eng.log if it helps (assuming this is what you need)
The log contains this:
Code: [Select]
INFO: Some foreign modules were found injected into outerra.exe. Note that these modules can interfere with the rendering, causing black screen or rendering artifacts. It's advised either to stop the programs or unload them.
The following potentially problematic modules were found:
C:\Program Files (x86)\iZ3D Driver\Win32\S3DInjector.dll (iZ3D Inc., iZ3D Driver), version 1.0.151.5443

I wonder if the iZ3D driver isn't causing it, because the log ends on an OpenGL initialization call and if iZ3D hijacks that one but doesn't handle it right, then OT cannot initialize.
Is it possible to temporarily shut down iZ3D to test it? Or to blacklist outerra.exe somewhere in iZ3D configuration to prevent the injection.

I'll have another look tonight and report back :)
Title: Re: Latest version: 0.7.15.3690
Post by: gordo on June 01, 2013, 12:28:06 pm
We have fixed some issues with JSBSim in the development build, but those mostly relate to the initialization. This is odd. What's your GPU and what frame rates you are getting?

I'm using a GTX 570 and getting 60 fps generally speaking.
Title: Re: Latest version: 0.7.15.3690
Post by: museumsteve on June 01, 2013, 02:28:35 pm
I started from scratch and have the same issue.
Nothing really running in the background but it wants to open a window and start but doesnt. I've attached the eng.log if it helps (assuming this is what you need)
The log contains this:
Code: [Select]
INFO: Some foreign modules were found injected into outerra.exe. Note that these modules can interfere with the rendering, causing black screen or rendering artifacts. It's advised either to stop the programs or unload them.
The following potentially problematic modules were found:
C:\Program Files (x86)\iZ3D Driver\Win32\S3DInjector.dll (iZ3D Inc., iZ3D Driver), version 1.0.151.5443

I wonder if the iZ3D driver isn't causing it, because the log ends on an OpenGL initialization call and if iZ3D hijacks that one but doesn't handle it right, then OT cannot initialize.
Is it possible to temporarily shut down iZ3D to test it? Or to blacklist outerra.exe somewhere in iZ3D configuration to prevent the injection.

I ended up uninstalling iZ3D and same issue :(
Title: Re: Latest version: 0.7.15.3690
Post by: cameni on June 01, 2013, 02:48:32 pm
Did it vanish from the eng.log too? Does it now say "no injected modules"?

Well, then it could be only that the AMD drivers are in a bad state. This happens too often, see for example this comment: http://www.reddit.com/r/oculus/comments/1f5zpv/outerra_anteworld_now_with_alpha_oculus_rift/ca7ass3 (http://www.reddit.com/r/oculus/comments/1f5zpv/outerra_anteworld_now_with_alpha_oculus_rift/ca7ass3)
Seems to be the same issue, crashing on start, after a clean reinstall of the drivers it works normally.

This is another issue with AMD Catalyst installer, and only a clean reinstall of the drivers solves it - a new driver installation alone won't help it.

I wish we could detect when this happens, so we could give AMD a complete bug report. We reported these issues ages ago, but they can't seem to reproduce it.
Title: Re: Latest version: 0.7.15.3690
Post by: hhrhhr on June 01, 2013, 04:52:45 pm
did you collect technical data about videocards? how many AMD cards used vs other?
Title: Re: Latest version: 0.7.15.3690
Post by: Jagerbomber on June 01, 2013, 05:09:07 pm
Apparently Intel's new Haswell supports OpenGL 4.0?

Not that I care, because you shouldn't be using only the CPU for this anyways... (so far))
Title: Re: Latest version: 0.7.15.3700
Post by: cameni on June 02, 2013, 03:54:54 pm
Version 0.7.15.3700


Note: stereo mode (without Rift) doesn't currently work with MSAA enabled.
Title: Re: Latest version: 0.7.15.3700
Post by: John514 on June 02, 2013, 04:28:28 pm
The smoke is indeed working, but as soon as it spawns the FPS drop to 1 maybe 2.
Also the smoke looks pixelated.
Title: Re: Latest version: 0.7.15.3700
Post by: M7 on June 02, 2013, 06:08:15 pm
same here , one puf of smoke and i go from 100fps to 1

