Outerra forum

Anteworld - Outerra Game => Tech demo, support, updates => Topic started by: cameni on March 26, 2016, 03:49:45 am

Title: Latest version: 17.0.3.8141
Post by: cameni on March 26, 2016, 03:49:45 am
New version branch. You need to download and run full installer for Anteworld-17.0.3.8141 (http://alpha.anteworld.com/appdata/Anteworld/Anteworld-17.0.3.8141.exe)
Previous version will update automatically, but it doesn't automatically switch to the new earth2 planet during incremental updates.

Version 17.0.3.8141 (9 Jul 2017)
Version 17.0.2.8099 (14 Jun 2017)
Version 17.0.2.8079 (7 Jun 2017)
Version 17.0.1.7885 (5 Apr 2017)
Version 16.1.0.7503 (31 Dec 2016)


We are also releasing a sample of OSM road and building import. Please download and install the following mods:
swiss_roads.otx (autodownloaded now) - Swiss road network
Bern_OSM.otx (http://alpha.anteworld.com/planetdata/earth2/Bern_OSM.otx) - alpha building import for Bern, Switzerland

The building import uses the building models from package imported by Levi, made by tonywob http://forum.outerra.com/index.php?topic=2888.0
Also thanks for contributions and testing by Acetone, KW71, Uriah and Langdon.

Version 16.1.0.7471 (16 Dec 2016)


Scenery editor:
Version 16.7057 (16 Jul 2016)
Version 16.6655 (13 Apr 2016)
Version 16.6601 (25 Mar 2016)


Previous version thread: 0.8.4.x (http://forum.outerra.com/index.php?topic=3151.0).

(http://i.imgur.com/Kzk5NIy.jpg)

(http://i.imgur.com/sJGcdHU.jpg)

(http://i.imgur.com/XldXVo0.jpg)

(http://i.imgur.com/UzH6tkg.jpg)

(http://i.imgur.com/AFCMrz9.jpg)

(http://i.imgur.com/FpnxHUN.jpg)
Title: Re: Latest version: 16.6601
Post by: HiFlyer on March 26, 2016, 04:33:10 am
Interestingly enough, I now have an Earth one, and an Earth 2!  =D
Title: Re: Latest version: 16.6601
Post by: josem75 on March 26, 2016, 04:34:49 am
Interestingly enough, I now have an Earth one, and an Earth 2!  =D

How did you install? Did you change the directory so now you have 2 Outerra? I am trying to install in default directory but the installer fill just one line and then freeze at the begining.

Edited: in fact i also changed to Outerra2.  And installed perfectly :)
Title: Re: Latest version: 16.6601
Post by: Acetone on March 26, 2016, 04:46:18 am
Interestingly enough, I now have an Earth one, and an Earth 2!  =D

How did you install? Did you change the directory so now you have 2 Outerra? I am trying to install in default directory but the installer fill just one line and then freeze at the begining.

Edited: in fact i also changed to Outerra2.  And installed perfectly :)

Back up some your OT user folder, uninstall OT, install the new version, copy your OT user folder back in the new one. It will erase a bunch of files, but it shouldn't be a problem (tested) :)

Interestingly enough, I now have an Earth one, and an Earth 2!  =D

Earth2 should be the one having rivers, but if you look carefully, you'll probably notice something different too.
Title: Re: Latest version: 16.6601
Post by: cameni on March 26, 2016, 04:57:54 am
The installer can take a long time if you try to install over the existing installation, if you have an antivirus software.

Some notes:


Title: Re: Latest version: 16.6601
Post by: 2eyed on March 26, 2016, 05:19:59 am
Quel surprise, cameni and team you are the masters of OT-universe!
Title: Re: Latest version: 16.6601
Post by: Jagerbomber on March 26, 2016, 06:21:50 am
 :-[  So start over from scratch since our placed roads won't work with the new data?

Still excited anyways....  Just sucks pretty bad to have to start ALL over again (my 3rd time), but that's how it goes....

Did we get any usability improvements for the full Google Maps overlay?

And why would you remove large trees from open areas?

Aww.... The 2 main lakes in my town aren't appearing on Earth 2.  They're on OSM so I don't know why they aren't here.  The little streams don't appear to be on OSM, but the lakes should be here I would think...  :-[

The main river in our state is here though, but I've got a graphical issue for a section.  It goes back to normal further up but after a couple significant width changes.

(http://images.akamai.steamusercontent.com/ugc/282972201746490094/61493B35AE21068444812A65F171969A6BD16CC2/)
Title: Re: Latest version: 16.6601
Post by: cameni on March 26, 2016, 07:05:02 am
There will be a global road import from OSM, that will probably replace many custom modifications.
Full Google Maps still do not work properly with the new scenery editor, but we are working on it.

And why would you remove large trees from open areas?

They are not removed, but made smaller. They looked way too big, and it's consistent with real world appearance. Trees grow higher when they have to fight with other trees in forests.

Quote
Aww.... The 2 main lakes in my town aren't appearing on Earth 2.  They're on OSM so I don't know why they aren't here.  The little streams don't appear to be on OSM, but the lakes should be here I would think...  :-[

Lakes have to use a different rendering system, they aren't going to use the river system. Only some smaller lakes are currently captured.

Quote
The main river in our state is here though, but I've got a graphical issue for a section.  It goes back to normal further up but after a couple significant width changes.

Please post the location - press alt+F1, click to place cursor, and copy lat/lon from the info panel.
Title: Re: Latest version: 16.6601
Post by: pasto on March 26, 2016, 07:30:46 am
Im not sure if i remember it right, but currently the river segment has to satisfy some criteria to be included in outerra import. i think that one of them is that is has to be part of a connected water system of  at least 20km in lenght (all the tributaries count, but the osm waterways have to be correctly connected). in the future when we have lakes we will probably relax this condition, but currently i had to find a way how to filter out segments that just dont make sense to render... Currently im experimenting with a lake fitler, that would cut the rivers on the border of large lakes, then maybe ill add some more rivers that are part of a smaller system that ends up in a lake, that does not have connection to any other rivers... In reality there should not be too many rivers, that are not connected to anything, but it depends on the quality of the data...
I will also try to relax the criteria to add river segments that have proper riverbanks defined or they just end up in a sea /ocean....
Title: Re: Latest version: 16.6601
Post by: Jagerbomber on March 26, 2016, 07:40:49 am
And why would you remove large trees from open areas?

They are not removed, but made smaller. They looked way too big, and it's consistent with real world appearance. Trees grow higher when they have to fight with other trees in forests.

My front yard would disagree...  :))

Quote
Quote
The main river in our state is here though, but I've got a graphical issue for a section.  It goes back to normal further up but after a couple significant width changes.

Quote
Please post the location - press alt+F1, click to place cursor, and copy lat/lon from the info panel.

GPS: 41.811027, -72.645412

It goes North a bit and there's another one that goes for a long distance further South nearly to the ocean.
You know I think it might be the river and the sea-level water overlapping even though it's so far north.  Forgot about that.



Had fun trying out the new lane features.  Though it took a bit to figure out the modified camera controls.
Gonna have to see what it can and can't do!  :))
Title: Re: Latest version: 16.6601
Post by: Acetone on March 26, 2016, 09:29:06 am
Sometimes things looks simple, but it's important to understand how much crazy work the OT team put in the OSM importer. Using a 2D dataset in a very detailed 3D environment is really hard, and it's even more complex in this case because OSM is anything except a simple dataset. It's not perfect, especially in areas with a lot of vertical terrain, but it's a goddamn cool addition and I can't wait for the lakes :)

Earth30, weather, rivers, road lanes, amazing new terrain textures...

(https://media.giphy.com/media/oGO1MPNUVbbk4/giphy.gif)

Small note: the dynamic weather does not use snow yet. If you want to test it, turn off the dynamic weather and change snow density in the weather tab (+ clouds coverage).

(http://i.imgur.com/1svoZP0.jpg)
Title: Re: Latest version: 16.6601
Post by: cameni on March 26, 2016, 09:34:13 am
I didn't understand why Hiflyer wondered at this:

Interestingly enough, I now have an Earth one, and an Earth 2!  =D

Just now noticed that two main points got lost from the changelog :facepalm:

Title: Re: Latest version: 16.6601
Post by: HiFlyer on March 26, 2016, 10:01:30 am
I didn't understand why Hiflyer wondered at this:

Interestingly enough, I now have an Earth one, and an Earth 2!  =D

Just now noticed that two main points got lost from the changelog :facepalm:
  • new Earth elevation dataset created from 30m SRTM data (previously 90m), shows as earth2
  • global river data (imported from OSM), working with earth2 only
I is just a lonely wonderer........  :))

Busy posting the news of the new version. Above and beyond the obvious stuff, I notice some subtle changes to certain small items and wonder if I am imagining things. Shadows seem more solid and less shimmery on the edges, memory efficiency and framerate seem better, the treeline seems to flow ahead of the plane more smoothly without patches popping up suddenly like before...... a few other things.

Placebo effect?
Title: Re: Latest version: 16.6601
Post by: PytonPago on March 26, 2016, 10:05:31 am
Yes also ... latest avast (program and database) hates the new installer and changes in graphics ... installer will be set on permanent idle if its not turned off, and the changing-restart too (and wont remember new settings if you force-close it) ... so you have to turn it off for a moment at these events.
Title: Re: Latest version: 16.6601
Post by: HiFlyer on March 26, 2016, 10:35:10 am
Yes also ... latest avast (program and database) hates the new installer and changes in graphics ... installer will be set on permanent idle if its not turned off, and the changing-restart too (and wont remember new settings if you force-close it) ... so you have to turn it off for a moment at these events.

What happens if you set the program to run as administrator? Does Avast allow program exceptions?
Title: Re: Latest version: 16.6601
Post by: Atrax on March 26, 2016, 10:48:17 am
Will the launcher update to this version automatically in near future? Or do we have to do this manually now and it will go on from there?

Yes, you can set exceptions in Avast.


Edit: I just tested it out for a bit. And man does it look cool. Our world is looking more alive with every build! :D I love it. I only need a bridge now (one you can drive on and that connects with the roads, so I can make my home town. :3
Thanks guys!
Title: Re: Latest version: 16.6601
Post by: cameni on March 26, 2016, 11:14:02 am
Yes also ... latest avast (program and database) hates the new installer and changes in graphics ... installer will be set on permanent idle if its not turned off, and the changing-restart too (and wont remember new settings if you force-close it) ... so you have to turn it off for a moment at these events.

Noticed the installer file wasn't signed, uploading new one.

Will the launcher update to this version automatically in near future? Or do we have to do this manually now and it will go on from there?

It will autoupdate once I enable it, after ironing out some initial problems.
Title: Re: Latest version: 16.6601
Post by: Atrax on March 26, 2016, 11:19:32 am
Yes also ... latest avast (program and database) hates the new installer and changes in graphics ... installer will be set on permanent idle if its not turned off, and the changing-restart too (and wont remember new settings if you force-close it) ... so you have to turn it off for a moment at these events.

Noticed the installer file wasn't signed, uploading new one.

Will the launcher update to this version automatically in near future? Or do we have to do this manually now and it will go on from there?

It will autoupdate once I enable it, after ironing out some initial problems.


No probs. I was just wondering. I already downloaded it manually and installed it. Looks fabulous, especially weather and rivers :3 Love the new elevation dataset too.
Thanks guys!
Title: Re: Latest version: 16.6601
Post by: HiFlyer on March 26, 2016, 11:29:33 am
And of course. I went straight to the Grand Canyon and.............  8) =D
Title: Re: Latest version: 16.6601
Post by: HiFlyer on March 26, 2016, 11:34:55 am
Delete.
Title: Re: Latest version: 16.6601
Post by: waggel120 on March 26, 2016, 11:54:19 am
THIS IS AMAZING!!
Title: Re: Latest version: 16.6601
Post by: Varldsligist on March 26, 2016, 01:54:37 pm
Can't wait to try this out once my GPU replacement fan arrvies. I hope it's sooner rather than later. In the meantime, I hope someone would be so kind as to upload a picture of Stockholm, Sweden with the latest version. I can't wait to see if and how it looks now with water hopefully in the right places.
Title: Re: Latest version: 16.6601
Post by: HiFlyer on March 26, 2016, 06:58:03 pm
Can't wait to try this out once my GPU replacement fan arrvies. I hope it's sooner rather than later. In the meantime, I hope someone would be so kind as to upload a picture of Stockholm, Sweden with the latest version. I can't wait to see if and how it looks now with water hopefully in the right places.

Stockholm area:

(http://i1287.photobucket.com/albums/a625/Multitesseract/screen_1459032954_zpsyll5hizu.jpg)
Title: Re: Latest version: 16.6601
Post by: HiFlyer on March 26, 2016, 07:47:51 pm
Note: Ground vehicles (cars, trucks) seem to work much better now, with little to none of the wild bouncing behavior we've become accustomed to. Unfortunately this does not extend to Thesenergys vehicles, which are beautiful but currently non-functional to various degrees.  =|

Still, its nice to take a high speed spin on the new roads, and have the cars mostly behave like cars!
Title: Re: Latest version: 16.6601
Post by: Julius on March 26, 2016, 08:50:13 pm
  • Both elevation and rivers aren't final yet, the data will change. Once things get more stable there will be also a torrent link for full data download
Can I sponsor some data storage? I would like to support you...
Greetings :)
Title: Re: Latest version: 16.6601
Post by: ZeosPantera on March 26, 2016, 11:16:58 pm
What is the full dataset size going to be? It was 12GB for the 90 so this should be..   NINE TIMES THAT?!
Title: Re: Latest version: 16.6601
Post by: 2eyed on March 27, 2016, 05:57:07 am
Among the funny things with the new release: blackbirds singing even in space (100km above ground) and a
kind of rollercoaster experience when following the rivers in steep terrain with ups and downs and turns.

But OT can also look incredibly good e.g. rugged terrain, greatly improved ground textures (except the one under grass), moody weather settings with adjusted sky reflection value for water according to cloud coverage, nice and subtle rain( 3d particles)...
Title: Re: Latest version: 16.6601
Post by: cameni on March 27, 2016, 11:28:56 am
What is the full dataset size going to be? It was 12GB for the 90 so this should be..   NINE TIMES THAT?!

30 or 90m only tells about the resolution of the source data. This gets resampled to the projection OT uses, which also has a different resolution. Correctly we should mark the data as source/target resolution. Previous dataset was 90/76, the one in Earth2 is 30/76. As such it's around 14GB (up from 12GB). A finer data of 30/38 is approximately 3x bigger, 40GB.

90m SRTM data was made from 30m data by 3x3 averaging. Due to the nature of the filtering this made it effectively lower than 90m resolution, erasing details. Similarly, the original 30m data were reprocessed from satellite scans and the filtering applied there made it effectively lower than 30m. Hence, when we compare differences between 30/76 and 30/38, these are very small and sometimes it's even hard to tell which one is better. It definitely isn't worth the extra 26GB at all. However, the difference between 30/76 and 90/76 is large. That led us to conclusion that OT needs to reconstruct the lost detail in the source data by applying a re-sharpening filer or by using better sources.

Existing SRTM1 sources also contain lots of missing data and bugs. NASA is working on a reprocessed SRTM data called NASADEM (https://earthdata.nasa.gov/community/community-data-system-programs/measures-projects/nasadem) that should fix most of that, though I don't thing they'll do much about the filtering.
Title: Re: Latest version: 16.6601
Post by: zzz on March 27, 2016, 01:18:23 pm
So is earth2 the one going to be supported going forward? Deciding whether to delete the earth1 wad database I have.

edit: projectiles explode when they hit objects. Anyway to register a hit in the object's JS file?

Is there a way to revert to the old F7 controls? I just want to adjust their positions and the full map editor is way too cumbersome for that. It won't even select placed objects.
Title: Re: Latest version: 16.6601
Post by: zsbuum on March 27, 2016, 06:33:42 pm
Hi!

I am totally new to this program, as I noticed the new version I decided to install it.
So I have the newest version, clean install, but rivers don't show up. I use the demo version only, dynamic weather is working and it seems that I have the earth2 folder. What should I do?

I also have a problem with graphics card: as I have notebook, the program uses the integrated one. It works well, but very low fps on most places. I also noticed that nvidia is active, when using the Outerra, it shows that outerra.exe is in use. As I open Outerra, it writes that Intel HD 4700 is the card which the program use... I am confused, I made the Nvidia control panel settings for outerra.exe to use the Nvidia, but nothing. I think it should be more than 10-20 fps with the Nvidia card (gtx 760m)... (I also have the latest drivers for both of them.)
Title: Re: Latest version: 16.6601
Post by: Dharma Initiative on March 27, 2016, 09:29:19 pm
OMFG :) ! JUST WOW ! OK DOWNING THIS UPDATE FOR SHO ! GONNA GO ABOVE THE PREVIOUS NO NEW INSTALLS WE UPDATE ! GONNA MAKE IT WORK ! UM GUYS ! A HUGE THANX TO ALL WHO WORKED ON THIS ! BLESSINGS TO ALL ! I'M SPEECHLESS BY THE PICS  ! I CAN IMAGINE WHAT AWAITS ME :) YEY !
Title: Re: Latest version: 16.6601
Post by: cameni on March 28, 2016, 01:03:38 am
So I have the newest version, clean install, but rivers don't show up. I use the demo version only, dynamic weather is working and it seems that I have the earth2 folder. What should I do?

Some alpha features are initially available only in the full version, they will be enabled in the demo only some time later.

Quote
I also have a problem with graphics card: as I have notebook, the program uses the integrated one. It works well, but very low fps on most places. I also noticed that nvidia is active, when using the Outerra, it shows that outerra.exe is in use. As I open Outerra, it writes that Intel HD 4700 is the card which the program use... I am confused, I made the Nvidia control panel settings for outerra.exe to use the Nvidia, but nothing. I think it should be more than 10-20 fps with the Nvidia card (gtx 760m)... (I also have the latest drivers for both of them.)

Can you post your eng.log file, or just the part where it writes about versions and OpenGL contexts?
Title: Re: Latest version: 16.6601
Post by: cameni on March 28, 2016, 01:14:29 am
So is earth2 the one going to be supported going forward? Deciding whether to delete the earth1 wad database I have.

Yes, there won't be any river and road data imported for the old earth,

Quote
edit: projectiles explode when they hit objects. Anyway to register a hit in the object's JS file?

Not yet. For perf reasons there might be a global register call that gets a list of all landed projectiles for given frame. We have to do some changes to the internal way of how the objects are referred to make this all more efficient.

Quote
Is there a way to revert to the old F7 controls? I just want to adjust their positions and the full map editor is way too cumbersome for that. It won't even select placed objects.

This is probably a bug in selecting objects in general.
I wanted to keep the old F7 window and have it open on some modifier key + click, but forgot to add it before the release.
Title: Re: Latest version: 16.6601
Post by: Dharma Initiative on March 28, 2016, 01:30:54 am
So Basicly i installed it ontop of the already installed Outerra Folders and when i launched it gave me as an option to choose from earth 1 earth 2 and middle earth which i grabbed from here ! i don't get though ! earth 2.0 is exactly same pretty much why not just make one earth and upgrade the first one with the second so to execute only one earth and not 2 separately ? i mean now i have to download pieces of map separately as i could just download the whole earth map database from here and thats it until something new gets formed there from water now everything is downloading manually part by part ! will there be a whole earth database release ?
Title: Re: Latest version: 16.6601
Post by: Jagerbomber on March 28, 2016, 02:09:30 am
So Basicly i installed it ontop of the already installed Outerra Folders and when i launched it gave me as an option to choose from earth 1 earth 2 and middle earth which i grabbed from here ! i don't get though ! earth 2.0 is exactly same pretty much why not just make one earth and upgrade the first one with the second so to execute only one earth and not 2 separately ? i mean now i have to download pieces of map separately as i could just download the whole earth map database from here and thats it until something new gets formed there from water now everything is downloading manually part by part ! will there be a whole earth database release ?