Nvidia gtx 660 ti
Title: Re: Latest version: 0.7.15.3700
Post by: bugsblake on June 02, 2013, 06:17:14 pm
thanks for the update! also having same problem with smoke! framerate gone!
Title: Re: Latest version: 0.7.15.3700
Post by: hhrhhr on June 02, 2013, 07:11:04 pm
pixelated 1-FPS smoke (Nvidia 460gxt)

(https://imageshack.us/scaled/medium/837/smokebug.jpg) (https://imageshack.us/a/img837/3371/smokebug.jpg)


also, in stereo mode don't work vertical mouse movement.
Title: Re: Latest version: 0.7.15.3700
Post by: Malfate on June 02, 2013, 07:11:52 pm
-re-enabling normal grass density seems to break the rift tracker :(. I was so excited to see hi-fidelty/density type grass :(
-Smoke causes major fps drop (But glad its not pixelated anymore!)
-deep ocean rendering is really messed up still
Title: Re: Latest version: 0.7.15.3700
Post by: Caforiss on June 02, 2013, 09:23:19 pm
I am having trouble.  When i hit alt semi colon, it goes to a blacked out stereo view but just a thin sliver of the horizon is rendered, just all the land and sky above me is blacked out.  I looks like a negative (see attached). Do you happen to know what it might be?  I have a gtx 680 with an up to date driver running on a 1920x1200 monitor, and all programs that you said messes with graphics closed.  Works great when not in stereo
Title: Re: Latest version: 0.7.15.3700
Post by: Jagerbomber on June 02, 2013, 10:46:52 pm
I get that as well.
Title: Re: Latest version: 0.7.15.3700
Post by: KelvinNZ on June 02, 2013, 10:53:48 pm
Yes, the smoke now appears to be crippling my GTX 680. I can do without it for the meantime. It was accidentally leaked initially so I wouldn't expect to have had it anyway, I call it a added bonus. I'm sure Brano will deal to it.
Title: Re: Latest version: 0.7.15.3700
Post by: Caforiss on June 02, 2013, 10:57:43 pm
Ahh I figured it out.  Have to have anti-aliasing below msaa 4x.  You probably said that, Sorry for missing it.  Now it works perfectly!!  Awesome, my dev kit gets here soon, can't wait to try it out with it.  Thanks!!
Title: Re: Latest version: 0.7.15.3700
Post by: KelvinNZ on June 02, 2013, 11:08:53 pm
will test this. I thought my settings were 4x. thanks fir the heads up.
Title: Re: Latest version: 0.7.15.3700
Post by: KelvinNZ on June 02, 2013, 11:38:58 pm
Ahh I figured it out.  Have to have anti-aliasing below msaa 4x.  You probably said that, Sorry for missing it.  Now it works perfectly!!  Awesome, my dev kit gets here soon, can't wait to try it out with it.  Thanks!!

Sorry, this did not resolve the issue for me. I tried a multitude of settings from NVidia settings to in-game settings, still getting very low FPS with smoke.
Title: Re: Latest version: 0.7.15.3700
Post by: cameni on June 03, 2013, 01:03:31 am
I think he meant it resolved the stereo issue. Stereo doesn't support MSAA yet, with Rift it's automatically turned off, but not if you enable stereo at run time.

The smoke probably gets Nvidia into a sw emulated mode because of unsupported texture format or something. I didn't have a Nvidia card for testing around and Angrypig vanished for the weekend, so I didn't catch it.
Title: Re: Latest version: 0.7.15.3700
Post by: bugsblake on June 03, 2013, 03:58:10 am
servers down! again! i dont suppose there is a way to stop the update check at times like this so we can still at least use outerra?
Title: Re: Latest version: 0.7.15.3700
Post by: KelvinNZ on June 03, 2013, 04:05:07 am
I think he meant it resolved the stereo issue. Stereo doesn't support MSAA yet, with Rift it's automatically turned off, but not if you enable stereo at run time.

The smoke probably gets Nvidia into a sw emulated mode because of unsupported texture format or something. I didn't have a Nvidia card for testing around and Angrypig vanished for the weekend, so I didn't catch it.