  • Both elevation and rivers aren't final yet, the data will change. Once things get more stable there will be also a torrent link for full data download
Title: Re: Latest version: 16.6601
Post by: Dharma Initiative on March 28, 2016, 03:39:50 am
oh great then ! yeah honestly the world's too big to download at once although i have 100MB fibre optic connection here still ! ok then thanx ! good day and goof luck ! would like to ask you this: do you play FSX ( microsoft flight simulator x ? of similar ? because i play FSX especially dealing with addons such as scenery , airplanes, effects and similar stuff. basicly bringing the sim closer to reality ! along with this while using Outerra it gives me a sort of motivation towards this project and ofcourse to making flight experience as well ! ok i'm offff.....
Title: Re: Latest version: 16.6601
Post by: bongodriver on March 28, 2016, 08:03:07 am
New version is working pretty good, loving the Oculus SDK 0.8 support but on occasion I am finding the mouse cursor disappears from view in VR when I bring the ingame menu up and I have to exit game if I want to see it again.
Title: Re: Latest version: 16.6601
Post by: Dharma Initiative on March 28, 2016, 12:56:49 pm
As The Admin Said ! It is all in the progress of being being fixed as well in the near future coming ! Whereas we shall be able to download the whole earth map database just like the first earth ! for now just testing stressing and so on !
Title: Re: Latest version: 16.6601
Post by: Dharma Initiative on March 28, 2016, 03:43:18 pm
BTW ! With New Nvidia Drivers : 364.72 all good in the hood with the graphics no purple stuff so far ! great ! just letting everyone know who haven't updated yet it is safe completely ! enjoy people ! thanx alot again !
Title: Re: Latest version: 16.6601
Post by: zsbuum on March 28, 2016, 04:44:53 pm
Quote
I also have a problem with graphics card: as I have notebook, the program uses the integrated one. It works well, but very low fps on most places. I also noticed that nvidia is active, when using the Outerra, it shows that outerra.exe is in use. As I open Outerra, it writes that Intel HD 4700 is the card which the program use... I am confused, I made the Nvidia control panel settings for outerra.exe to use the Nvidia, but nothing. I think it should be more than 10-20 fps with the Nvidia card (gtx 760m)... (I also have the latest drivers for both of them.)
Quote
Can you post your eng.log (http://goo.gl/DaK1M8) file, or just the part where it writes about versions and OpenGL contexts?

Thanks for the response, here it is (I hope this is enough):
Code: [Select]
INFO: starting io_man...
DEBUG: program directory: F:\Outerra\Anteworld\
INFO: Outerra 16, build 6601 from Sat, 26 Mar 2016 07:21:10 GMT
DEBUG: Nvidia driver profile "Outerra" found...
DEBUG: Initializing engine...
INFO: data root directory: F:\_Downloads\programs\outerra\
DEBUG: Windows version: 6.2.9200
DEBUG: CPU info:
CPU string: GenuineIntel
CPU brand string: Intel(R) Core(TM) i7-4700HQ CPU @ 2.40GHz
Stepping ID: 3
Model: 12
Family: 6
Processor type: 0
Extended model: 3
Extended family: 0
Brand Index: 0
CLFLUSH cache line size: 64
APIC Physical ID: 4

DEBUG: Reading F:\_Downloads\programs\outerra\eng.cfg
DEBUG: GPU Vendor: NVIDIA Corporation
DEBUG: GL Renderer: GeForce GTX 760M/PCIe/SSE2
DEBUG: GL Version: (450) 4.5.0 NVIDIA 364.51
DEBUG: OpenGL context defaults to: Nvidia, detected version: 450 build 0
DEBUG: Display devices attached to desktop:
\\.\DISPLAY1                     8086 0416 Intel(R) HD Graphics 4600, Display: Generic PnP Monitor
\\.\DISPLAY2                     8086 0416 Intel(R) HD Graphics 4600
\\.\DISPLAY3                     8086 0416 Intel(R) HD Graphics 4600
DEBUG: Connected displays:
 Display #0:
Resolution:   1920x1080
Refresh rate: 143000000/2379520Hz
Scaling mode: 1
Rotation:     0 deg
Adapter:      \\.\DISPLAY1
Position:     0,0
DEBUG: GPU System info
    Graphics card: Intel(R) HD Graphics 4600
    GPU vendor ID: 10de (NVIDIA Corporation)
    GPU device ID: 0416
    OpenGL driver version: 10.18.13.6451 (nvoglv32.dll)
    OpenGL driver build number: 6451


INFO: FT tracker initialized
DEBUG:   init timer to 1ms
DEBUG: Initializing display mode: 1920x1080x32 60Hz
DEBUG: Outerra window created size 1920x1080
DEBUG: Starting JobMaster...
DEBUG: Creating JobMaster thread 0
DEBUG: Creating JobMaster thread 1
DEBUG: Creating JobMaster thread 2
DEBUG: Creating JobMaster thread 3
DEBUG: Creating JobMaster thread 4
DEBUG: Creating JobMaster thread 5
DEBUG: Creating JobMaster thread 6
DEBUG: Creating JobMaster thread 7
PERF: reload_pkgs_and_objdefs blocked for 35.89ms
DEBUG: Event "vertical_speed" already defined, overriding with latest definition.
DEBUG: (io_man) event group "player" has been activated...
DEBUG: Available display modes:
    320x200@60
    320x240@60
    400x300@60
    512x384@60
    640x400@60
    640x480@60
    800x600@60
    1024x768@60
    1152x864@60
    1280x600@60
    1280x720@60
    1280x768@60
    1280x800@60
    1280x960@60
    1280x1024@60
    1360x768@60
    1366x768@60
    1400x1050@60
    1440x900@60
    1600x900@60
    1680x1050@60
    1920x1080@60

DEBUG:
Available Capture Devices are:-
Microphone (Realtek High Definition Audio)

DEBUG:
Sound system information:
    Using OpenAL device (OpenAL Soft)
    ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_DEDICATED ALC_EXT_disconnect ALC_EXT_EFX ALC_EXT_thread_local_context ALC_SOFT_loopback
    Using OpenAL capture device (OpenAL Soft)
    ALC_FREQUENCY: 44100
    ALC_REFRESH: 43
    ALC_SYNC: 0
    ALC_MONO_SOURCES: 255
    ALC_STEREO_SOURCES: 1

OpenAL info:
    Vendor: OpenAL Community
    Version: 1.1 ALSOFT 1.15.1
    Renderer: OpenAL Soft
    Extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latency

DEBUG: renderer: thread started...
DEBUG: Searching suitable pixel format...
INFO: Pixel format description:
    WGL_SUPPORT_OPENGL_ARB=1
    WGL_DOUBLE_BUFFER_ARB=1
    WGL_SWAP_METHOD_ARB=WGL_SWAP_EXCHANGE_ARB
    WGL_SAMPLES_ARB=0
    WGL_SAMPLE_BUFFERS_ARB=0
    WGL_AUX_BUFFERS_ARB=4
    WGL_ACCUM_BITS_ARB=64
DEBUG: Pixel format has been found: 11
DEBUG: Setting pixel format
DEBUG: Creating temporary OpenGL rendering context
DEBUG: Setting temporary rendering context as current
DEBUG: Creating OpenGL 4.x rendering context
DEBUG: Setting main rendering context as current
DEBUG: OpenGL context initialized: 4.3
DEBUG: OpenGL renderer information
    vendor: NVIDIA Corporation
    renderer: GeForce GTX 760M/PCIe/SSE2
    version: 4.3.0 NVIDIA 364.51
    glsl: 4.30 NVIDIA via Cg compiler
    Total available GPU memory: 2048 MB
    Current available GPU memory: 1972 MB
    MAX_UNIFORM_BLOCK_SIZE: 65536
    MAX_VERTEX_UNIFORM_BLOCKS: 14
    MAX_GEOMETRY_UNIFORM_BLOCKS: 14
    MAX_FRAGMENT_UNIFORM_BLOCKS: 14
    UNIFORM_BUFFER_OFFSET_ALIGNMENT: 256
    MAX_UNIFORM_BUFFER_BINDINGS: 84
    MAX_TEXTURE_BUFFER_SIZE: 134217728
    MAX_DRAW_BUFFERS: 8
    MAX_TEXTURE_SIZE: 16384
    MAX_3D_TEXTURE_SIZE: 2048
    MAX_SPARSE_ARRAY_TEXTURE_LAYERS: 2048
    MAX_ARRAY_TEXTURE_LAYERS: 2048
    MAX_ELEMENTS_INDICES: 1048576
    MAX_ELEMENTS_VERTICES: 1048576
    MAX_COMBINED_TEXTURE_IMAGE_UNITS: 192
    MAX_VIEWPORTS: 0
    Number of OpenGL extensions: 322
    NV_depth_buffer_float: yes
Title: Re: Latest version: 16.6601
Post by: josem75 on March 28, 2016, 05:42:35 pm


30 or 90m only tells about the resolution of the source data. This gets resampled to the projection OT uses, which also has a different resolution. Correctly we should mark the data as source/target resolution. Previous dataset was 90/76, the one in Earth2 is 30/76. As such it's around 14GB (up from 12GB). A finer data of 30/38 is approximately 3x bigger, 40GB.

90m SRTM data was made from 30m data by 3x3 averaging. Due to the nature of the filtering this made it effectively lower than 90m resolution, erasing details. Similarly, the original 30m data were reprocessed from satellite scans and the filtering applied there made it effectively lower than 30m. Hence, when we compare differences between 30/76 and 30/38, these are very small and sometimes it's even hard to tell which one is better. It definitely isn't worth the extra 26GB at all. However, the difference between 30/76 and 90/76 is large. That led us to conclusion that OT needs to reconstruct the lost detail in the source data by applying a re-sharpening filer or by using better sources.

Existing SRTM1 sources also contain lots of missing data and bugs. NASA is working on a reprocessed SRTM data called NASADEM (https://earthdata.nasa.gov/community/community-data-system-programs/measures-projects/nasadem) that should fix most of that, though I don't thing they'll do much about the filtering.

2 Gb better spent ever..  In fact the new dataset is not ading a huge new extra-details, but all the formations already existing are now much much better detailed. The result is a more refined  terrain and also much more accurate.
I can say seeing my mountains around.  And fly over Switzerland now is crazy beautiful.
 
Maybe in some time Nasa put some 30m data that worth to use as 30/38 with triple Gb. If the data is correct the jump in details should be again so huge. With 30 m real data the world is greatly defined. 
Do you think Nasadem will be a 30m accuracy source for that, and soon? 
I hope some day you can build this 30/38, and then wait til the future for see a 5m resolution in 2020-2025, in Outerra 3.0 :D
Title: Re: Latest version: 16.6601
Post by: josem75 on March 28, 2016, 05:58:15 pm
By the way. Thanks and congrats to all the team for the great aditions. More and more steps.
The new dataset. Also  The weather changing is lovely while you are flying. All the conditions are very very real. Great weather in Outerra.  Its true that rain is dificult to see in high speed as hiflyer said, but maybe this would be the same in real life (dont know for be honest).

All the rivers are not only ading rivers (big blue ones) but also a lot of extra-detail. Because many small rivers are really like the torrents i was talking about in some topic.  So now we see more real mouintains while flying.
Ambitious is the word for define that (also like Hiflyer said). So in the first stage of osm data rivers, we will see some crazy terrain things made for the data.
But if with the time working and getting knoweledge on this task you can fight this monster, and get control of those accidents merged with the terrain, this will be EPIC!!   All the engines represent that as just flat... 
Title: Re: Latest version: 16.6601
Post by: andfly on March 28, 2016, 07:43:28 pm
Great, great, great !!!   8)

The transition to data 30 mt and the refined textures are fantastic!
The rivers complete the realism of the landscape and ...
The dynamic time!
The sky darkens .. wind rises ... falls the rain ...
Then the clouds open and the sun comes back ...
Flying and sailing with the wind that changes in speed increases the involvement!

I noticed another thing magnificent ...
The seabed near the coastline is covered patch of grass that simulate algae. I hope it is not a mistake and that it is maintained in the future ...
Finally there is something , underwater , reflecting the lights of underwater vehicles!
Gleam in the black abyss as glitter, in a nightclub, when there are black lights ...

And now a curiosity:
What's different between the blades of grass and the surface of the rocks that determines the reflection of light on the first?
You can not even cover the ground with something similar to make underwater light?
The question is obviously rhetorical, if it was so simple Cameni would have already done!
But curiosity remains ... why the surface of the rocks and the grass surface are so substantially different in reflection?

Thanks again for this wonderful update!  :)
Title: Re: Latest version: 16.6601
Post by: Occams Razer on March 28, 2016, 08:03:08 pm
Note: Ground vehicles (cars, trucks) seem to work much better now, with little to none of the wild bouncing behavior we've become accustomed to. Unfortunately this does not extend to Thesenergys vehicles, which are beautiful but currently non-functional to various degrees.  =|

Still, its nice to take a high speed spin on the new roads, and have the cars mostly behave like cars!

I can't say I notice much difference in ground vehicle behavior than before. Then again, I don't have any small passenger cars installed, which I could use as a better basis for comparison with a real car (and enjoy the roads more!). Any recommendations? :D

A few notable bugs with the new version, such as choppy doppler for ambient sounds. The walking mode also seems to be broken, as it raises an error message and lets the camera fall to the ground. And of course, there's what happened to watercraft, though I imagine that's just fallout from the process of getting them to work with rivers.
Title: Re: Latest version: 16.6601
Post by: HiFlyer on March 28, 2016, 08:30:25 pm
Note: Ground vehicles (cars, trucks) seem to work much better now, with little to none of the wild bouncing behavior we've become accustomed to. Unfortunately this does not extend to Thesenergys vehicles, which are beautiful but currently non-functional to various degrees.  =|

Still, its nice to take a high speed spin on the new roads, and have the cars mostly behave like cars!

I can't say I notice much difference in ground vehicle behavior than before. Then again, I don't have any small passenger cars installed, which I could use as a better basis for comparison with a real car (and enjoy the roads more!). Any recommendations? :D

A few notable bugs with the new version, such as choppy doppler for ambient sounds. The walking mode also seems to be broken, as it raises an error message and lets the camera fall to the ground. And of course, there's what happened to watercraft, though I imagine that's just fallout from the process of getting them to work with rivers.

Believe me, it was not hard to make cars bounce for the moon! Of course they still do, but the behavior does seem to be a bit more controlled. As fas as small cars, unfortunately nothing from Thesynergy works right now, which is a shame because they are beautiful models.

Bugslakes vehicles are pretty good, And NewS Trucks are great. Also, SteelRats Carsim stuff is very promising. Take a look here:

http://forum.outerra.com/index.php?topic=3360.0

http://forum.outerra.com/index.php?topic=1532.0

http://forum.outerra.com/index.php?topic=1525.0

http://www.outerramods.com/



Title: Re: Latest version: 16.6601
Post by: cameni on March 29, 2016, 01:29:37 am
DEBUG: GL Renderer: GeForce GTX 760M/PCIe/SSE2
DEBUG: GL Version: (450) 4.5.0 NVIDIA 364.51
DEBUG: OpenGL context defaults to: Nvidia, detected version: 450 build 0
DEBUG: Display devices attached to desktop:
\\.\DISPLAY1                     8086 0416 Intel(R) HD Graphics 4600, Display: Generic PnP Monitor
\\.\DISPLAY2                     8086 0416 Intel(R) HD Graphics 4600
\\.\DISPLAY3                     8086 0416 Intel(R) HD Graphics 4600

...
DEBUG: OpenGL renderer information
    vendor: NVIDIA Corporation
    renderer: GeForce GTX 760M/PCIe/SSE2
    version: 4.3.0 NVIDIA 364.51
    glsl: 4.30 NVIDIA via Cg compiler
    Total available GPU memory: 2048 MB
    Current available GPU memory: 1972 MB

It's using Nvidia GPU according to the log. In laptops displays are usually connected to Intel GPUs, which function as a bridge.
Title: Re: Latest version: 16.6601
Post by: jonslynn on March 29, 2016, 03:56:42 am
I was just thinking are they ever going to update.  Worked fine here so far.  Could use some illumination effects on textures like ambiance and glowing though.  Not the most useful update.
Title: Re: Latest version: 16.6601
Post by: zsbuum on March 29, 2016, 04:54:21 am
It's using Nvidia GPU according to the log. In laptops displays are usually connected to Intel GPUs, which function as a bridge.

I was confused because of the left bottom text, it says that the GPU: Intel HD 4600 and the OpenGL is the nvidia driver. (Sorry for the image. I hope it is readable)

(http://kepfeltoltes.hu/160329/Untitled_www.kepfeltoltes.hu_.png)

When I use different resolution (like 1360x768) and go to the desktop, it remains the same, and noticing me that it is not the default resolution.
If I use other games that uses Nvidia and go to the desktop, it remains the native 1920x1080 resolution. I guess because it is switching to intel HD graphics (maybe I am wrong).

Anyway thanks for the support, I like this program so much, keep up the good work!
Title: Re: Latest version: 16.6601
Post by: Acetone on March 29, 2016, 04:57:14 am
And of course, there's what happened to watercraft, though I imagine that's just fallout from the process of getting them to work with rivers.

Spawn the boat on the ground rather than in water, you'll see it's not a bug, just a dev impersonating Victor Frankenstein here  ::)

Edit:
Ah, there is also the land vehicle config window Uriah made (if I remember correctly) mapped on "T". Works with the Tartra, and it's a really nice tool if you want to have some fun with the ground vehicles :)

(http://i.imgur.com/O4YtOJa.jpg)
Title: Re: Latest version: 16.6601
Post by: PRiME on March 29, 2016, 02:59:47 pm
THANK YOU FOR THE UPDATE

I can't tell you how pleased I am seeing a significant update like this, for the past year I had convinced myself Outerra was not going to progress much at all if at all due to the whole licensing to military issue that happened, and them taking creative control of the engine.

Good job,
May I ask however!?
-Will we still see implementation of a Net-code system (plugin-able?)
-A Vehicle track system (we need more then wheels).
Title: Re: Latest version: 16.6601
Post by: FarlanderMiG on March 29, 2016, 03:31:01 pm
Netcode is definatley something i hope is being worked on sooner rather than later
Title: Re: Latest version: 16.6601
Post by: Jagerbomber on March 29, 2016, 07:32:04 pm
I hear developers love the term "netcode"...  :))
Title: Re: Latest version: 16.6601
Post by: FarlanderMiG on March 29, 2016, 07:42:40 pm
What else am i supposed to say? Networking logic? Network code? Throwing packets around? Any suggestions please?
Title: Re: Latest version: 16.6601
Post by: PRiME on March 29, 2016, 07:46:19 pm
Well you could say multiplayer, but not sure what that would be in a sandbox world. I would just like the ability to setup gamemodes with some sort of networking configuration plugin.
Title: Re: Latest version: 16.6601
Post by: Jagerbomber on March 29, 2016, 10:24:31 pm
Nah, Netcode is probably fine... I think.  It was just funny because at least one of the people on the BF4 team seemed to really hate the, I think fairly recent, term "netcode" to encompass game lag issues.  It was amusing to see it grudgingly put into blog posts, always in quotes.  But now it's pretty much used by everybody.  But programmers might not care for general terms.  :P
Title: Re: Latest version: 16.6601
Post by: Peca on March 30, 2016, 04:17:01 am
I vote for the "throwing packets around". It is a nice selling line: "Outerra uses advanced TPA networking algorythms" :-D
Title: Re: Latest version: 16.6601
Post by: FarlanderMiG on March 30, 2016, 05:02:21 am
Well you could say multiplayer, but not sure what that would be in a sandbox world. I would just like the ability to setup gamemodes with some sort of networking configuration plugin.

By multiplayer i mean you can set up a server and have people join you messing around.. I believe doing these things is better to do in the start rather than when it's almost finished, because at that point it will be much more work, and multiplayer is a big selling point. Advanced TPA will be required
Title: Re: Latest version: 16.6601
Post by: HiFlyer on March 30, 2016, 07:34:34 am
I vote for the "throwing packets around". It is a nice selling line: "Outerra uses advanced TPA networking algorythms" :-D

I seem to vaguely recall them saying something about the multiplayer code probably coming from one of their partners... (probably military)

Or maybe I'm totally thinking of something else.
Title: Re: Latest version: 16.6601
Post by: cameni on March 30, 2016, 09:39:08 am
Will we still see implementation of a Net-code system (plugin-able?)

Yes, it's being worked on. Initially for user launched servers for a small group of players. TPA :)

Quote
A Vehicle track system (we need more then wheels).

Certainly, can't imagine Titan without it either. It can be emulated doing some script-fu, but we want a better support.
Title: Re: Latest version: 16.6601
Post by: FarlanderMiG on March 30, 2016, 09:41:32 am
Great news, thanks!
Title: Re: Latest version: 16.6601
Post by: HiFlyer on March 30, 2016, 12:01:39 pm
Will we still see implementation of a Net-code system (plugin-able?)

Yes, it's being worked on. Initially for user launched servers for a small group of players. TPA :)

Quote
A Vehicle track system (we need more then wheels).

That should be interesting.

Certainly, can't imagine Titan without it either. It can be emulated doing some script-fu, but we want a better support.
Title: Re: Latest version: 16.6601
Post by: PRiME on March 30, 2016, 01:48:22 pm
<Peter Griffin voice>  YAYYY!!!
Title: Re: Latest version: 16.6601
Post by: DivineSense on March 31, 2016, 08:41:36 am
<Peter Griffin voice>  YAYYY!!!

I second that, with my own voice! :) Excellent work Cameni I like this new version a lot! The rivers make the world so much better. Some lakes show up and some don't, are lakes supposed to show uo like the rivers, or are they coming from another dataset?

Playing with the rivers, my boats spawn and stay about 50metres above the water surface :)
Title: Re: Latest version: 16.6601
Post by: HiFlyer on April 02, 2016, 01:59:35 pm
Just to find out if its just me: with the new update I keep getting a warning about a missing mig (russian) texture. Anyone else seeing this?

Also getting a google maps java api warning.
Title: Re: Latest version: 16.6601
Post by: Acetone on April 02, 2016, 02:20:53 pm
Just to find out if its just me: with the new update I keep getting a warning about a missing mig (russian) texture. Anyone else seeing this?

You probably see that in Monterrey because there are several Uriah's improved Migs in the airports, but this aircraft is not ready yet :)
Soon, but not too soon, or we'll have to perform CPR to Uriah  :D
Title: Re: Latest version: 16.6601
Post by: HiFlyer on April 02, 2016, 03:04:10 pm
Just to find out if its just me: with the new update I keep getting a warning about a missing mig (russian) texture. Anyone else seeing this?

You probably see that in Monterrey because there are several Uriah's improved Migs in the airports, but this aircraft is not ready yet :)
Soon, but not too soon, or we'll have to perform CPR to Uriah  :D

I figured it might be something like that. Oh well, in the meanwhile I will keep flying around and enjoy the new terrain textures, rivers and stuff!
Title: Re: Latest version: 16.6601
Post by: SteelRat on April 03, 2016, 06:33:53 pm
Code: [Select]
ERROR: scripts/hero.js(423): TypeError: Cannot call method 'fire_weapon' of null
Title: Re: Latest version: 16.6601
Post by: mikemayday on April 06, 2016, 04:28:02 pm
Heyyy, how do I switch to earth2? I downloaded the new outerra and I can see no rivers.
Title: Re: Latest version: 16.6601
Post by: KW71 on April 06, 2016, 06:11:41 pm
In the Login screen, select the option from the list.
Title: Re: Latest version: 16.6601
Post by: DenisJ on April 07, 2016, 01:00:37 am
Regarding broken mercenary model:
 
When attempting to spawn him, we can see a message in log stating "Cannot find object info for "outerra/Swat/swat"!".
I searched for anything containing word "swat" in Outerra folder and found it in hero.js file.

(http://i.imgur.com/79C1sCG.png)

So I thought whether there is a way to manually change a line of code somewhere to make it right? It might be not this very file that is responsible for that, but in general maybe? The model and animation files are clearly there.
Also, I wonder who is Erika Archer? Is it like a character from Outerra universe?  :)
Title: Re: Latest version: 16.6601
Post by: mikemayday on April 07, 2016, 02:22:39 am
In the Login screen, select the option from the list.

Ah, so it's only for the full version now?
Title: Re: Latest version: 16.6601
Post by: cameni on April 07, 2016, 04:36:39 am
Heyyy, how do I switch to earth2? I downloaded the new outerra and I can see no rivers.

Rivers are currently only visible in full version, like it's usual for alpha features. However, 30m earth2 is also in the demo version.
Title: Re: Latest version: 16.6601
Post by: mikemayday on April 07, 2016, 06:22:51 am
Alright, thanks for the clarification :)
Title: Re: Latest version: 16.6601
Post by: zzz on April 09, 2016, 07:20:22 pm
Any new methods that allow objects to read the console output or otherwise share information between themselves?
Title: Re: Latest version: 16.6601
Post by: exadeci on April 11, 2016, 08:27:47 am
Nice update !
I had some weird bugs:
-Making a big hole in a river makes the river larger but as a big rectangle that has only the above layer
-Spawning the small boat over a river makes it fly, the other one glitches in the earth
Title: Re: Latest version: 16.6655
Post by: cameni on April 13, 2016, 04:52:50 pm
Version 16.6655

Title: Re: Latest version: 16.6655
Post by: Jagerbomber on April 13, 2016, 05:00:17 pm
 8)
Title: Re: Latest version: 16.6655
Post by: booz on April 13, 2016, 05:35:17 pm
Work
Version 16.6655
  • Oculus SDK 1.3 beta support (not tested on CV1)
Hi, work with Cv1 but serious stutter
Title: Re: Latest version: 16.6655
Post by: cameni on April 13, 2016, 05:43:07 pm
I wonder if there's some problem with Oculus software or drivers in OpenGL with separate app and render thread as OT uses, because even on DK2 some runs were stuttering for no reason, but other runs were smooth. It was never clear when/why that happens.
Title: Re: Latest version: 16.6655
Post by: DenisJ on April 13, 2016, 07:54:42 pm
I noticed that the height of Everest decreased according to ufo hud. Before this update it was ~8855 meters, and now it's about one hundred meters lower. How come? : o
I am not 100% sure about what I saw before, but it seemed to me that the altitude was just a bit higher than the official elevation which is 8848.
Title: Re: Latest version: 16.6655
Post by: aWac9 on April 14, 2016, 07:14:19 am
using the global positioning system (GPS) high precision, where the signal is received from different satellites (15) in several countries, accurate altitude data are obtained, with a margin of error of 10 cm-
Under this system the altitude of Everest is 8846,4m.
although officially it is stating that its altitude is 8,848 meters

two notes:
very cold up here,, why is so moves the camera.  :)

I want my anagram OT  >:(

as missing as 80 m,,, where are they?

https://youtu.be/u6N2U5yvoqc
Title: Re: Latest version: 16.6655
Post by: zombie00 on April 14, 2016, 11:39:28 am
using the global positioning system (GPS) high precision, where the signal is received from different satellites (15) in several countries, accurate altitude data are obtained, with a margin of error of 10 cm-
Under this system the altitude of Everest is 8846,4m.
although officially it is stating that its altitude is 8,848 meters

two notes:
very cold up here,, why is so moves the camera.  :)

I want my anagram OT  >:(

as missing as 80 m,,, where are they?

This is just a theory, but I believe that because the Everest wasn't all that tall before the big upthrust he got from the collision between Asia and India, he developed some sort of manlet complex that carried on up to this days. Due to this emotional pattern, he now tends to tip-toe for every picture or measurement taken.
Again, just a theory.
Title: Re: Latest version: 16.6655
Post by: cameni on April 14, 2016, 01:21:32 pm
SRTM 30m data from NASA have the highest point at 8748m
Title: Re: Latest version: 16.6655
Post by: zombie00 on April 14, 2016, 01:52:32 pm
SRTM 30m data from NASA have the highest point at 8748m

That could be another -somewhat- possible reason... I still like my theory better.
Title: Re: Latest version: 16.6655
Post by: PytonPago on April 14, 2016, 10:07:30 pm
SRTM 30m data from NASA have the highest point at 8748m

That could be another -somewhat- possible reason... I still like my theory better.

Oh ... his smaller brother paid NASA big time cause of his height-complex. (There ya go, broootheeer ! Now ya like that in OT, FOREWER !! Muhahahaha !!§)
Title: Re: Latest version: 16.6655
Post by: Jagerbomber on April 14, 2016, 11:06:38 pm
 :facepalm: :facepalm: :facepalm:
Title: Re: Latest version: 16.6655
Post by: Jagerbomber on April 20, 2016, 10:08:53 pm
lol Having the default lane width at 10 meters is a little silly, don't ya think?...  :P

Also, I'm having issues using "Plain" or "Erased Lines" because Plain shrinks the road (removes the space outside the outer line) and Erased Lines doesn't remove the outer line at all.  There's also no option to not have the outer line with a double yellow line, etc.
Title: Re: Latest version: 16.6655
Post by: splifsend on May 03, 2016, 05:58:28 pm
I can't run this because windows deletes the installer, I claims it has no certificate and it is a virus
Title: Re: Latest version: 16.6655
Post by: kosmopol on May 03, 2016, 06:53:07 pm
Awesome! Outerra becomes better and better. Just one thing: I miss a "lock to ground" command. Which key was it? (I cannot find it in control preferences). I'd love to walk around without flying. Thank you.
Title: Re: Latest version: 16.6655
Post by: Occams Razer on May 03, 2016, 07:05:03 pm
Awesome! Outerra becomes better and better. Just one thing: I miss a "lock to ground" command. Which key was it? (I cannot find it in control preferences). I'd love to walk around without flying. Thank you.

I believe that's the 'HOME' key. Pressing it will cycle through the standard hover camera, the flight camera, and the gravity mode camera. The one you want is the lattermost.

Unless you're thinking of the character mode, that would be the 8 key.
Title: Re: Latest version: 16.6655
Post by: kosmopol on May 03, 2016, 07:41:05 pm
Oh thank you! That's it!
Title: Re: Latest version: 16.6601
Post by: nothinglikethesun on May 05, 2016, 04:06:58 am
Interestingly enough, I now have an Earth one, and an Earth 2!  =D

Because of problems at my pc I had to uninstall Outerra 1 and 2 . After the new installation does not see more ' the first version; now i have only 16.6601 version . Can i download the old version separately?
Title: Re: Latest version: 16.6655
Post by: cameni on May 05, 2016, 05:20:30 am
New install only adds earth2, but if you create an empty folder 'earth' in your OT data path (data/earth), it will appear in the list and start downloading too.
Title: Re: Latest version: 16.6655
Post by: nothinglikethesun on May 05, 2016, 05:49:27 am
Thanks.  :)
Title: Re: Latest version: 16.6655
Post by: Foxiol on May 06, 2016, 04:45:05 pm
I'm a little bit lost playing some other games (racing in rFactor 2, Dark Souls and Elite Dangerous) but time to time I like to try how Outerra is progressing and have to say...you are doing a great job Brano. It is taking a lot of time but judging by how many of you are dedicated in to this project, this is quite impressive.

Hope to see this finished even if it takes even more years...just never give up!! ;)
Title: Re: Latest version: 16.6655
Post by: Hooves on May 27, 2016, 09:59:51 pm
No Vive support yet?
Title: Re: Latest version: 16.6655
Post by: Acetone on May 28, 2016, 04:40:01 am
No Vive support yet?

Can't remember where I read it, but Brano said they plan to have one when it's available in Slovakia :)
Title: Re: Latest version: 16.6655
Post by: zzz on June 07, 2016, 05:52:41 pm
You made mention of some scenery setup at Monterry Mexico, but I can't find anything.
Title: Re: Latest version: 16.6655
Post by: Acetone on June 08, 2016, 04:42:36 am
You made mention of some scenery setup at Monterry Mexico, but I can't find anything.

You may have unselected the "test scenery" option when you first installed OT, so the new one was not added.

Here is a link for an .otx version: http://www.mediafire.com/download/2rwsshdf46t8204/Monterrey_earth2_v1.otx (http://www.mediafire.com/download/2rwsshdf46t8204/Monterrey_earth2_v1.otx)
Title: Re: Latest version: 16.6655
Post by: zzz on June 08, 2016, 07:00:39 am
Thanks.
Title: Re: Latest version: 16.6655
Post by: HiFlyer on June 08, 2016, 01:36:21 pm
On a new install of Outerra, startup search for the Version 16.6655 patch is unsuccessful (404)
Title: Re: Latest version: 16.6655
Post by: grahamwell on June 16, 2016, 12:03:35 pm
Same here, won't update to 16.6655 gives a 404 error.
OK, well either you just fixed it, or it fixed itself when I selected Earth 2.  All good.
Title: Re: Latest version: 16.6655
Post by: cameni on June 16, 2016, 03:22:02 pm
On a new install of Outerra, startup search for the Version 16.6655 patch is unsuccessful (404)

New install with or without existing earth data?
Title: Re: Latest version: 16.6655
Post by: HiFlyer on June 16, 2016, 03:48:44 pm
On a new install of Outerra, startup search for the Version 16.6655 patch is unsuccessful (404)

New install with or without existing earth data?

I believe there was some existing data at the time. I erased everything and started over and it worked.
Title: Re: Latest version: 16.6655
Post by: zzz on June 19, 2016, 04:37:22 pm
What features are next on the development list?
Title: Re: Latest version: 16.6655
Post by: Acetone on June 19, 2016, 05:26:03 pm
What features are next on the development list?

http://forum.outerra.com/index.php?topic=3616.0
Title: Re: Latest version: 16.6655
Post by: cameni on July 16, 2016, 12:28:22 pm
Version 16.7057

Many thanks to KW71, Acetone and Uriah for all the dedicated work in preparing this release.

(http://i.imgur.com/INxwy2F.jpg)

Video by Acetone:

https://www.youtube.com/watch?v=xAx47NBizfk
Title: Re: Latest version: 16.7057
Post by: zzz on July 16, 2016, 01:29:14 pm
Game updated successfully but when I try to login it starts downloading wads then goes blurry and freezes.

https://s31.postimg.org/mub0e0a3f/sss.png

I reset the cam position to default as I've had it crash when the cam was left in a space below sealevel but no change.
Title: Re: Latest version: 16.7057
Post by: cameni on July 16, 2016, 01:38:56 pm
Earth data were updated so it needs to redownloaded for current position, but I've never seen it go blurry. You'll probably have to give it some time the first run, it may be downloading data even when not showing progress, but the log should be updated.
Title: Re: Latest version: 16.7057
Post by: langdon on July 16, 2016, 01:52:02 pm
Any update for the API?
My plugin causes a crash on start.

Thanks,
L
Title: Re: Latest version: 16.7057
Post by: Smygolf on July 16, 2016, 01:54:58 pm
I'm stuck in a update loop. Every time I starts Outerra I click login, it starts the download and patching procedure. then It repeats when the application restarts. Any suggestions?
Title: Re: Latest version: 16.7057
Post by: cameni on July 16, 2016, 02:30:25 pm
I'm stuck in a update loop. Every time I starts Outerra I click login, it starts the download and patching procedure. then It repeats when the application restarts. Any suggestions?

This usually happens when the patcher can't update files for some reason. Antivirus, or insufficient privileges for the install path. Please check the eng.log and the update.log
Title: Re: Latest version: 16.7057
Post by: Acetone on July 16, 2016, 02:30:35 pm
I'm stuck in a update loop. Every time I starts Outerra I click login, it starts the download and patching procedure. then It repeats when the application restarts. Any suggestions?

Had that several times, try to launch it as an Administrator. Sometimes windows UAC mess up with the patching process and you end up never installing the patch.
Title: Re: Latest version: 16.7057
Post by: cameni on July 16, 2016, 02:30:57 pm
Any update for the API?
My plugin causes a crash on start.

Updated.
Title: Re: Latest version: 16.7057
Post by: Jagerbomber on July 16, 2016, 02:58:11 pm
Yay, you fixed the default lane size...  :P

But the issue with trying to transition from Double Yellow Line to Plain is still there.  Plain is thinner because it doesn't have the added asphalt outside of where the bordering white lines would be.  And Erased Lines doesn't remove the border lines at all.

Also, I appear to have a permanent rain sound apparently?  Even after a restart.  Unless the wind through the trees sound distance has been greatly increased.
Title: Re: Latest version: 16.7057
Post by: DenisJ on July 16, 2016, 03:29:01 pm
Great update!

I noticed that cloud altitude changed to 400-500 meters, weather settings don't change anything. Is it related to previous use of langdon's plugin (I'm not using it currently) or is it just specific to this update?

Also,
  • aircraft can land on ships
Does it imply that now we have a property that allows to land them on ships or that we can actually do that right now with default vehicles? I tried to land Apache on Arleigh Burke but it just floated through the ship, and doesn't even have space anyways... I guess we need an actual aerocarrier now.
Title: Re: Latest version: 16.7057
Post by: cameni on July 16, 2016, 03:45:10 pm
Full earth2 download (24GB, includes rivers): earth2.torrent (http://planet.anteworld.com/appdata/Anteworld/earth2.torrent)
Title: Re: Latest version: 16.7057
Post by: josem75 on July 16, 2016, 06:40:15 pm

first i though was: maybe this will finally change the bad vehicle behaivor during accidents?
As i think actually those crazy bounces are connected with how car chasis collide with the complex terrain outerra has. (normally before bounces, the terrain swallow car as collisions missings, coz i suppouse only tires collide propperly actually)


As i though in the "terrain colision test" topic (next big update), now car crazy bouncing is part of the history.
I was testing with the new version and it seems i was right. Terrain colisions allow car chasis (not only tires) to touch the floor during accidents. Avoiding the crazy classic vehicle behaivor.
I was not able to make crazy bounces even driving down everest..  But people can test by theirself, maybe i was EXTREMELLY lucky.. xD

Bye bye crazy bounces (if we can confirm it). This is a historic day for outerra and for cars.
Title: Re: Latest version: 16.7057
Post by: langdon on July 17, 2016, 12:38:46 am
Updated plugin available at:

http://www.siliconroad.com.au/ot/siliconsky_03_plugin.zip

Works with version  16.7057 of Outerra

L
Title: Re: Latest version: 16.7057
Post by: jonslynn on July 17, 2016, 12:42:26 am
What is the Plug In btw.  Been away for a while.
Title: Re: Latest version: 16.7057
Post by: DenisJ on July 17, 2016, 01:43:25 am
Basically what it does is getting real time weather data from external sources which goes into OT. Also now it sorta supports multiplayer. More info here:
http://forum.outerra.com/index.php?topic=2705.msg41630#msg41630
Title: Re: Latest version: 16.7057
Post by: jonslynn on July 17, 2016, 01:50:44 am
Thanks for the info.  They never get the weather right where I am at so good luck.  Always good to see a pluin for Outerra.  I will have to check this out though.

Thanks
Title: Re: Latest version: 16.7057
Post by: Revolver on July 17, 2016, 04:00:23 am
New patch is very interesting, but as far as the rivers that still have a lot of BUG's! :-[ I was even say - too much! Brano, how far along are you with the rivers ... what is being done with it so what is changed?