Oh, I didn't follow the dialogue properly. That's ok.
Title: Re: Latest version: 0.7.15.3700
Post by: cameni on June 03, 2013, 04:41:25 am
servers down! again! i dont suppose there is a way to stop the update check at times like this so we can still at least use outerra?
I'm implementing a proper handling of the problem when the update server is down. That one seems to have some problems after being moved to a new hardware by our provider.
We'll be also moving the update handling for registered accounts to our account management servers which are far more reliable.
Title: Re: Latest version: 0.7.15.3700
Post by: cameni on June 03, 2013, 04:43:46 am
-re-enabling normal grass density seems to break the rift tracker :(. I was so excited to see hi-fidelty/density type grass :(
I doubt the grass has anything to do with it :)
Sometimes the rift tracker can't initialize itself - no idea why. Disconnecting the USB cable and connecting it back after a while seems to help, but you may have to restart OT after that.
Title: Re: Latest version: 0.7.15.3700
Post by: bugsblake on June 03, 2013, 04:44:18 am
sounds good! thanks cameni. servers up again now, but im sure you knew that! ;)
Title: Re: Latest version: 0.7.15.3700
Post by: Unsurt on June 03, 2013, 11:55:53 am
Hi, good job for this update, however i have a question... how can i put the smoke on the land, what is the key for it ? :-\

edit : i saw on youtube it is shift+mouse button, but wow i have a nvidia gtx 780 and when i put a smoke, my fps drop to 1 frame per second !!!!!
Title: Re: Latest version: 0.7.15.3700
Post by: John514 on June 03, 2013, 11:57:25 am
Hi, good job for this update, however i have a question... how can i put the smoke on the land, what is the key for it ? :-\

Shift + LMB
Title: Re: Latest version: 0.7.15.3700
Post by: Unsurt on June 03, 2013, 12:03:28 pm
Thanks, but when i put smoke my fps drop to 1fps !! I have a Nvidia GPU. :-\
Title: Re: Latest version: 0.7.15.3700
Post by: John514 on June 03, 2013, 12:05:50 pm
This is a current issue and will be resolved in the versions to follow...(I think!)
Title: Re: Latest version: 0.7.15.3700
Post by: cameni on June 03, 2013, 12:07:11 pm
i saw on youtube it is shift+mouse button, but wow i have a nvidia gtx 780 and when i put a smoke, my fps drop to 1 frame per second !!!!!
Nvidia cards falls back into sw emulation mode because the smoke is using an internal texture format and mode that's not supported on Nvidia. But the smoke is just an experimental thing that wasn't even announced, it can be broken anytime :)
Title: Re: Latest version: 0.7.15.3700
Post by: bugsblake on June 03, 2013, 12:09:42 pm
when an update comes out, always scroll up the page here till you see cameni's "update post" then you will see this bug has already been reported by many! ;) if you dont see your bug/problem reported, then post! :)
Title: Re: Latest version: 0.7.15.3700
Post by: KelvinNZ on June 03, 2013, 03:19:07 pm
I would suggest not activating the smoke for the time being. It looks to be in pre alpha state so hold off until it is officially announced.  :)
Title: Re: Latest version: 0.7.15.3700
Post by: adriaan on June 04, 2013, 08:02:12 am
Hi, might i ask what has changed to the colours during the last updates? especially sunset and dawn looked beatiful before but now the water has really strange colours and i cant get it right with the settings.
(http://i.imgur.com/lJvQROO.jpg)
(http://i.imgur.com/kX3dffD.jpg)
a solution for this?
Title: Re: Latest version: 0.7.15.3700
Post by: Midviki on June 04, 2013, 08:20:21 am
Yep... it seems strange, between some hours the sun disappears.

But you must know... maybe they didn't even developed that yet, they might have other priorities. :)
Probably they will develop it when they will make the clouds, weather and fix the sky for night and day.

But for now... At least for now you have Light!!... Right?
Title: Re: Latest version: 0.7.15.3700
Post by: cameni on June 04, 2013, 08:39:31 am
Hi, might i ask what has changed to the colours during the last updates? especially sunset and dawn looked beatiful before but now the water has really strange colours and i cant get it right with the settings.
There was a change to water scattering parameters to match the real ones more closely, but this seems as if your environment settings were way off. Please go to the env settings dialog and try to reset the settings for water - is this what you get?