(http://www2.pic-upload.de/img/31225602/screen_1468741957.jpg) (http://www.pic-upload.de/view-31225602/screen_1468741957.jpg.html)
(http://www2.pic-upload.de/img/31225604/screen_1468741933.jpg) (http://www.pic-upload.de/view-31225604/screen_1468741933.jpg.html)
(http://www2.pic-upload.de/img/31225606/screen_1468741917.jpg) (http://www.pic-upload.de/view-31225606/screen_1468741917.jpg.html)
(http://www2.pic-upload.de/img/31225608/screen_1468741866.jpg) (http://www.pic-upload.de/view-31225608/screen_1468741866.jpg.html)
(http://www2.pic-upload.de/img/31225611/screen_1468741849.jpg) (http://www.pic-upload.de/view-31225611/screen_1468741849.jpg.html)
(http://www2.pic-upload.de/img/31225613/screen_1468741809.jpg) (http://www.pic-upload.de/view-31225613/screen_1468741809.jpg.html)
(http://www2.pic-upload.de/img/31225616/screen_1468741752.jpg) (http://www.pic-upload.de/view-31225616/screen_1468741752.jpg.html)
(http://www2.pic-upload.de/img/31225619/screen_1468741681.jpg) (http://www.pic-upload.de/view-31225619/screen_1468741681.jpg.html)
(http://www2.pic-upload.de/img/31225620/screen_1468741632.jpg) (http://www.pic-upload.de/view-31225620/screen_1468741632.jpg.html)
... and thanks for new patch.
Title: Re: Latest version: 16.7057
Post by: Acetone on July 17, 2016, 08:16:53 am
Hello, fellow Outerrans.

The dirt track you can see in the trailer was supposed to be in the update, but OT patcher can't install scenery yet, so I made a thread in the scenery subforum so people can test it and give some feedback :)

http://forum.outerra.com/index.php?topic=3630.0

Mud really change the driving:

https://youtu.be/pDiRichts_8
Title: Re: Latest version: 16.7057
Post by: cameni on July 17, 2016, 10:41:28 am
I noticed that cloud altitude changed to 400-500 meters, weather settings don't change anything. Is it related to previous use of langdon's plugin (I'm not using it currently) or is it just specific to this update?

Some people reported an issue with the weather, so far unclear what's the cause. Might be related to the (old version of) weather plugin somehow.

Quote
Does it imply that now we have a property that allows to land them on ships or that we can actually do that right now with default vehicles? I tried to land Apache on Arleigh Burke but it just floated through the ship, and doesn't even have space anyways... I guess we need an actual aerocarrier now.

The ship should have collision shapes defined first. But basically aircraft will now interact with wheels with objects, in addition to the terrain.
Title: Re: Latest version: 16.7057
Post by: cameni on July 17, 2016, 10:47:45 am
New patch is very interesting, but as far as the rivers that still have a lot of BUG's! :-[ I was even say - too much! Brano, how far along are you with the rivers ... what is being done with it so what is changed?

Yes they still have a lot of bugs. The ones with artifacts on the banks will be fixed, the differences in height can be tweaked and filtered better, but some of them result from poor quality of OSM data and I fear these won't be easily fixed, except by fixing the OSM data.
Title: Re: Latest version: 16.7057
Post by: Revolver on July 17, 2016, 12:07:18 pm
New patch is very interesting, but as far as the rivers that still have a lot of BUG's! :-[ I was even say - too much! Brano, how far along are you with the rivers ... what is being done with it so what is changed?

Yes they still have a lot of bugs. The ones with artifacts on the banks will be fixed, the differences in height can be tweaked and filtered better, but some of them result from poor quality of OSM data and I fear these won't be easily fixed, except by fixing the OSM data.

Okay, would it not be better to make the rivers by hand and this to be stored so that they no longer disappear after new OT start of their place? Is only a suggestion. For my opinion, this OSM data does more bad than good, because the whole landscape looks after much worse than with OSM data.  ::)
Title: Re: Latest version: 16.7057
Post by: cameni on July 17, 2016, 02:47:12 pm
Okay, would it not be better to make the rivers by hand and this to be stored so that they no longer disappear after new OT start of their place?

Not sure what you mean by "that they no longer disappear".
Thousands of kilometers of rivers by hand ... not doable.
Title: Re: Latest version: 16.7057
Post by: marcel250 on July 17, 2016, 09:35:46 pm
Hey guys

I have the Outerra Tech Demo, and the rivers doesn't appear,

The rivers are exclusive for Anteworld? or there's a manner to activate the rivers?
Title: Re: Latest version: 16.7057
Post by: DenisJ on July 17, 2016, 09:42:18 pm
You need full version as well as earth2 chosen in the starting menu. Rivers might be transfered to demo version at some point, as some of the newest features do, but I have no idea when this may happen.
Title: Re: Latest version: 16.7057
Post by: M7 on July 18, 2016, 11:20:02 am
Outerra doesnt load since the last update. It freeze right after login.
Title: Re: Latest version: 16.7057
Post by: cameni on July 19, 2016, 01:57:18 am
Since the terrain data were upgraded, it has to redownload them. Initial load may be taking longer and look like frozen, can you try a couple more times and check the log for activity (if the data download)?
Title: Re: Latest version: 16.7057
Post by: M7 on July 19, 2016, 11:05:27 am
I left it on the loading screen for an hour , nothing moved.

the screen shows that i still have 16.6655 version but the update log says it updated successfully to 7057.

edit: and i downloaded the 25GB earth2, still same thing
Title: Re: Latest version: 16.7057
Post by: cameni on July 19, 2016, 12:01:12 pm
If it didn't update, it's usually because of an antivirus or another blocker.

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)\AVG\Av\avghookx.dll (AVG Technologies CZ, s.r.o., AVG Internet Security), version 16.91.0.7688
Title: Re: Latest version: 16.7057
Post by: M7 on July 19, 2016, 01:44:30 pm
Make sense as i installed that antivirus not long ago. So now, i turned off the anti-virus ,  load outerra and get stucked in the same way.
Would i need to run a manual updater executable?
Title: Re: Latest version: 16.7057
Post by: cameni on July 19, 2016, 02:15:07 pm
Did the mention of injected module vanish from the log?
Title: Re: Latest version: 16.7057
Post by: KW71 on July 19, 2016, 02:43:12 pm
Make sense as i installed that antivirus not long ago. So now, i turned off the anti-virus ,  load outerra and get stucked in the same way.
Would i need to run a manual updater executable?

For me, sometimes have been not enough to disable the antivirus (comodo)... it seems some of its functionality remains in the backgroud, so I have needed to stop it from booting by disabling it directly using msconfig, both in services and startup, then I restart the pc and and reactivate the antivirus once the update is finished. Hope that helps.
Title: Re: Latest version: 16.7057
Post by: M7 on July 19, 2016, 03:07:00 pm
i uninstalled the AVG anti-virus, reboot and started outerra and i'm getting the same error.

I guess i'll just reinstall the game.
Title: Re: Latest version: 16.7057
Post by: cameni on July 19, 2016, 03:25:59 pm
Something must be reverting the exe after the patch. The patch runs with elevated privileges and it checks if it installed successfully, but some overeager monitoring tools can revert it. I'd really like to know what does it ...
Title: Re: Latest version: 16.7057
Post by: M7 on July 19, 2016, 04:10:45 pm
So i reinstalled outerra and everything works fine. Though i Hope i wont have to unistall the antivirus everytime i want to update =|
Title: Re: Latest version: 16.7057
Post by: Krutan on July 19, 2016, 06:17:34 pm
I'm getting really poor FPS with my GTX 1080. ~20 FPS.

Edit: False alarm. A bug in Afterburner made my GPU run at extremely low speeds.
Title: Re: Latest version: 16.7057
Post by: Sam on July 22, 2016, 09:13:47 am
Full earth2 download (24GB, includes rivers): earth2.torrent (http://planet.anteworld.com/appdata/Anteworld/earth2.torrent)
And how I install them?  =|
Title: Re: Latest version: 16.7057
Post by: M7 on July 22, 2016, 09:19:31 am
you just need to copy the earth2 folder you downloaded with torrent software to
C:\Users\yourname\Outerra\data
Title: Re: Latest version: 16.7057
Post by: Sam on July 22, 2016, 09:21:38 am
Thank you. i saw it just in that moment.
Title: Re: Latest version: 16.7057
Post by: HiFlyer on July 22, 2016, 05:06:20 pm
you just need to copy the earth2 folder you downloaded with torrent software to
C:\Users\yourname\Outerra\data

I was surprised they weren't otx files anymore.
Title: Re: Latest version: 16.7057
Post by: zaelu on July 27, 2016, 04:59:31 pm
you just need to copy the earth2 folder you downloaded with torrent software to
C:\Users\yourname\Outerra\data

Would be nice if we could place them also where Outerra is installed... Not everyone has 24GB empty on Windows Partition... Not to mention that many don't install everything in Program Files.
Title: Re: Latest version: 16.7057
Post by: HiFlyer on July 27, 2016, 06:00:30 pm
you just need to copy the earth2 folder you downloaded with torrent software to
C:\Users\yourname\Outerra\data

Would be nice if we could place them also where Outerra is installed... Not everyone has 24GB empty on Windows Partition... Not to mention that many don't install everything in Program Files.

You can place them anywhere you want. You can specify what drive and what folder during installation...........
Title: Re: Latest version: 16.7057
Post by: SteelRat on July 28, 2016, 04:15:34 pm
https://youtu.be/jSJr-kuzHVc
Title: Re: Latest version: 16.7057
Post by: zaelu on August 01, 2016, 02:03:01 pm
You can place them anywhere you want. You can specify what drive and what folder during installation...........

Thank you, I stand corrected then.
Title: Re: Latest version: 16.7057
Post by: Uriah on August 01, 2016, 05:13:12 pm
The data folder path is saved in Anteworld/data.cfg so it can be changed at any time.
Title: Re: Latest version: 16.7057
Post by: Captian Baiqiu on August 08, 2016, 02:33:58 am
what a pity,my program can't run on windows10 64bit,update to outerra 16.7507 failed,too.Hope you could make a 64bit one :)
PS:It's too slow to download anything while living in China.
Title: Re: Latest version: 16.7057
Post by: zzz on August 08, 2016, 06:04:51 am
Also have Windows 10 64bit and it runs ok. You might have a borked update process again.
Title: Re: Latest version: 16.7057
Post by: Captian Baiqiu on August 08, 2016, 07:16:38 am
I had update my outerra sucessfully :),but when it's loading the world,it crashed again,it become blurry,i had no idea what happened. :'(
Title: Re: Latest version: 16.7057
Post by: Uriah on August 08, 2016, 08:27:31 am
Upload eng.log
Title: Re: Latest version: 16.7057
Post by: zzz on August 08, 2016, 08:49:04 am
I had update my outerra sucessfully :),but when it's loading the world,it crashed again,it become blurry,i had no idea what happened. :'(

I had the same thing, leave it blurry for 10 minutes and hopefully it'll load.
Title: Re: Latest version: 16.7057
Post by: Allen900 on August 11, 2016, 01:06:05 pm
Hi i have problem at world initialization stage , freeze and stuck please help :(
Title: Re: Latest version: 16.7057
Post by: Acetone on August 11, 2016, 01:48:13 pm
Hi i have problem at world initialization stage , freeze and stuck please help :(

With the new update the engine sometimes have problems with the first data download, some users have reported that too. You can let it running for a moment (without touching it) and it may work again after a moment.
Other option is to download the whole dataset here : http://forum.outerra.com/index.php?topic=2396.0 (http://forum.outerra.com/index.php?topic=2396.0)
Title: Re: Latest version: 16.7057
Post by: Allen900 on August 11, 2016, 01:51:10 pm
eng.log

DEBUG: shader s0B6C7C260FEB5A8797CBDDC1BCC5FE545EC4C9F9 compiled successfully
WARNING: sRGB driver bug detected, sRGB: 7fbcbbbc (should be 80bcbcbc), RGBA: 7f807f80 (should be 80808080)


DEBUG: job "snd::load_buffer" processed in 312ms
WARNING: Package "d:/Anteworld/packages/outerra/test_moon/test_moon.pkg" using old format performance issue!

DEBUG: job "textures/terrain/clouds_global.dds" processed in 3181ms
WARNING: Cannot find sRGB pixelformat for PF_RGTC1

WARNING: can't open d:/Users/Reflex/Outerra/data/earth2/_osm/-x/base.desc

WARNING: can't open d:/Users/Reflex/Outerra/data/earth2/_osm/+x/base.desc

WARNING: can't open d:/Users/Reflex/Outerra/data/earth2/_osm/-y/base.desc

WARNING: can't open d:/Users/Reflex/Outerra/data/earth2/_osm/+y/base.desc

WARNING: can't open d:/Users/Reflex/Outerra/data/earth2/_osm/-z/base.desc


WARNING: can't open d:/Users/Reflex/Outerra/data/earth2/_osm/+z/base.desc

------------------------------------------------------------------------------------------------------------
after last error  DEBUG: job "textures/terrain/clouds_global.dds" processed in 3181ms
WARNING: Cannot find sRGB pixelformat for PF_RGTC1

continues and stuck and i must than shut down using ALT+ESC and right click mouse on process and CLOSE

DEBUG: terrain rendering enabled
DEBUG: job "map_source_downloader" processed in 92350ms
DEBUG: job "map_source_downloader" processed in 102607ms
DEBUG: job "map_source_loader" processed in 72ms
DEBUG: job "map_source_loader" processed in 75ms
DEBUG: job "map_source_loader" processed in 109ms
DEBUG: job "map_source_loader" processed in 113ms
DEBUG: shader s11B9E11F53F5D3A5D234583A4C882EB531D1BE7A compiled successfully
DEBUG: shader s0FD7E9BC756624683622B97B1301A2AE08222C05 compiled successfully
DEBUG: shader s3D422417AAC985485C495D61C3AE90424C320918 compiled successfully
DEBUG: shader s19A391F83354152B0071EE3974003EF9266DEDE9 compiled successfully
DEBUG: shader s4687640E8F1D37BECB6A380C245E1177FAF2EAAD compiled successfully
DEBUG: shader s0CF569C31C2FB1FF402B855A911817DE5462D419 compiled successfully
DEBUG: shader s459DB30ECFB97C656F13003359719B2D1BB0B6BD compiled successfully
DEBUG: shader s23079E05EDFAE8EAF962CBC6F5A490B257351A6E compiled successfully
DEBUG: shader s225EB4F06777D4D8453F03538CF7DC6639081B68 compiled successfully
DEBUG: shader s02AA396E93E384645AA7719404D5FE6E3FDB8312 compiled successfully
DEBUG: shader s79EAA10BBD4311BB4266421863AE85A5FFEF4DFA compiled successfully
DEBUG: shader sFB726809F38D9C9573589BFC3B76DB91967AE647 compiled successfully
DEBUG: shader s225EB4F06777D4D8453F03538CF7DC6639081B68 compiled successfully
DEBUG: shader s0CF569C31C2FB1FF402B855A911817DE5462D419 compiled successfully
DEBUG: shader s354507B83C9177CCCA6CE09AF3E930A1E6C56F0E compiled successfully
DEBUG: shader s65397F208477DD5263918F8F421C298BBC6DF0CD compiled successfully
DEBUG: job "map_source_loader" processed in 130ms
DEBUG: job "map_source_loader" processed in 133ms
DEBUG: job "map_source_loader" processed in 61ms
DEBUG: job "map_source_loader" processed in 63ms
DEBUG: job "map_source_loader" processed in 99ms
DEBUG: job "map_source_loader" processed in 56ms
INFO: downloading earth2/_cvd/-y/5-1-1.1.wad
INFO: downloading earth2/-y/5-1-1.2.wad
DEBUG: job "map_source_downloader" processed in 109521ms
INFO: Launching videomaker.exe "d:\Users\Reflex\Outerra\videos"
DEBUG: stopping renderer processing
DEBUG: saving camera position: default
DEBUG: saving world.cfg
INFO: Memory information:

DEBUG: Stopping renderer thread...
DEBUG: Exiting renderer thread...
INFO: engine shutting down ...

Title: Re: Latest version: 16.7057
Post by: Allen900 on August 11, 2016, 02:24:44 pm
it's working now thank you Acetone
Title: Re: Latest version: 16.7057
Post by: SirFredman on October 19, 2016, 01:01:46 pm
As a Linux user (Ubuntu 16.04 LTS) I must say I am very happy that the engine runs pretty well using PlayOnLinux with Wine 1.9.20.

I just had great fun driving a Tatra truck down from the Mont Blanc  :D
Title: Re: Latest version: 16.7057
Post by: KW71 on October 19, 2016, 08:30:41 pm
Wellcome SirFredman!!!

As a Linux user (Ubuntu 16.04 LTS) I must say I am very happy that the engine runs pretty well using PlayOnLinux with Wine 1.9.20.


Never heard of that. Really interesting!
Title: Re: Latest version: 16.7057
Post by: DenisJ on November 20, 2016, 03:03:53 pm
Just curious, can we expect to have an update by the end of the year? I'm actually missing the thrill of reading changelogs...
Title: Re: Latest version: 16.7057
Post by: HiFlyer on November 20, 2016, 04:32:05 pm
Just curious, can we expect to have an update by the end of the year? I'm actually missing the thrill of reading changelogs...

lol
Title: Re: Latest version: 16.7057
Post by: jonslynn on November 20, 2016, 09:09:38 pm
What about ambient texture settings?  Can that ever happen?
Title: Re: Latest version: 16.7057
Post by: sniperwolfpk5 on November 20, 2016, 10:42:03 pm
I thought there is a new update :(
Title: Re: Latest version: 16.7057
Post by: Rudeboy1988 on November 22, 2016, 07:00:59 am
As a Linux user (Ubuntu 16.04 LTS) I must say I am very happy that the engine runs pretty well using PlayOnLinux with Wine 1.9.20.

I just had great fun driving a Tatra truck down from the Mont Blanc  :D

Hi, did you use a joysticks? on my POL Outerra can`t find any controllers. :(
Title: Re: Latest version: 16.7057
Post by: cameni on November 25, 2016, 08:43:31 am
Just curious, can we expect to have an update by the end of the year? I'm actually missing the thrill of reading changelogs...

Hoping so, though end of the year is always busy.
The main feature is supposed to be the multiplayer, but it required a lot of modifications to many parts of the engine, and it's taking us quite a lot of time.
Title: Re: Latest version: 16.7057
Post by: Varldsligist on November 25, 2016, 11:14:20 am
Muliplayer *drools*

What else do we have to look forward to?
Title: Re: Latest version: 16.7057
Post by: DenisJ on November 25, 2016, 03:42:14 pm
Just curious, can we expect to have an update by the end of the year? I'm actually missing the thrill of reading changelogs...

Hoping so, though end of the year is always busy.
The main feature is supposed to be the multiplayer, but it required a lot of modifications to many parts of the engine, and it's taking us quite a lot of time.

Great news!
I wanted to ask whether it's going to be similar to the multiplayer plugin from a while ago or are you implementing other means of interaction between players, but... I'd rather have this update spoiler free :)
Title: Re: Latest version: 16.7057
Post by: cameni on December 16, 2016, 05:19:38 pm
A bugfix version 16.1.0.7471 released.

For changelog readers:

- fixed vehicle physics in water, fixed boat physics not reacting to waves
- fixed water mesh animation, enhanced (less repetitive) ocean wave spectrum
- wind direction applied to ocean waves
- fixed screenshot path with relative data.cfg paths
- fixed location save with relative paths
- update not called on vehicle in case of script error
- fixed cleanup of old vector data on server data change
- fixed road modulation texture for gravel

- fixed terrain projection mode with mixed datasets (earth + new biome)
- planet variants can have selected datasets customized (except elevation which defines the planet)

- support for multi-axis hid devices (3DConnexion Space Navigator ...)
- fix for projection distortion of laser distance
- fixed black rivers in geomap mode

- bendable/snappable trees that heavy vehicles can overcome, physics only - not visual yet
- added rupture, elasticity and trunk diameter params into tree cfg
- fixed road slant in ui
- fixed road markings (incomplete)
- fixed previous terrain leveling being reset
- fixed panning in ufo mode
- fixed precomputed tile atmo (pale color terrain)

- fix for trees sometimes sunken into ground outside of rivers/roads
- less visible 3D grass transition, green boost for bland grass
- lighter dirt color

- detection of inverted axle bindpose in vehicles, support for wheel radius 0, fixed rigid body offset handling
- terrain tile state consistency fixes, terrain loading, missing trees
- fixed IR focus (msaa1 mode only)
- extended alt+9 collision debug output, vehicle wheel rays info
- fixed aircraft script reload and reset shortcuts
- contact and rolling friction, bounce in physics test objects (defined in objdef)

- added defaults for turret/mantlet
- fixed hand brake defaults
- fixed clearance on vehicles
- vehicles can drive on other objects (previously just glided with collision boxes)

- gl version checking for intel skylake, broadwell
- fixed grass shaders on Nvidia 2xx series

- a grass coloring experiment (http://i.imgur.com/ss86Mhi.jpg)

Scenery editor:
- multiselect (shift + drag, only for objects not terrain levelings)
- asset picker in asset list
- location browser fixes
- possibility to change selected asset for another one (dblclick in asset list or dblclick when using the asset picker)
Title: Re: Latest version: 16.7057
Post by: DenisJ on December 16, 2016, 05:44:52 pm
Yay!
I noticed serious performance improvements, previously I had awful stuttering when turning camera with ambient occlusion on. Now I'm getting nothing less than 60 fps with everything maxed out and vertical sync on. Feels so good...
Also, checkboxes in options menu now only show 'on' regardless of indicator itself.

Nah, stuttering caused by AO is actually still there in dense forest areas.
Title: Re: Latest version: 16.7057
Post by: zzz on December 16, 2016, 06:09:01 pm
*sigh* Still no way for objects to share information with each other, or detect projectile impacts, or anything that improves the functionality and brings it closer to being a game.  =|
Title: Re: Latest version: 16.7057
Post by: Jagerbomber on December 16, 2016, 10:52:37 pm
*sigh* Still no way for objects to share information with each other, or detect projectile impacts, or anything that improves the functionality and brings it closer to being a game.  =|

How's your game goin'?
Title: Re: Latest version: 16.7057
Post by: zzz on December 17, 2016, 05:24:50 am
*sigh* Still no way for objects to share information with each other, or detect projectile impacts, or anything that improves the functionality and brings it closer to being a game.  =|

How's your game goin'?

AI and pathfinding complete. Unless this is some variation of "you can't say food tastes bad unless you're a chef" argument?
Title: Re: Latest version: 16.7057
Post by: cameni on December 17, 2016, 06:43:31 am
*sigh* Still no way for objects to share information with each other, or detect projectile impacts, or anything that improves the functionality and brings it closer to being a game.  =|

Um, that probably wouldn't even be documented here.
There was one internal change that allows you to share info, as long as you can obtain a reference to the other object.
So if you are launching your own objects (rockets?) or you use object_test() to find it, you should now receive an object reference that is also the "this" of the remote object, and you should be able to set its properties directly.
Title: Re: Latest version: 16.7057
Post by: Acetone on December 17, 2016, 03:21:04 pm
Made a little video showing some of the editor improvements :)

https://www.youtube.com/watch?v=bPg28fUA5iM
Title: Re: Latest version: 16.7057
Post by: Jagerbomber on December 17, 2016, 06:26:18 pm
Oh snap, do they all stay aligned with the ground?...
Title: Re: Latest version: 16.7057
Post by: Lewin on December 18, 2016, 01:14:24 am
It looks nice, but I have 5 minutes later FPS drops sharply to an average of 25 to 10, only helps reboot. In the previous version was smooth FPS all the time

Previously FPS did not measure accurately, but now I would like to compare, whether it is possible for the Previous Version disable the update?
Title: Re: Latest version: 16.7057
Post by: Acetone on December 18, 2016, 01:16:51 am
Oh snap, do they all stay aligned with the ground?...

That's a feature of the new editor since day one :)

(http://i.imgur.com/ShaITzR.jpg)

It's selected by default. Keep in mind it uses the pivot point of the model, so you might need to adjust it (like I did in the video) and the ground alignment can be a little off if you start moving a large number of buildings on a large surface. Combined with auto-leveling under individual objects, it's easy to make a little city fast.
Title: Re: Latest version: 16.7057
Post by: cameni on December 18, 2016, 02:20:24 am
It looks nice, but I have 5 minutes later FPS drops sharply to an average of 25 to 10, only helps reboot. In the previous version was smooth FPS all the time

Previously FPS did not measure accurately, but now I would like to compare, whether it is possible for the Previous Version disable the update?

There's -noupdate command line argument you could use.
Title: Re: Latest version: 16.7057
Post by: aWac9 on December 18, 2016, 06:57:48 am
Thanks Acetone for the video ,, I did not know how to use that powerful multiselect tool (shift + drag). Now you can have anywhere in the world a design made of well-oriented houses and it would be enough to do this multiselect then ctrl + C press F2 and look for the place of the planet where you want to start working, enter and paste with Ctrl + V and you would have in that new Place all that previous design.
I think this can help create cities as long as you just like to recreate reality. :)

https://youtu.be/Px4sQgoKKGE
Title: Re: Latest version: 16.7057
Post by: Lewin on December 18, 2016, 07:17:10 am
It looks nice, but I have 5 minutes later FPS drops sharply to an average of 25 to 10, only helps reboot. In the previous version was smooth FPS all the time

Previously FPS did not measure accurately, but now I would like to compare, whether it is possible for the Previous Version disable the update?

There's -noupdate command line argument you could use.

With this argument  "-noupdate" Outerra crashes after step "Checking for update planetary data" writes that "io error during processing"
Title: Re: Latest version: 16.7057
Post by: zzz on December 18, 2016, 10:09:05 am
Alt-E no longer opens the JS Editor. Can't find any entry in the Controls. Tried resetting to defaults but no change.
Pressing Return lets you leave an object but not enter it.

Quote
So if you are launching your own objects (rockets?) or you use object_test() to find it, you should now receive an object reference that is also the "this" of the remote object, and you should be able to set its properties directly.

There's no documentation for object_test(). What's the syntax? How do you launch objects from others?
Title: Re: Latest version: 16.7057
Post by: SteelRat on December 18, 2016, 11:43:15 am
 8)
Title: Re: Latest version: 16.7057
Post by: cameni on December 18, 2016, 12:04:11 pm
Alt-E no longer opens the JS Editor. Can't find any entry in the Controls. Tried resetting to defaults but no change.
Pressing Return lets you leave an object but not enter it.

Both work for me. To enter, you need to be 5m from the bounding box, but not inside.

Quote
There's no documentation for object_test(). What's the syntax? How do you launch objects from others?

It's because these are temporary, meant for hacking only.
To launch an object, you can use this:

Code: [Select]
$query_interface("ot::js::world.get").create_instance(objurl, pos, rot, bool_permanent);

Code: [Select]
    ///Test if ray from model hits an object
    //@param pos model-space position
    //@param dir model-space ray direction
    //@param maxdist max ray distance to check (keep short if possible)
    //@param exclude_self true if ray should not hit origin body
    //@param joint [optional] bone id to be relative to (with pos, rot arguments)
    //@return {$ret: object hit, norm: hit surface normal vector, hitpoint: world position}
    function object_test( pos, dir, maxdist, exclude_self, joint)
Title: Re: Latest version: 16.7057
Post by: zzz on December 21, 2016, 12:15:34 pm
When I click Import for the DAE importer after pressing shift-F7 nothing happens.

Alt-E no longer opens the JS Editor. Can't find any entry in the Controls. Tried resetting to defaults but no change.
Pressing Return lets you leave an object but not enter it.

Both work for me. To enter, you need to be 5m from the bounding box, but not inside.

still not working for me.  =|
Title: Re: Latest version: 16.7057
Post by: KW71 on December 21, 2016, 09:21:47 pm
When I click Import for the DAE importer after pressing shift-F7 nothing happens.

I have the same issue.
Title: Re: Latest version: 16.7057
Post by: zzz on December 22, 2016, 05:04:29 pm
For controls marked as a -/+, instead of returning the minvalue for the negative command, it returns a value just above it.

e.g. this.register_axis("car/controls/steering", {minval:-1, center:1000, vel:1000, acc:1000}, function(v) {

will return -0.99972..... instead of -1. I can change the JS code but a fix would be preferable to having to change it in every single one of my objects.
Title: Re: Latest version: 16.7057
Post by: eisenopferd on December 25, 2016, 04:23:11 pm
Is there any chance of getting the game working with the buggy Intel HD4400 driver?
(wrong colours)
There is still no new driver from Intel...

Thanks /Hendrik/

(it is the same on Broadwell HD 5300)
Title: Re: Latest version: 16.7057
Post by: cameni on December 27, 2016, 09:17:43 am
It's very time consuming to find workarounds for driver bugs, and especially if it's about a below-spec hardware, it's not getting a high priority.
Diagnostics emits a few problems there, and the one related to the colors is probably the "NVIDIA texture array bug". That one was first found on Nvidia hardware, where it was relatively quickly fixed by the vendor. Interestingly, it appeared on Intel later, as if they tried to replicate the behavior ???
Title: Re: Latest version: 16.7057
Post by: eisenopferd on December 28, 2016, 03:54:40 pm
OK, Thanks.
Does anybody know another program where this bug should appear? I could write to Intel.
But if I only can tell them one program where this bug comes to view, they probably will sort in this bug in low priority too...
/Hendrik/
Title: Re: Latest version: 16.7057
Post by: cameni on December 31, 2016, 08:59:13 am
Version 16.1.0.7503
- grass roads/levelings (TODO: turn grassy option to grass height)
- swamp grass roads (grass+mud)
- grassy option for dirt roads
- support for flat road fitting type (not curved in vertical axis, for better road connections), automatic vertical road fitting handling most cases
- fixed dashed road markings
- fixed leveling width
- fixed terrain and grass getting too bright
- fix for leveling and road leftovers
- no dashed markings on road connections
- fixed ext.controls range (-1..1)
- deep water rendering fixes
- animal sounds in forests made less frequent
- scenery editor fixes

We are also releasing a sample of OSM road and building import. Please download and install the following mods:
swiss_roads.otx (http://alpha.anteworld.com/planetdata/earth2/swiss_roads.otx) - Swiss road network (Gdrive (https://drive.google.com/open?id=0B28MSE31ZuJjQzZGenNmbTZFYjg))
Bern_OSM.otx (http://alpha.anteworld.com/planetdata/earth2/Bern_OSM.otx) - alpha building import for Bern, Switzerland (Gdrive (https://drive.google.com/open?id=0B28MSE31ZuJjQ3Q4emFJU1F1SEE))

The building import uses the building models from package imported by Levi, made by tonywob http://forum.outerra.com/index.php?topic=2888.0
Also thanks for contributions and testing by Acetone, KW71, Uriah and Langdon.

Happy New Year everyone!

(http://i.imgur.com/JvN6E0c.jpg)
(http://i.imgur.com/oMeQdAu.jpg)
(http://i.imgur.com/LmC2LpT.jpg)
(http://i.imgur.com/diBfVxT.jpg)
(http://i.imgur.com/HV0BOCy.jpg)
(http://i.imgur.com/zXjUCXw.jpg)
(http://i.imgur.com/QmR4fZQ.jpg)
(http://i.imgur.com/v2IYGz5.jpg)

(http://i.imgur.com/2qW8b5X.jpg)
(http://i.imgur.com/VQtBqFA.jpg)
Title: Re: Latest version: 16.1.0.7503
Post by: cameni on December 31, 2016, 09:12:18 am
Both imports are, of course, still alpha. You may encounter some really weird road crossings and lane merges, these are only in a primitive form for now.
Performance-wise the rendering of distant buildings will considerably change, using a specialized renderer that will be able to render the distant (but numerous) shapes much more efficiently, also reducing the memory footprint.

Currently the number of objects reaches some internal limits, so you may have problems modifying the scenery.
Title: Re: Latest version: 16.1.0.7503
Post by: Acetone on December 31, 2016, 09:52:43 am
Congrats for this release, it takes some special dedication to release an update the 31 December :)

It's so nice to finally see OSM in action!


Edit: As noted by HiFlyer, you could experience some rendering artifacts over the buildings depending on your hardware configuration. Be sure Minimum Object Size is set to 5.0 or higher in the graphics/setting menu, and change the variable so flickering/dark buildings are correctly rendered.
Title: Re: Latest version: 16.1.0.7503
Post by: 2eyed on December 31, 2016, 11:10:42 am
Happy New Year to all OT's
Great thing with OSM!
However, buildings rendering (Bern) is messed up when viewing in VR.
Edit: crashes with suisse scenery in VR.
Title: Re: Latest version: 16.7057
Post by: King_Richard on December 31, 2016, 12:08:49 pm
We are also releasing a sample of OSM road and building import

Scenery looks great!

Is the import tool using shape files that we can extract ourselves in the future within the editor or will a third party program like ArcGis / QGIS be required?
Does the current data set that you've released to us contain mostly auto generated buildings from the shape file or was there a lot of manual placement involved?

Happy New Years and I am indeed looking forward to 2017!
And thanks for the object size tip Acetone!
Title: Re: Latest version: 16.1.0.7503
Post by: Jagerbomber on December 31, 2016, 12:22:14 pm
You mention road connections and I keep hearing talk about automatic road snapping and such... Did I completely miss that being added at some point or a way of doing it other than aligning manually?...

I haven't been able to even get to the last update yet. Is plain unmarked road segment width fixed here compared to marked with outer lines, which were wider?
Title: Re: Latest version: 16.1.0.7503
Post by: pasto on December 31, 2016, 01:09:17 pm
@king_richard the content in the released package was placed using osm import tool (except for the airport area that was placed manually) and we would like to release a global dataset as soon as possible. i think we do not plan to allow changes in the imported package in the near future other than altering osm using one of the osm editors or to change it manually using our scenery editor (but these changes are local for one user). changes made in osm editor will be synced once in a while as the import process requires quite some processing hours. however we might provide interface to allow configuration of f.e. the building matching algorithm, that you could define what models would you like to use for which area with what priority, etc.... but as our game is the priority this might take a while... all tbd...
Title: Re: Latest version: 16.1.0.7503
Post by: pasto on December 31, 2016, 01:12:48 pm
@jagerbomber there is no snapping yet. its still the old editor. but you can at least align the roads vertically if they share a point.... all these features were made for the import tool mostly and are not integrated in the editor very well. but you can find it there...
Title: Re: Latest version: 16.1.0.7503
Post by: krz9000 on December 31, 2016, 08:13:09 pm
the ability to refresh a small area that we changed in an osm editor would be a dream come true. this way can get a good feel abut how outerra interprets the data and what might still needs fixing should become obvious as well. loving this update!!! i always hoped that outerra becomes some kind of OSM viewer with a game layer on top
Title: Re: Latest version: 16.1.0.7503
Post by: HiFlyer on December 31, 2016, 11:02:08 pm
I can see right now from wandering around in the new scenery that somehow, bridges are going to have to become a thing!
Title: Re: Latest version: 16.1.0.7503
Post by: josem75 on December 31, 2016, 11:45:45 pm
@jagerbomber there is no snapping yet. its still the old editor. but you can at least align the roads vertically if they share a point.... all these features were made for the import tool mostly and are not integrated in the editor very well. but you can find it there...

Guys.. You should be celebrating the new year.. This was an unexpected christmas gift for outerrans..  The way terrain looks with all the roads and even little dirt roads on top of the mountains, already altogether with little rivers accidents, is weirdly pretty and great. Actually looking so so real..
Now it would be great that you can use that 15 meter (15 or 30 i dont remember good) textures terrain also for that Bern area. Any posibilities for do that? Use just for this little area as an alpha show, similar like this OSM preview.

Pasto you are fighting nicely with that dragon. As Cameni said time ago. I am surprissed in how 90% of the roads are perfectly connected (something at the moment very dificult to do manually). Still not all are well connected, and also i found some flicker problem (like a storm, turning sky in black) and some probs, but normal. Still a great alpha aproximation to Osm Outerra Era.
 
Title: Re: Latest version: 16.1.0.7503
Post by: cameni on January 01, 2017, 11:49:52 am
Now it would be great that you can use that 15 meter (15 or 30 i dont remember good) textures terrain also for that Bern area. Any posibilities for do that? Use just for this little area as an alpha show, similar like this OSM preview.

Yes that's a good idea to do the imagery import tests in that location.
Title: Re: Latest version: 16.1.0.7503
Post by: zzz on January 02, 2017, 01:24:13 pm
register_axis is working again.

DAE importer still disappears.
Title: Re: Latest version: 16.1.0.7503
Post by: Jagerbomber on January 03, 2017, 04:57:11 pm
Ok yay, so Plain marking width was fixed.
Title: Re: Latest version: 16.1.0.7503
Post by: DenisJ on January 03, 2017, 05:23:26 pm
So I updated and installed Swiss roads, but nothing appears in-game. I checked my data folder (specifically the new osm one), it has the files. I also use earth2...
Any clues?
Title: Re: Latest version: 16.1.0.7503
Post by: Jagerbomber on January 03, 2017, 05:27:49 pm
Also, I still gotta remember that the Google map overlay defaults to isometric view rather than the top-down view.

A double yellow with no outer lines would be really helpful too.
Title: Re: Latest version: 16.1.0.7503
Post by: KW71 on January 03, 2017, 06:16:51 pm
So I updated and installed Swiss roads, but nothing appears in-game. I checked my data folder (specifically the new osm one), it has the files. I also use earth2...
Any clues?

Is just Bern... Are you there?
Title: Re: Latest version: 16.1.0.7503
Post by: DenisJ on January 03, 2017, 11:08:24 pm
Whooops  :facepalm:
Well, then the description for the road package is a bit misleading.
swiss_roads.otx (http://alpha.anteworld.com/planetdata/earth2/swiss_roads.otx) - Swiss road network (Gdrive (https://drive.google.com/open?id=0B28MSE31ZuJjQzZGenNmbTZFYjg))
Title: Re: Latest version: 16.1.0.7503
Post by: cameni on January 04, 2017, 07:48:17 am
No, roads are for the whole Switzerland. Hmm, an idea - the otx won't install properly if you changed your data-path = "data" in world.cfg. If you can find the data in data/earth2/_osm/ (non-empty +z folder), you can move it where your real planet data storage is.

The data will be downloaded dynamically in next build, so it won't be a problem then. I just didn't manage it in time ...
Title: Re: Latest version: 16.1.0.7503
Post by: Acetone on January 04, 2017, 08:30:01 am
Roads cover a good half of Switzerland but not all of it. Mostly the region south of Bern :-)
Title: Re: Latest version: 16.1.0.7503
Post by: Jagerbomber on January 05, 2017, 07:39:56 pm
Found an issue with Normal Dirt road segments.

Coming out of asphalt, it's fine (mostly), but going into asphalt, it goes grassy.

 (http://images.akamai.steamusercontent.com/ugc/89343560293315825/EBE79C54964A9E32BE47A9BFB53D42C836A96807/)

Didn't we have this bug before?...  :P

(Also, F12, the Steam screenshot key, made that square temporarily.)
Title: Re: Latest version: 16.1.0.7503
Post by: cameni on January 06, 2017, 03:51:45 am
F12 is mapped to ... something :)

As for the bug, it's quite possible that it got in after the updates. However, in a future update some properties will become changeable per-road and not as it's now per-node, and road type will become one of them. This is to save some bits so we can further expand the road system. So, it won't be possible to do things like these, although it should bring ability to seamlessly connect different roads in editor instead.
Title: Re: Latest version: 16.1.0.7503
Post by: Jagerbomber on January 06, 2017, 01:16:56 pm
Mmmm... I'm a little worried about that....  ???