Btw how are you making the screenshots? If you press F8 you'll get them created in OT and the images will have stored GPS coordinates. I wanted to jump to that location, but seems the GPS tags were removed.
Title: Re: Latest version: 0.7.15.3700
Post by: adriaan on June 04, 2013, 09:12:07 am
i already did the reset(i always prefer default). yeah i did use the outerra screenshot function.i uploaded them to imgur maybe that's why the coordinates are gone. its just near Rio De Janeiro.

btw the big rock in the middle of the bay of Rio isn't there. possible to put it there using outerra rocks?
thanks a lot
Title: Re: Latest version: 0.7.15.3700
Post by: cameni on June 04, 2013, 09:25:09 am
It will be possible later with the vector tools. Shape of those random rocks can't be controlled much, but with the vector modifiers it should be possible to model it.
Title: Re: Latest version: 0.7.15.3700
Post by: Midviki on June 04, 2013, 09:27:01 am
The reset of the settings has nothing to do with that Cameni.
Nor the GPS coordinates.


Anywhere on the planet facing the sunset over the ocean.Between time 16:00+ till almost sunset, the "ozone" blocks the vision of the sun, and only the reflection it is seen.The same thing happens to me as well.

But basically... I think it is more complicated than what we see... I mean that you probably need to view the sunset from a helicopter or plane or something in real life to understand how does that reflection work.And take pictures of it of course.Or find a YouTube video.

You will figure it out when you get to developing skies, clouds, ozone.



From what I see... for now... I can just say that the "ozone" is just to "thick".  ;D
Title: Re: Latest version: 0.7.15.3700
Post by: John514 on June 04, 2013, 09:31:00 am
Lets pollute then!
Title: Re: Latest version: 0.7.15.3700
Post by: cameni on June 04, 2013, 10:01:50 am
Oh I found it. I accidentally left a piece of debug code there, that altered the white balance computation :-[
Title: Re: Latest version: 0.7.15.3700
Post by: adriaan on June 04, 2013, 11:48:30 am
that's what changed the water?
Title: Re: Latest version: 0.7.15.3700
Post by: cameni on June 04, 2013, 11:59:03 am
Yes, the forgotten experimental code brutally altered how white balance was applied to the scene during sunsets and sunrises, resulting in that pastel blue sea. It wasn't visible during the day, so I didn't catch it and forgot to revert back.

And that wasn't the only piece of a forgotten debug code, I noticed that FXAA antialiasing was disabled too ... damn.
Title: Re: Latest version: 0.7.15.3700
Post by: ZeosPantera on June 04, 2013, 12:14:27 pm
Maybe a vacation for you Cameni.. You are working too hard. Don't want you slipping into a downward spiral of coding in only unicorns and random insects.
Title: Re: Latest version: 0.7.15.3700
Post by: adriaan on June 04, 2013, 12:23:33 pm
great! looking forward to the fixed sunsets. yeah noticed also that the fxaa didn't do much. so much work to be done, easy to overlook something
Title: Re: Latest version: 0.7.15.3700
Post by: PytonPago on June 04, 2013, 02:22:24 pm
Maybe a vacation for you Cameni.. You are working too hard. Don't want you slipping into a downward spiral of coding in only unicorns and random insects.

 Nothing bad ... happens all the time to anyone. We shold grant them some hiking/whirlpooling/sleeping time and throw a motivational OP on them. Now, where are the special patry-time and cuteness kitty smileys ????  :)
Title: Re: Old version: 0.7.15.3700
Post by: 7HUND3R on October 01, 2013, 06:41:47 am
In version 7.17 I see missing section houses homes, I come from a 7.11 version and I think it had more to decorate houses.
Title: Re: Old version: 0.7.15.3700
Post by: foobie42 on October 20, 2013, 08:16:34 am
How do you do recentering? Does it work well for you with Rift SDK 0.2.4? mm0zct had some issues, and our opentrack code hasn't yet been adapted to 0.2.5.