And yeah, it's the keybinding menu or something right?...  Just don't think I've had this square show up in my Outerra Steam screenshots before, which is what I usually use (and F12 is default).
Title: Re: Latest version: 16.1.0.7503
Post by: josem75 on January 16, 2017, 12:18:59 am
Hi Cameni. Did you change colors in last versions, coveral atmosphere, sky?

Also. Is it there a way to know the name of textures on terrain while we are navigating the engine?
thank you
Title: Re: Latest version: 16.1.0.7503
Post by: cameni on January 16, 2017, 02:11:43 am
Not sky & atmo, but terrain texturing was tweaked.

Texture names aren't shown anywhere I think.
Title: Re: Latest version: 16.1.0.7503
Post by: Jagerbomber on January 16, 2017, 03:07:27 pm
I have a bunch of dark brown grass mixed in (with green), rather than light brown, which seems a little strange.
Title: Re: Latest version: 16.1.0.7503
Post by: 2eyed on February 04, 2017, 05:49:39 am
Everything here seems so slow. Maybe the devs could give us some fresh insights or outlooks to encourage the waiting crowd. Thanks!
Title: Re: Latest version: 16.1.0.7503
Post by: cameni on February 04, 2017, 12:48:24 pm
Was thinking about that ... maybe we should make a twitter account where we'd dump a dev screenshot each day.
Title: Re: Latest version: 16.1.0.7503
Post by: Canleskis on February 04, 2017, 01:14:53 pm
Was thinking about that ... maybe we should make a twitter account where we'd dump a dev screenshot each day.

That would be great  :D
Title: Re: Latest version: 16.1.0.7503
Post by: 2eyed on February 04, 2017, 01:46:30 pm
A dev shot a day keeps the doctor away!  :))
Title: Re: Latest version: 16.1.0.7503
Post by: Jagerbomber on February 04, 2017, 01:51:33 pm
Doctor? Where?!!
Title: Re: Latest version: 16.1.0.7503
Post by: Acetone on February 04, 2017, 03:11:33 pm
Was thinking about that ... maybe we should make a twitter account where we'd dump a dev screenshot each day.

That would be fantastic :) I know you guys don't have time anymore for blog posts, but a few screens and sometimes some footage could help keeping some momentum. Also, could be good to create a dedicated forum post for that too, it's better for archiving !
Title: Re: Latest version: 16.1.0.7503
Post by: HiFlyer on February 04, 2017, 05:26:21 pm
Isn't that what the development screenshots and videos forum was for, originally, essentially?
Title: Re: Latest version: 16.1.0.7503
Post by: 2eyed on February 05, 2017, 03:45:37 am
As everybody knows today: so I twitter I am.
Title: Re: Latest version: 16.1.0.7503
Post by: cameni on February 05, 2017, 04:53:28 am
Isn't that what the development screenshots and videos forum was for, originally, essentially?

Sort of, but it always had to go with more accompanying text and explanation, essentially having to be half-baked already. What I like on twitter in this regard is that it limits it and should make it easier to do more regularly and without much pressure needed.

I'm not sure how much we can and want to show from the upcoming features, and how much we'd rather show when complete, but my idea is to task everyone to produce a screenshot per week.
Title: Re: Latest version: 16.1.0.7503
Post by: cameni on February 06, 2017, 09:23:18 am
http://forum.outerra.com/index.php?topic=3713.0
Title: Re: Latest version: 16.1.0.7503
Post by: aWac9 on March 11, 2017, 07:24:27 pm
We know it is a known error, but we remember it for the next update

https://youtu.be/7kIFSalqcvc

:)
Title: Re: Latest version: 16.1.0.7503
Post by: HiFlyer on March 12, 2017, 04:28:15 pm
Its a mating dance. The male plane bumps and grinds to attract a female plane...... like maybe a small, sexy glider, just looking for a nice one night tow.......
Title: Re: Latest version: 16.1.0.7503
Post by: aWac9 on March 17, 2017, 07:25:56 pm
 :)
Erratic tail rudder
Another known problem:
timón de cola errático
https://youtu.be/EWRtn3YWES0
Title: Re: Latest version: 16.1.0.7503
Post by: Jagerbomber on March 17, 2017, 10:00:45 pm
https://youtu.be/9kb73q1qCCA?t=6s

Ugh... doesn't embed with the time in it...
Title: Re: Latest version: 16.1.0.7503
Post by: 2eyed on March 25, 2017, 05:39:18 am
It's been a long time since the last update. Is there hope for a significant one in the near future? :)
Title: Re: Latest version: 16.1.0.7503
Post by: 2eyed on March 31, 2017, 08:53:16 am
Are no news good news?
Title: Re: Latest version: 16.1.0.7503
Post by: Mottomi on March 31, 2017, 04:41:47 pm
Are no news good news?

They do update their development Twitter account every couple weeks or so; so you can see some progress there:
https://forum.outerra.com/index.php?topic=3713.0
Title: Re: Latest version: 16.1.0.7503
Post by: DenisJ on March 31, 2017, 05:25:34 pm
2eyed posted in this thread already so I'm pretty sure he is aware of that. I think he is asking more about specific details of the next update, as it's been quite a while. Stuff in the twitter feed is random, as the name suggests, so it's hard to tell what will be included in the update and what is still worked upon for later.
Title: Re: Latest version: 17.0.1.7872
Post by: cameni on April 05, 2017, 02:06:06 pm
Version 17.0.1.7872 (5 Apr 2017)

+ various optimizations
Title: Re: Latest version: 17.0.1.7872
Post by: aWac9 on April 05, 2017, 02:21:31 pm
thanks for the update

¡¡ error C172 !!

(https://c1.staticflickr.com/4/3848/33047133193_e7a3368a82_z.jpg) (https://flic.kr/p/Smgcmv)c172_Ot (https://flic.kr/p/Smgcmv) by  (https://www.flickr.com/photos/awac9/), en Flickr
Title: Re: Latest version: 17.0.1.7872
Post by: DenisJ on April 05, 2017, 08:45:28 pm
Great, glad to see the fps lag from ambient occlusion getting fixed!

Quote
auto road data download
What does this mean though? At first I thought that we got global roads from the servers the same way everything else is being downloaded, but apparently I was wrong.
And yeah, I went to check the airplane, and it's indeed broken...
Title: Re: Latest version: 17.0.1.7872
Post by: cameni on April 06, 2017, 01:03:05 am
Road data placed on servers are automatically downloaded when you are in published area (Switzerland). There will be updated data soon.
Title: Re: Latest version: 17.0.1.7872
Post by: Revolver on April 06, 2017, 02:13:29 am
uHA-uHA-uHA! Danke-Danke! Exporter wieder funzt und edlich kann ich expoOortieren!  =D ;)

Thx Brano & Co. Nice Patch!
Title: Re: Latest version: 17.0.1.7872
Post by: Acetone on April 06, 2017, 02:58:54 am
If anyone have time, I recommend testing different settings for road aging, you can end up with very nice results:

(http://i.imgur.com/wQsGLsD.jpg)
Title: Re: Latest version: 17.0.1.7881
Post by: cameni on April 06, 2017, 07:17:00 am
17.0.1.7881

We didn't catch this bug because it only happened if a dll that's a part of future update was missing, but all our testers had it ...
Title: Re: Latest version: 17.0.1.7881
Post by: booz on April 06, 2017, 07:32:01 am
 :)) :)) thank !!!
Title: Re: Latest version: 17.0.1.7881
Post by: zzz on April 06, 2017, 08:15:15 am
Nice.

Anyone got emissive textures working? Tried flipping the mtl value of the Eagles Cessna to true but no change.
Title: Re: Latest version: 17.0.1.7881
Post by: SteelRat on April 06, 2017, 10:28:35 am
https://youtu.be/p8Z2EoXXL4s

Code: [Select]
00:43.799 ERROR: server error: 404 on file: D:/Program_data/Outerra/data/earth2/_osm/-x/base.desc (alpha.anteworld.com)
00:43.799 DEBUG: job "map_source_downloader" processed in 181ms
00:43.799 DEBUG: moving window to top "logger"
00:43.799 WARNING: failed to download D:/Program_data/Outerra/data/earth2/_osm/-x/base.desc
00:43.800 INFO: downloading earth2/_osm/+y/base.desc
00:43.912 ERROR: server error: 404 on file: D:/Program_data/Outerra/data/earth2/_osm/+x/base.desc (alpha.anteworld.com)
00:43.912 DEBUG: job "map_source_downloader" processed in 234ms
00:43.912 ERROR: server error: 404 on file: D:/Program_data/Outerra/data/earth2/_osm/-y/base.desc (alpha.anteworld.com)
00:43.913 DEBUG: job "map_source_downloader" processed in 174ms
00:43.913 WARNING: failed to download D:/Program_data/Outerra/data/earth2/_osm/+x/base.desc
00:43.913 WARNING: failed to download D:/Program_data/Outerra/data/earth2/_osm/-y/base.desc
00:43.914 INFO: downloading earth2/_osm/-z/base.desc
00:43.915 INFO: downloading earth2/_osm/+z/base.desc
00:43.975 ERROR: server error: 404 on file: D:/Program_data/Outerra/data/earth2/_osm/+y/base.desc (alpha.anteworld.com)
00:43.975 DEBUG: job "map_source_downloader" processed in 175ms
00:43.976 WARNING: failed to download D:/Program_data/Outerra/data/earth2/_osm/+y/base.desc
00:44.035 ERROR: server error: 404 on file: D:/Program_data/Outerra/data/earth2/_osm/-z/base.desc (alpha.anteworld.com)
00:44.035 DEBUG: job "map_source_downloader" processed in 121ms
00:44.036 WARNING: failed to download D:/Program_data/Outerra/data/earth2/_osm/-z/base.desc

I reinstalled the game, the result is the same.

Title: Re: Latest version: 17.0.1.7881
Post by: cameni on April 06, 2017, 11:33:46 am
Those _osm errors are insignificant.
Do you have latest drivers? Any antivirus enabled?
Title: Re: Latest version: 17.0.1.7881
Post by: SteelRat on April 06, 2017, 12:01:49 pm
Those _osm errors are insignificant.
Do you have latest drivers? Any antivirus enabled?

The video driver has been updated. The anti-virus is built into Windows, but I did not see any problems.

PS
After reinstalling the game, I had a planet, but still there were errors. After the re-launch, the planet disappeared)
Title: Re: Latest version: 17.0.1.7881
Post by: cameni on April 06, 2017, 12:06:10 pm
Found it - a problem with AMD cards, fix coming.
Title: Re: Latest version: 17.0.1.7881
Post by: SteelRat on April 06, 2017, 12:11:58 pm
Found it - a problem with AMD cards, fix coming.

GTX 460
Title: Re: Latest version: 17.0.1.7885
Post by: cameni on April 06, 2017, 12:22:20 pm
17.0.1.7885

Title: Re: Latest version: 17.0.1.7885
Post by: SteelRat on April 06, 2017, 12:34:12 pm
Great, the planet has appeared.

But the mistakes remained.

Code: [Select]
00:11.183 ERROR: server error: 404 on file: D:/Program_data/Outerra/data/earth2/_osm/-x/base.desc (alpha.anteworld.com)
00:11.183 DEBUG: job "map_source_downloader" processed in 175ms
00:11.183 DEBUG: moving window to top "logger"
00:11.184 WARNING: failed to download D:/Program_data/Outerra/data/earth2/_osm/-x/base.desc

And I understand, what is missing?
Title: Re: Latest version: 17.0.1.7885
Post by: SteelRat on April 06, 2017, 12:37:10 pm
PS
The requested file is missing in the folder.

00:11.183 ERROR: server error: 404 on file: D:/Program_data/Outerra/data/earth2/_osm/-x/base.desc
Title: Re: Latest version: 17.0.1.7885
Post by: zzz on April 06, 2017, 12:39:24 pm
I (and I think everybody) has the same 404 error but it doesn't impact the rendering.
Title: Re: Latest version: 17.0.1.7885
Post by: SteelRat on April 06, 2017, 12:45:06 pm
I (and I think everybody) has the same 404 error but it doesn't impact the rendering.

I have a phobia for errors in the log files)
Title: Re: Latest version: 17.0.1.7885
Post by: 2eyed on April 06, 2017, 01:34:47 pm
Any optimizations regarding stereoscopic/vr in this update?
I still get hmd (view direction and angle) related shadow movement.
Still no msaa with stereoscopic/vr?
Still vr rendering errors with switzerland scenery (buildings).
But - an update! OT lives! :D
Title: Re: Latest version: 17.0.1.7885
Post by: aWac9 on April 06, 2017, 05:20:39 pm
Difficulty in plotting roads

https://youtu.be/XwUIk_YHrys

Acetone ,,, can you explain how you made those roads?
Thank you   :)
Title: Re: Latest version: 17.0.1.7885
Post by: cameni on April 07, 2017, 02:30:24 am
Great, the planet has appeared.

But the mistakes remained.

I remember seeing this once in Titan. The problem was that some road texture files were corrupted in that installation.
Title: Re: Latest version: 17.0.1.7885
Post by: jonslynn on April 07, 2017, 03:36:56 am
I have not had much time to play with this new update much but it is great.  I noticed all the new mtl stuff...

      "diffuse" : "0.6,0.6,0.6,1.0",
      "Ax" : "0.039",
      "Ay" : "0.04",
      "m" : "0.5",
      "tex_diffuse"

and what is difference of diffuse tex and albedo now?  I will just play around with this anyway.  I get it.  This is great

(http://i.imgur.com/wmW7Kto.png) (http://imgur.com/wmW7Kto)
Title: Re: Latest version: 17.0.1.7885
Post by: Revolver on April 07, 2017, 06:53:29 am
and what is difference of diffuse tex and albedo now?

Look over here -> http://xtrac.outerraworld.com/wiki/WikiStart under Material & M.- Database
Title: Re: Latest version: 17.0.1.7885
Post by: Spacedog on April 07, 2017, 11:31:03 am
Is there any way to set controller dead zones separately for each axis? I am using a PS3 controller with JoyToKey to give me joystick look, and it works great. The problem is movement on the joystick needs a deadzone because it moves slightly all the time, but whenever I do that it subtracts that amount from the throttle in the planes that I have on the trigger axis. If I put in say 5% deadzone then I can only get 95% throttle for example.
Title: Re: Latest version: 17.0.1.7885
Post by: cameni on April 07, 2017, 12:20:10 pm
Ah that's a bug I forgot about ..
Title: Re: Latest version: 17.0.1.7885
Post by: Spacedog on April 07, 2017, 12:49:50 pm
Ah that's a bug I forgot about ..

Oh right! To be fair seperate dead zones wouldn't be necessary for me at least so long as setting one still gave you full range.
Title: Re: Latest version: 17.0.1.7885
Post by: jonslynn on April 07, 2017, 03:25:25 pm
and what is difference of diffuse tex and albedo now?

Look over here -> http://xtrac.outerraworld.com/wiki/WikiStart under Material & M.- Database

I've seen that long ago.  I am talking about all the new stuff like this...

      "Ax" : "0.039",
      "Ay" : "0.04",
      "m" : "0.5",
Title: Re: Latest version: 17.0.1.7885
Post by: zzz on April 08, 2017, 10:22:50 am
Are there any good jumping off points for learning how to use Lua or compile a DLL for Outerra?
Title: Re: Latest version: 17.0.1.7885
Post by: cameni on April 10, 2017, 01:42:25 am
Lua uses the same API to the engine as JS, but direct loading of Lua scripts for vehicles is not yet supported.
For a DLL, Uriah is working on an example code that we shall put into the API repo.
Title: Re: Latest version: 17.0.1.7885
Post by: RacerBG on April 23, 2017, 05:30:18 am
Hello, guys, new member here! :)

I have a problem which I can't solve for some reason: My game can't update to 17.0.1.7885 from 16.1.0.7503. I tried everything from running manually the updater to turning off the AV - no luck. On the other hand the updater worked perfectly from 16.6601 up to 16.1.0.7503. Can you please upload the latest installer here at the forum or at the site?

Thanks in advance!

PS: I watch this project since 2013 and it's just amazing what it can do already. I wasn't able to play this on my own since recently because my old PC was garbage. However now I'm able to do it and maybe this is the best engine which I ever saw on the internet!
Title: Re: Latest version: 17.0.1.7885
Post by: cameni on April 23, 2017, 07:23:15 am
Are you switched to earth2 data in the login screen?

This patch should get you from that version: Anteworld-16.1.0.7503.patch-7881.exe (http://alpha.anteworld.com/appdata/Anteworld/Anteworld-16.1.0.7503.patch-7881.exe)
Title: Re: Latest version: 17.0.1.7885
Post by: RacerBG on April 23, 2017, 07:51:46 am
Are you switched to earth2 data in the login screen?

What? I only have earth2 and by the way right now I'm downloading the whole terrain data.

This patch should get you from that version: Anteworld-16.1.0.7503.patch-7881.exe (http://alpha.anteworld.com/appdata/Anteworld/Anteworld-16.1.0.7503.patch-7881.exe)

That works like a charm but still no upgrade path to .7885. Something is really not working as it should in this updater. By the way what are this "optimisations" for the latest version? My frame rate seems exactly the same as before.
Title: Re: Latest version: 17.0.1.7885
Post by: cameni on April 23, 2017, 09:46:47 am
Please post your eng.log, there must be something preventing it from updating.

By the way what are this "optimisations" for the latest version? My frame rate seems exactly the same as before.

There are many types of optimizations beyond the static frame rate. These optimizations were mainly about dynamics of terrain generation when you are moving.
Title: Re: Latest version: 17.0.1.7885
Post by: RacerBG on April 23, 2017, 10:15:59 am
Please post your eng.log (http://goo.gl/DaK1M8), there must be something preventing it from updating.

By the way what are this "optimisations" for the latest version? My frame rate seems exactly the same as before.

There are many types of optimizations beyond the static frame rate. These optimizations were mainly about dynamics of terrain generation when you are moving.

Here is it (By the way the terrain data already passed 80 GB and it's only at 69.3%, how big is this beast?):
Title: Re: Latest version: 17.0.1.7885
Post by: cameni on April 23, 2017, 10:59:22 am
Ah you are using demo mode, that was not marked to update.

Data are around 20GB, what are you downloading?
Title: Re: Latest version: 17.0.1.7885
Post by: RacerBG on April 23, 2017, 11:09:24 am
Ah you are using demo mode, that was not marked to update.

Data are around 20GB, what are you downloading?

Your torrent file from here: https://forum.outerra.com/index.php?topic=2396.0

On 70.2% it's already 108.60 GB's of data...
Title: Re: Latest version: 17.0.1.7885
Post by: HiFlyer on April 23, 2017, 06:58:55 pm
Ah you are using demo mode, that was not marked to update.

Data are around 20GB, what are you downloading?

Your torrent file from here: https://forum.outerra.com/index.php?topic=2396.0

On 70.2% it's already 108.60 GB's of data...

Yikes!
Title: Re: Latest version: 17.0.1.7885
Post by: cameni on April 24, 2017, 03:20:42 am
I don't think torrents can resize, and it was unchanged since uploading when it had around 24GB.
Title: Re: Latest version: 17.0.1.7885
Post by: RacerBG on April 24, 2017, 04:45:08 am
I don't think torrents can resize, and it was unchanged since uploading when it had around 24GB.

The funny thing is that the actual size on hard drive is around 24GB but the torrent size was already more than 108GB on 70.4% and finally it stopped there. I really don't know what happened, still a few files are not downloaded though.
Title: Re: Latest version: 17.0.1.7885
Post by: Peca on April 24, 2017, 07:34:08 am
Torrent size is 24 GB, 108 GB is probably complete data traffic on this torrent (downloaded + uploaded data together).
Title: Re: Latest version: 17.0.1.7885
Post by: zzz on May 05, 2017, 06:21:03 pm
For a DLL, Uriah is working on an example code that we shall put into the API repo.

Any joy on this?
Title: Re: Latest version: 17.0.1.7885
Post by: DenisJ on May 26, 2017, 02:54:28 pm
Any news on anything at all? I know it's been only 6 weeks since the last update which is really not much in the context of Outerra development, but it actually feels like a long time now...
Title: Re: Latest version: 17.0.1.7885
Post by: 2eyed on May 27, 2017, 05:08:30 am
Any news on anything at all? I know it's been only 6 weeks since the last update which is really not much in the context of Outerra development, but it actually feels like a long time now...
Patience, my friend.
You need patience as long and deep as the ocean and beyond :))
Title: Re: Latest version: 17.0.1.7885
Post by: zzz on May 27, 2017, 07:32:15 am
It's been almost 2 months since the last release and we still haven't gotten any documentation on it, making all the progress in creating the Bow & Arrow game rather useless.
Title: Re: Latest version: 17.0.1.7885
Post by: HiFlyer on May 27, 2017, 01:22:19 pm
Any news on anything at all? I know it's been only 6 weeks since the last update which is really not much in the context of Outerra development, but it actually feels like a long time now...
Patience, my friend.
You need patience as long and deep as the ocean and beyond :))

Hehe.... He said long and deep, Beavis......

https://www.youtube.com/watch?v=mDqsgbtpDLk
Title: Re: Latest version: 17.0.1.7885
Post by: DenisJ on May 27, 2017, 11:51:50 pm
I'm sure this patience thing was used so much that it can qualify as a meme already
All I'm saying is that if there isn't much to show yet - right on, take your time! But I honestly wouldn't mind hearing about some medium-term plans maybe?

I could probably not even bother and proceed being patient, but looking at the state of the forum during the last few months makes me kinda sad, and I hope that some input from the devs could facilitate further discussion.
Title: Re: Latest version: 17.0.1.7885
Post by: 2eyed on May 28, 2017, 03:55:42 am
Well, I noticed some loss in easiness in cameni's postings. He's now mostly brief and I can feel the obligations he's got to face. Hope, the devs still have fun in what they are doing.

Title: Re: Latest version: 17.0.1.7885
Post by: cameni on May 28, 2017, 04:13:42 am
Yeah too much on our plates, but we are accumulating stuff in/for new pipeline and if everything works there will be much more to show 8)

For the next patch (still the old pipeline): polished road data import from OSM, new car(s) on which we are tuning/testing car physics, evening & night lighting updates, and a 64-bit build for testing (without UI for now, running in demo mode).
Title: Re: Latest version: 17.0.1.7885
Post by: booz on May 28, 2017, 06:29:29 am
Good to hear ! thank
Title: Re: Latest version: 17.0.1.7885
Post by: josem75 on May 28, 2017, 10:01:16 am
Yeah too much on our plates, but we are accumulating stuff in/for new pipeline and if everything works there will be much more to show 8)

For the next patch (still the old pipeline): polished road data import from OSM, new car(s) on which we are tuning/testing car physics, evening & night lighting updates, and a 64-bit build for testing (without UI for now, running in demo mode).

New pipeline and 64 bits sound very promising. 
Evening and night updates was something i was waiting for. At this poing this in outerra has room to be great with some tweaks. For example during evening, the sky transition become black suddenly, would be nice make a softer colour transition, and have a blue electric evening sky but just dark, not black without color like now.
Also stars, the main sky color at the very night (same, some blue very dark maybe instead total black), some moon effect, etc.  You can get a spectacular night in outerra.
Cars!! :)
See Cameni.. The new pipeline with some smoke ground effects, ground car sounds, and multiplayer, and we are done for a very while!! Racing randomly around the world
Title: Re: Latest version: 17.0.1.7885
Post by: DenisJ on May 28, 2017, 03:31:44 pm
Seems good, can't wait for all of these. Keep up the good work!
Title: Re: Latest version: 17.0.1.7885
Post by: HiFlyer on May 29, 2017, 07:51:54 am
The thing is, if you look at the people who post on the forum, you see an awful lot of the exact same names that have pretty much been here for years.

The uber fans that have waited and waited.

And that includes me, of course: but as time has gone by, I visit a bit less, since it doesn't seem I miss very much by doing so.

I still have high hopes for the technology, but can't stop a growing sense that it's running out of time.

I would love to see what Cameni mentioned actually appear. Bring a feeling of progress and life back to the forum.
Title: Re: Latest version: 17.0.1.7885
Post by: cameni on May 29, 2017, 12:15:00 pm
Evening and night updates was something i was waiting for. At this poing this in outerra has room to be great with some tweaks. For example during evening, the sky transition become black suddenly, would be nice make a softer colour transition, and have a blue electric evening sky but just dark, not black without color like now.

current/previous
(http://i.imgur.com/PpLwMip.jpg)
(http://i.imgur.com/RDeKL7L.jpg)

(http://i.imgur.com/W2CERul.jpg)
(http://i.imgur.com/dYfNL1D.jpg)

Quote
Also stars, the main sky color at the very night (same, some blue very dark maybe instead total black), some moon effect, etc.  You can get a spectacular night in outerra.

Depends on whether there's some moonlight to illuminate the sky, pure stars are not enough. This is how it currently looks with the Moon (sky colors and sensitivity can be tuned):

(http://i.imgur.com/eJXFj5T.png)
Title: Re: Latest version: 17.0.1.7885
Post by: DenisJ on May 29, 2017, 03:26:36 pm
I like the color change, that reddish tone is much more realistic. Higher exposure is also great, we've come a long way since the times we couldn't see a damn thing at night in Outerra  :)
Title: Re: Latest version: 17.0.1.7885
Post by: josem75 on May 30, 2017, 09:03:47 am
Evening and night updates was something i was waiting for. At this poing this in outerra has room to be great with some tweaks. For example during evening, the sky transition become black suddenly, would be nice make a softer colour transition, and have a blue electric evening sky but just dark, not black without color like now.

current/previous
(http://i.imgur.com/PpLwMip.jpg)
(http://i.imgur.com/RDeKL7L.jpg)

(http://i.imgur.com/W2CERul.jpg)
(http://i.imgur.com/dYfNL1D.jpg)

Quote
Also stars, the main sky color at the very night (same, some blue very dark maybe instead total black), some moon effect, etc.  You can get a spectacular night in outerra.

Depends on whether there's some moonlight to illuminate the sky, pure stars are not enough. This is how it currently looks with the Moon (sky colors and sensitivity can be tuned):

(http://i.imgur.com/eJXFj5T.png)

Spectacular.  Now we will have some light in the ground while Outerra evening. A

Do you think the new pipeline will make posible render complex terrain faster? When i am in not so complex terrains engine works very fast. But in switherland etc become more dificult to render all. Hope in the future with new generation cards and new pipelines this can be improved. Then will be literally like fly around a real detailed world.
Title: Re: Latest version: 17.0.1.7885
Post by: 2eyed on May 30, 2017, 10:49:46 am
josem75 wrote:
"Do you think the new pipeline will make posible render complex terrain faster? When i am in not so complex terrains engine works very fast. But in switherland etc become more dificult to render all. Hope in the future with new generation cards and new pipelines this can be improved. Then will be literally like fly around a real detailed world. "

I too hope, the new engine iteration will not be as forgetful as the current one, which sometimes can't remember what it rendered a second before when turning around ( mostly in high load cases in VR). :)
Title: Re: Latest version: 17.0.1.7885
Post by: cldcrst on May 30, 2017, 03:39:25 pm
The new patch claims there is an "auto road data download" functionality. I have the full version of Outerra, but I cannot find this.
Title: Re: Latest version: 17.0.1.7872
Post by: DenisJ on May 30, 2017, 03:42:55 pm
Quote
auto road data download
What does this mean though? At first I thought that we got global roads from the servers the same way everything else is being downloaded, but apparently I was wrong.

Road data placed on servers are automatically downloaded when you are in published area (Switzerland). There will be updated data soon.
Title: Re: Latest version: 17.0.1.7885
Post by: Jagerbomber on June 01, 2017, 01:37:34 pm
I haven't launched it for the last few updates (er... couple/few months only).  After getting it, I believe, fully updated after a few relaunches, it hung on me when downloading planetary data with corrupted vector data error.  Now it doesn't do that, but just the blue and white background and nothing else but menus.

Also, can't reload texture array with different size at the bottom on launch.  (and Bad Magic Number in DDS file in the log)
Title: Re: Latest version: 17.0.1.7885
Post by: cameni on June 02, 2017, 01:41:06 am
Seems we'll have to include some texture cleanup in the patch, not sure how you ended up with corrupt or different size textures ...
Title: Re: Latest version: 17.0.1.7885
Post by: Jagerbomber on June 02, 2017, 12:22:11 pm
I didn't mess with anything afaik...

What should I do?

(Actually, I'm curious if my recent Windows 10 Insider installation issues could've done something to it, like it did with Steam and a few other games through Steam, though maybe I kinda doubt it, idk.)
Title: Re: Latest version: 17.0.1.7885
Post by: cameni on June 02, 2017, 05:37:42 pm
No, I suspect that a particular sequence of incremental updates managed to leave it in such state, or that some other sw like antivirus prevented updating some files, so now some textures are inconsistent.
Title: Re: Latest version: 17.0.1.7885
Post by: Jagerbomber on June 02, 2017, 05:39:43 pm
How do I get it working again, and is my stuff gone?  (Actually only a couple roads, but 1 really long and tweaked one.  =|)
Title: Re: Latest version: 17.0.1.7885
Post by: KW71 on June 02, 2017, 06:55:44 pm
Is not that you have an object in that location with different size textures, and that is producing the error? Have you tried delete default.cam to see if you can spawn somewhere else?
Title: Re: Latest version: 17.0.1.7885
Post by: Jagerbomber on June 02, 2017, 10:19:34 pm
Well I haven't placed any objects. (other than a couple roads)

I just deleted it (or put it elsewhere) and went to a new place, even got the downloads, but nothing appears except for the atmosphere, clouds, space, and even the moon (which would be on the other side of the earth, which remains invisible).
Title: Re: Latest version: 17.0.1.7885
Post by: cameni on June 03, 2017, 02:01:20 am
Roads are in the cache folder, so just keep that and clean and reinstall the rest.
Title: Re: Latest version: 17.0.1.7885
Post by: Jagerbomber on June 06, 2017, 04:28:12 pm
Are we ever gonna be able to do a single yellow line in the middle with no outer line?
Title: Re: Latest version: 17.0.2.8079
Post by: cameni on June 07, 2017, 02:51:35 pm
Version 17.0.2.8079 (7 Jun 2017)

Note UI doesn't work in x64 builds because updated Chromium that's required for 64 bit builds is radically changed and it won't work with the existing UI architecture, therefore for now the x64 build can't even login and stays in the demo mode.

(http://i.imgur.com/kdBuhVM.jpg)
Title: Re: Latest version: 17.0.2.8079
Post by: DenisJ on June 07, 2017, 06:35:27 pm
I guess the thing that bothers me the most for a while now and became even more severe in this update is the terrain updating issues. I tried to drive the new cars and ground becomes completely unloaded and rough just a few hundred meters away, which can be resolved only by looking down. I really hope the new rendering pipeline will address that...
Title: Re: Latest version: 17.0.2.8079
Post by: Occams Razer on June 07, 2017, 07:02:54 pm
Wow. The new cars are awesome (and I saw what you were testing with them; one front-engine and one rear-engine car, and FWD and RWD versions of each), and have been the most fun driving I've had in Outerra yet. A few quick notes:

Also, is the updated Swiss road network automatically downloaded with the update, or is that a separate download or otherwise manual change? At a glance, the streets of Bern look about the same as before, with no noticeable change that I can see. Of course, I could just be not paying enough attention.
Title: Re: Latest version: 17.0.2.8079
Post by: DenisJ on June 07, 2017, 07:14:51 pm
Also, is the updated Swiss road network automatically downloaded with the update, or is that a separate download or otherwise manual change? At a glance, the streets of Bern look about the same as before, with no noticeable change that I can see. Of course, I could just be not paying enough attention.

Yeah, the roads are being downloaded the same way the terrain data is.
Title: Re: Latest version: 17.0.2.8079
Post by: cameni on June 08, 2017, 12:10:47 am
I guess the thing that bothers me the most for a while now and became even more severe in this update is the terrain updating issues. I tried to drive the new cars and ground becomes completely unloaded and rough just a few hundred meters away, which can be resolved only by looking down. I really hope the new rendering pipeline will address that...

Can you post coordinates where this happens to you? I assume it's somewhere in mountain regions.
Title: Re: Latest version: 17.0.2.8079
Post by: DenisJ on June 08, 2017, 01:23:03 am
Well, it was in Switzerland in a place where the roads are there, so it wasn't particularly mountainy. But it's kinda interesting that I can't reproduce this situation, so I guess it isn't all too bad.

P.S. I've noticed it's actually about roads and not terrain (although the first unreproducable time was about terrain too). Texture quality does not keep up at all unless I look down.
https://youtu.be/_ObJTPdpPnY
Title: Re: Latest version: 17.0.2.8079
Post by: pasto on June 08, 2017, 02:14:38 am
Also, is the updated Swiss road network automatically downloaded with the update, or is that a separate download or otherwise manual change? At a glance, the streets of Bern look about the same as before, with no noticeable change that I can see. Of course, I could just be not paying enough attention.

You won't notice the difference probably. We've just fixed a couple of issues that we have found, but fixing the roads is not a high priority at least until we have a bridge support. If you want to check whether it was updated correctly, you can check if the road 'ending' is correct here (it was broken in the previous version)
 
Code: [Select]
#AYiSg4z7yB1AqBM/CSN5R0A1aAdEUU46QzYp6cGnZYW60K6NYLq3hEFUAAAA
or just check version of the data files in "data/earth2/_osm/+z dir (version is the last number), it should look like this:

\+z\12-61-35.5.vwd
\+z\12-61-36.5.vwd
\+z\12-61-37.5.vwd
\+z\12-62-35.11.vwd
\+z\12-62-36.12.vwd
\+z\12-62-37.5.vwd
\+z\12-63-35.15.vwd
\+z\12-63-36.15.vwd
Title: Re: Latest version: 17.0.2.8079
Post by: cameni on June 08, 2017, 05:51:25 am
Forgot to mention the added vehicles also have a "turbo boost" key to jump over obstacles, at least until bridges are there :)

https://www.youtube.com/watch?v=r33uqo-KUDs
Title: Re: Latest version: 17.0.2.8079
Post by: Revolver on June 08, 2017, 06:07:12 am
Hey... was sehe ich da...Brano Schumacher der 3(?) mal alten Porsche an den Baum gefahren ????  :facepalm:
thx for patch! ;)
Title: Re: Latest version: 17.0.2.8079
Post by: cameni on June 08, 2017, 06:10:50 am
Unused to highways being interrupted by a patch of trees :D
Title: Re: Latest version: 17.0.2.8079
Post by: krz9000 on June 08, 2017, 11:48:25 am
is there an outerra version that does not require admin rights somewhere? im not able to update my installed version of 16.7057...and also the full install of 16.1.0.7503 cant be installed withaout admin :(
Title: Re: Latest version: 17.0.2.8079
Post by: aWac9 on June 08, 2017, 12:05:38 pm
Windows10? If you have problems to be an administrator you can use this command:
Start / right mouse button / prompt

Net user admin / active: yes

Not sure if you mean that?
No matter if I'm in Spanish, just look at it
(https://www.youtube.com/watch?v=DGdwYyZl1L8)
"    net user administrador /active:yes     "
Title: Re: Latest version: 17.0.2.8079
Post by: krz9000 on June 08, 2017, 12:28:11 pm
i cant be an admin the the place i am right now unfortunatly
Title: Re: Latest version: 17.0.2.8079
Post by: andrew2343 on June 08, 2017, 02:01:54 pm
is the road data download available in the demo version? also, is it global?
Title: Re: Latest version: 17.0.2.8079
Post by: DenisJ on June 08, 2017, 02:28:08 pm
i cant be an admin the the place i am right now unfortunatly

Just wait until you return back to where you can be the admin, you won't miss much.

is the road data download available in the demo version? also, is it global?

Not available, not global.
Title: Re: Latest version: 17.0.2.8079
Post by: 2eyed on June 08, 2017, 03:37:11 pm
No roads in the x64 build yet.
Very heavy texture/world loading issues both in 32 and 64 builds for me ( at least in VR) with default world settings.
Nice cars btw.
Title: Re: Latest version: 17.0.2.8079
Post by: cameni on June 09, 2017, 04:23:51 am
Very heavy texture/world loading issues both in 32 and 64 builds for me ( at least in VR) with default world settings.

Is it in a location with buildings & roads, or even plain terrain shows it?
Title: Re: Latest version: 17.0.2.8079
Post by: KW71 on June 09, 2017, 01:11:39 pm
Hi, DenisJ!

Could you share your world.cfg and eng.cfg, to see if I can replicate the issue in my pc?
Title: Re: Latest version: 17.0.2.8079
Post by: DenisJ on June 09, 2017, 01:37:16 pm
Sure, are you talking about the road texture issue or the general terrain one? With the latter, it might have just been due to mountains nearby, as Cameni said, but I wasn't sure about that completely since there were no mountains in the field of view at that time. So I'm wondering if having rangy terrain nearby behind the camera could still cause that.
Title: Re: Latest version: 17.0.2.8079
Post by: KW71 on June 09, 2017, 01:44:43 pm
DenisJ, some of your settings are the problem... I had the same issue as soon as I used your files... Delete them and see if your problem is solved...
(I guess you played with the terrain settings at some point)
Title: Re: Latest version: 17.0.2.8079
Post by: DenisJ on June 09, 2017, 01:57:53 pm
Oh, neat. I did that and I guess everything is fine.
Although I tend to not touch the sliders in the terrain settings window, but could've happen by accident, dunno. Anyways, thanks for help


Nevermind. I got the video and the location hashtag (#AU1GfNSObR5A83MIIp1hR0CaYQxECFiGQx2ZQcH8L7Q1oLFW2bOWgEFOAAAA). Terrain engine parameters untouched.

https://youtu.be/36XHU9ka-Y0
Title: Re: Latest version: 17.0.2.8079
Post by: KW71 on June 09, 2017, 02:29:51 pm
Did you delet the .cfg files, or just adjusted the settings?

Title: Re: Latest version: 17.0.2.8079
Post by: 2eyed on June 09, 2017, 02:31:44 pm
Very heavy texture/world loading issues both in 32 and 64 builds for me ( at least in VR) with default world settings.

Is it in a location with buildings & roads, or even plain terrain shows it?

More pronounced with rocky/ rugged terrain and also present when my 1080 outputs 90 fps.
The "forgetfullness" (e. g. when looking around with hmd) or retarded loading of terrain or not loading whole landscape patches is an issue since many versions though.
Title: Re: Latest version: 17.0.2.8079
Post by: DenisJ on June 09, 2017, 02:34:09 pm
Did you delet the .cfg files, or just adjusted the settings?

Deleted them and then adjusted general video settings.
Title: Re: Latest version: 17.0.2.8079
Post by: cameni on June 09, 2017, 02:40:52 pm
Did you change FOV too?
Title: Re: Latest version: 17.0.2.8079
Post by: KW71 on June 09, 2017, 02:41:06 pm
Mmhh... I have the issue in that location, but not as bad as you; just some barely noticeable sawtooth in the white lines...

Edit:

No... is not the same issue...  Could you send me your .cfg again, please?
Title: Re: Latest version: 17.0.2.8079
Post by: DenisJ on June 09, 2017, 02:53:22 pm
Did you change FOV too?
I did not, it's 81.4 by 51.6 which I assume are the default parameters.

Could you send me your .cfg again, please?



Title: Re: Latest version: 17.0.2.8079
Post by: KW71 on June 09, 2017, 03:04:25 pm
Is your terrain quality... don't change it from 600 to 1080... (I would say don't touch anything on terrain...  :) )
Title: Re: Latest version: 17.0.2.8079
Post by: DenisJ on June 09, 2017, 03:15:30 pm
So that's what it is. I didn't make a big deal out of this since I always try to max out visual settings as far as my system allows...
But this behaviour isn't intended nevertheless, right?  
Title: Re: Latest version: 17.0.2.8079
Post by: aWac9 on June 11, 2017, 04:38:56 pm
good job
 :)
Title: Re: Latest version: 17.0.2.8099
Post by: cameni on June 14, 2017, 11:53:44 am
Version 17.0.2.8099 (14 Jun 2017)
* This one was causing many odd effects, for example one most visible on the bus when turning, rear wheels were always skidding sidewise as the bus was turning around its center of mass. This was also causing odd behavior of cars with regards to front/rear wheel drive expected differences.
Now cars also lean more in curves, as the bug was also causing unnatural stabilization. That one might have to be reintroduced as a feature (stabilizer), but it would be done differently, to have a tunable effect.
Title: Re: Latest version: 17.0.2.8099
Post by: aWac9 on June 14, 2017, 12:29:09 pm
much better, thank you.
So that the jump of the vehicles was implemented .. the key F ???  8)
Title: Re: Latest version: 17.0.2.8099
Post by: aWac9 on June 15, 2017, 11:15:16 am
I notice that the OT startup process has slowed down (This can be subjective  :) )

Error
8 key + click left mouse = exit
Title: Re: Latest version: 17.0.2.8099
Post by: RacerBG on June 18, 2017, 01:41:11 pm
Thanks for the new versions! :)

By the way it should be noted that Avast reports the updater as a potential threat. You should send a report to the Avast team that Outerra Anterworld is not a virus! :D
Title: Re: Latest version: 17.0.2.8099
Post by: zzz on June 18, 2017, 04:09:22 pm
Thanks for the new versions! :)

By the way it should be noted that Avast reports the updater as a potential threat. You should send a report to the Avast team that Outerra Anterworld is not a virus! :D

Confirmed. And it automatically deletes the Outerra exe. I really don't feel like reinstalling.
Title: Re: Latest version: 17.0.2.8099
Post by: cameni on June 18, 2017, 04:22:55 pm
Patch for manual installation: Anteworld-17.0.2.8079.patch-8099.exe (http://alpha.anteworld.com/appdata/Anteworld/Anteworld-17.0.2.8079.patch-8099.exe)

Executables and installer are all signed, no idea what they possibly could interpret as a threat. Probably just random heuristics ::)
Form to report a false positive to them: https://www.avast.com/false-positive-file-form.php
Title: Re: Latest version: 17.0.2.8099
Post by: aWac9 on June 18, 2017, 06:03:35 pm
You can always go the option of Protection / Antivirus / Virus box / you place on the left mouse button file and click restore and add to exclusions.
What happened in my case is that for some reason it affected something more and while the time to be in outerra the image froze and I removed of outerra.
That's why I had to do a new installation.
Remember that you can also exclude from the analysis, URL address or files that you indicate.
It is the first time that I happen to OT, but I already exiled the analysis of the antivirus to outerra, (Options) so I will no longer have that problem, I forbade the antivirus to analyze any file of OT, now I'm a bit exposed, Since Cameni can really infect me.  :-X   :o
Title: Re: Latest version: 17.0.2.8099
Post by: RacerBG on June 19, 2017, 06:00:19 am
Yeah I can thinker with Avast but this behaviour it's just not right you know. Anyway, thanks for noticing my problem, guys. :)
Title: Re: Latest version: 17.0.3.8141
Post by: cameni on July 09, 2017, 01:51:51 pm
Version 17.0.3.8141 (9 Jul 2017)
(http://i.imgur.com/MKgkysU.jpg)
Title: Re: Latest version: 17.0.3.8141
Post by: Jagerbomber on July 09, 2017, 02:27:24 pm
Awesome.  Lakes next!  I have a grassy field that needs to be filled...  :))
Title: Re: Latest version: 17.0.3.8141
Post by: HiFlyer on July 09, 2017, 10:03:49 pm
Outerra is dead in the water for me. Interface creator inaccessible. Plus, the vew times I was able to get it started, Bern was an insta-crash.
Title: Re: Latest version: 17.0.3.8141
Post by: cameni on July 10, 2017, 01:59:37 am
For the crash, did you modify min_obj_size? It's often the problem in Bern.

Startup error is probably because of a failed incremental update (usually because of an antivirus) and otbullet.dll or outerra.exe itself not updated or reverted to an old version. I'll make a full installer, but not sure how to address the antivirus problem in the long term.
Title: Re: Latest version: 17.0.3.8141
Post by: cameni on July 10, 2017, 04:27:32 am
New full install: Anteworld-17.0.3.8141 (http://alpha.anteworld.com/appdata/Anteworld/Anteworld-17.0.3.8141.exe)
Title: Re: Latest version: 17.0.3.8141
Post by: josem75 on July 10, 2017, 06:46:01 am
Version 17.0.3.8141 (9 Jul 2017)
  • 30m real forest density map
  • implemented tire friction vs moving objects
  • adaptive joystick range on vehicles
  • fix/wa for nvidia 384.xx white roads
  • fixed potholes with wear=0
Absolute no words.. The only word i can think is THANKS for so much work on this amazing engine.
Every place looks now so real. Besides you know you are seeing trees where in real life are.
But my place was specially bad in trees, was TOTALY empty. (even increasing a lot the density).
So now when i see my place in Outerra, with every group of trees where they really are.. For the first time i have the sense i am seeing my real place in the engine! Its so amazing.

Just one though. 
Before, many trees was placed in areas coloured with darker green in texture (i assume engine did on purpose, placing trees where this green was detected, thats the reason my place barely had trees). So when u go far and trees disappear, you was able to see that dark green making the effect of the trees being there.
Now with this amazing real Map for vegetation, many trees are placed in "normal" areas, not dark green, so when render disappear trees you cant "see them" as before (in the case of some of the new trees, still you have this effect in many areas).

So one idea. Could be posible to paint those areas in darker green (with variance using random parameters, etc) so you are capable to see the effect of vegetation from high altitude? Because now in my place, when you are far enough (i use tree rendering in Ultra), all looks like before this vegetation map, only some few areas have this darker green.
This green map can appear when trees disappear from render, or can be always there as a floor of the trees if you see more convenient.
Just an idea. Dont know if tecnically posible or not.
It would be a way this map can refine other things in the engine, textures in this case. But also can refine sounds (put now wolfs and other sounds only in those tree areas).

Again, really this is awesome, a total change in the engine to be more real. Cant wait for see more amazing results from your work with those big data (i think seashore for example, and maybe more things to come), and seeing the entire texture map itself in higher resolution some day soon.
If only with the map trees this is a total change, i cant imagine how would be the entire texture map of Outerra being few meters from 500 which is now..

 
Title: Re: Latest version: 17.0.3.8141
Post by: John514 on July 10, 2017, 06:56:36 am
Hmm, nice, I used to live in an area with two hills, one has a distinctive row of trees on the top, kinda like a mohawk, and the other was completely bare except for ONE tree right on top that stood out. I expect the mohawk on one hill to be there in the OT database so that will be nice to see. Now, if that single tree is there as well then wow 😅 Sadly I won't be back on the computer until September 😥
Title: Re: Latest version: 17.0.3.8141
Post by: Acetone on July 10, 2017, 07:11:01 am
Hmm, nice, I used to live in an area with two hills, one has a distinctive row of trees on the top, kinda like a mohawk, and the other was completely bare except for ONE tree right on top that stood out. I expect the mohawk on one hill to be there in the OT database so that will be nice to see. Now, if that single tree is there as well then wow 😅 Sadly I won't be back on the computer until September 😥

Give me the gps coordinates, I can PM you pictures :)
Title: Re: Latest version: 17.0.3.8141
Post by: josem75 on July 10, 2017, 07:13:48 am


So one idea. Could be posible to paint those areas in darker green (with variance using random parameters, etc) so you are capable to see the effect of vegetation from high altitude? Because now in my place, when you are far enough (i use tree rendering in Ultra), all looks like before this vegetation map, only some few areas have this darker green.
This green map can appear when trees disappear from render, or can be always there as a floor of the trees if you see more convenient.
Just an idea. Dont know if tecnically posible or not.
It would be a way this map can refine other things in the engine, textures in this case. But also can refine sounds (put now wolfs and other sounds only in those tree areas).



Edit:
Ohh wait.. It seems this effect i am talking about is already there for the majority of the new trees. I was confused seeing tiny groups of trees, or trees in brown areas.. But.. Now seeing carefully and at least for real big groups of trees you still see that darker green texture when trees disappear from render.
Now i cant compare with the old version. For see if this new map also refined the green texture in Outerra or those greens variations was there since before with the current 500 m texture map.
But I would bet 100% is now more refined... Am i right?
I even can see firewalls along the trees in my place (from distance, in texture).. This is IMPOSIBLE with 500 m textures...

(http://i68.tinypic.com/29bhx1l.jpg)
Title: Re: Latest version: 17.0.3.8141
Post by: cameni on July 10, 2017, 08:15:31 am
So one idea. Could be posible to paint those areas in darker green (with variance using random parameters, etc) so you are capable to see the effect of vegetation from high altitude? Because now in my place, when you are far enough (i use tree rendering in Ultra), all looks like before this vegetation map, only some few areas have this darker green.
This green map can appear when trees disappear from render, or can be always there as a floor of the trees if you see more convenient.

Edit:
Maybe this effect i am talking about is already there for the majority of the new trees. I was confused seeing tiny groups of trees in brown areas.. But.. Now seeing carefully and at least for real big groups of trees you still see that darker green texture when trees disappear from render.

Right now the trees aren't baked into the texture of tiles that are coarser than the level where the trees appear, but the ambient occlusion effect from the trees is baked there. That means where you have a larger group of trees, from high elevations you'd see the terrain being darkened there, creating an illusion of tree mass being visible. When the trees are sparse, the ambient effect is weak and you do not see it from above.

We plan to add two more LOD stages for trees, one that would create tree-like bump noise in distance to get rid of the early transition, and then also seasonal baking of trees for even greater distances.
Title: Re: Latest version: 17.0.3.8141
Post by: HiFlyer on July 10, 2017, 09:19:29 am
I had deleted the cfg files to adress that possability, but it didn't help.
Title: Re: Latest version: 17.0.3.8141
Post by: josem75 on July 10, 2017, 10:17:50 am
So one idea. Could be posible to paint those areas in darker green (with variance using random parameters, etc) so you are capable to see the effect of vegetation from high altitude? Because now in my place, when you are far enough (i use tree rendering in Ultra), all looks like before this vegetation map, only some few areas have this darker green.
This green map can appear when trees disappear from render, or can be always there as a floor of the trees if you see more convenient.

Edit:
Maybe this effect i am talking about is already there for the majority of the new trees. I was confused seeing tiny groups of trees in brown areas.. But.. Now seeing carefully and at least for real big groups of trees you still see that darker green texture when trees disappear from render.

Right now the trees aren't baked into the texture of tiles that are coarser than the level where the trees appear, but the ambient occlusion effect from the trees is baked there. That means where you have a larger group of trees, from high elevations you'd see the terrain being darkened there, creating an illusion of tree mass being visible. When the trees are sparse, the ambient effect is weak and you do not see it from above.

We plan to add two more LOD stages for trees, one that would create tree-like bump noise in distance to get rid of the early transition, and then also seasonal baking of trees for even greater distances.

Ahhh, that is.. As you see, this totally do the trick. If you see my distant pic, i signaled in red the firewall. this firewall is there for true. This mean with that trick, some ground details (involved with trees) are now 30 M accurate, instead 500.  For example for firewalls and greens shapes of the mountains.
True is not a trick for every tree itself. For this, in very little trees areas i didnt see anything in distance. Lods with Bump.. i like the idea. I remember when i suggested some bump action for the ground. So bump trees will give some depth to the ground in distance..  Also seasonal. So you can see seasons while you are flying.

This is only getting better and better.. How you was able to get SO accurate vegetation map? As i told, even firewalls are there..  Any chance to get maps of Crops too? This would be so amazing.. <3
Having a map of crops i think this capacity outerra to make squares would do the trick, programing it ofr make squares and colours randomly. For example. Do u think is posible?
Title: Re: Latest version: 17.0.3.8141
Post by: cameni on July 10, 2017, 10:29:34 am
This is only getting better and better.. How you was able to get SO accurate vegetation map? As i told, even firewalls are there..  Any chance to get maps of Crops too? This would be so amazing.. <3
Having a map of crops i think this capacity outerra to make squares would do the trick, programing it ofr make squares and colours randomly. For example. Do u think is posible?

This is using Global Forest Change (http://earthenginepartners.appspot.com/science-2013-global-forest) database by Hansen & co from UMD. Apart from some tree coverage on steep mountain slopes it's quite good.

Interestingly, the same group also has a Global Cropland Extent (http://www.glad.umd.edu/projects/croplands/dataindex.html), albeit less precise (250m) and also some of the tiles in Africa are missing (corrupt). The data seem to be also less reliable, probably considerably harder to detect from raw satellite data. We will have to combine it with several other sources, and eventually also produce vector fields to have sharper transitions up close.
Title: Re: Latest version: 17.0.3.8141
Post by: HiFlyer on July 10, 2017, 11:25:50 am
The new full install has an unreachable dns.
Title: Re: Latest version: 17.0.3.8141
Post by: cameni on July 10, 2017, 11:32:28 am
Sorry, it was a malformed forum tag Anteworld-17.0.3.8141 (http://alpha.anteworld.com/appdata/Anteworld/Anteworld-17.0.3.8141.exe)
Title: Re: Latest version: 17.0.3.8141
Post by: HiFlyer on July 10, 2017, 11:33:41 am
Sorry, it was a malformed forum tag Anteworld-17.0.3.8141 (http://alpha.anteworld.com/appdata/Anteworld/Anteworld-17.0.3.8141.exe)

Thanks
Title: Re: Latest version: 17.0.3.8141
Post by: aWac9 on July 10, 2017, 01:48:18 pm
Thank you

Has been spectacular the improvement, and the filter between the original natural image of OT (right) and the filtered image with Kernel (left)
I do not know how they have done it ,,,, we will soon confuse reality with OT

(https://farm5.staticflickr.com/4207/35672394082_07cfc31977_k.jpg) (https://flic.kr/p/WmfkXh)comparativa de imagen (https://flic.kr/p/WmfkXh) by  (https://www.flickr.com/photos/awac9/), en Flickr
  ::)

Title: Re: Latest version: 17.0.3.8141
Post by: 2eyed on July 10, 2017, 01:57:00 pm
Improved tree mapping is impressive. Thanks!
Seems, with the update I got some heavy Xbox controller drift, which isn't curable with dead zone settings for controller.
Title: Re: Latest version: 17.0.3.8141
Post by: John514 on July 10, 2017, 02:20:25 pm
Hmm, nice, I used to live in an area with two hills, one has a distinctive row of trees on the top, kinda like a mohawk, and the other was completely bare except for ONE tree right on top that stood out. I expect the mohawk on one hill to be there in the OT database so that will be nice to see. Now, if that single tree is there as well then wow 😅 Sadly I won't be back on the computer until September 😥

Give me the gps coordinates, I can PM you pictures :)
For privacy reasons I won't but thank you very much of the offer 😊
Title: Re: Latest version: 17.0.3.8141
Post by: josem75 on July 10, 2017, 04:23:08 pm
Thank you

Has been spectacular the improvement, and the filter between the original natural image of OT (right) and the filtered image with Kernel (left)
I do not know how they have done it ,,,, we will soon confuse reality with OT

(https://farm5.staticflickr.com/4207/35672394082_07cfc31977_k.jpg) (https://flic.kr/p/WmfkXh)comparativa de imagen (https://flic.kr/p/WmfkXh) by  (https://www.flickr.com/photos/awac9/), en Flickr
  ::)

I use something similar for In-Game. Sharpening the image while i fly outerra (and other filters which i add).
Its called LumaSharpen in Reshade Mediator program.
I am seeing your late videos and i knew you was sharpening the image in post. So Now i know how :)
Title: Re: Latest version: 17.0.3.8141
Post by: josem75 on July 10, 2017, 04:36:45 pm
This is only getting better and better.. How you was able to get SO accurate vegetation map? As i told, even firewalls are there..  Any chance to get maps of Crops too? This would be so amazing.. <3
Having a map of crops i think this capacity outerra to make squares would do the trick, programing it ofr make squares and colours randomly. For example. Do u think is posible?

This is using Global Forest Change (http://earthenginepartners.appspot.com/science-2013-global-forest) database by Hansen & co from UMD. Apart from some tree coverage on steep mountain slopes it's quite good.

Interestingly, the same group also has a Global Cropland Extent (http://www.glad.umd.edu/projects/croplands/dataindex.html), albeit less precise (250m) and also some of the tiles in Africa are missing (corrupt). The data seem to be also less reliable, probably considerably harder to detect from raw satellite data. We will have to combine it with several other sources, and eventually also produce vector fields to have sharper transitions up close.

Great. I was seeing the page and downloaded a small part. I saw the white mask with the crop areas. Its a pity 250 meter instead 30. But thinking. Maybe we can build our own masks from the data you have in 30 m? (i think was 30 if i remember correctly).
In every small part we can make the masc with photoshop. Crops are normally visible and obvious formations.
also. I dont know if the masc can add also some color info. So the random textures generated by a tool can have some color guide too.
Maybe this is too complex.. Dont know if posible with some accurate colors.
But at least the mask i think we can build with patient and help. I could do some areas. I think in 30 meter imaginery crops are that visible for a manual selection and then prepare the black&wait masks.

Edit: maybe is "easier" than i though. Maybe you can add a extra detail texture, 30 meter instead 500, but only for those masked areas. So would not be that huge in data, and crops would be very well defined.
I guess would require many work for a real ground detailed coloured crops, and not just a plane "picture" on the texture.
 
Title: Re: Latest version: 17.0.3.8141
Post by: John514 on July 10, 2017, 05:29:09 pm
Speaking about crops, once we have fields in the engine the scale and realism would go through the roof.

For a first implementation, a simple color overlay using a field database (I'd there's such a  thing, I'm sure there is 😆) and one of say 10 possible colors for crops. No 3D crops/vegetation required at least not now
Then I guess the next step could be doing the ridges  (you know that pattern a plow leaves behind) using the terrain system, it should be able to handle it
Title: Re: Latest version: 17.0.3.8141
Post by: josem75 on July 10, 2017, 06:20:04 pm
Speaking about crops, once we have fields in the engine the scale and realism would go through the roof.

For a first implementation, a simple color overlay using a field database (I'd there's such a  thing, I'm sure there is 😆) and one of say 10 possible colors for crops. No 3D crops/vegetation required at least not now
Then I guess the next step could be doing the ridges  (you know that pattern a plow leaves behind) using the terrain system, it should be able to handle it

Yes. Totally agree. For example, the same grass we already has but adquiring the color of the crop would do the trick for now. With some variance of color (along the same color piece of the crop).
But also Outerra is amazing capable of make squares of sand diferent colors. So this can be the base and then coloured grass on it.

This, if some real crop data can be vectorized.
I was seeing as Cameni told me, there is some 250 m data. For begining would be nice adition. Not all the crops in the world but at least some places. And the mask is done (not entire it seems, needing some job).
I dont know how to prepare a more detailed database from 30 m imaginery. This could be complex for do manually.
But i would try with some area to test. I dont know how one 30 m area texture looks like, and how clear those crops can be seeing there for select and create the masks in every area. Maybe is a crazy tedious job. Or maybe is affordable. Who knows. 

Title: Re: Latest version: 17.0.3.8141
Post by: ziagg on July 12, 2017, 01:21:36 pm

This is using Global Forest Change (http://earthenginepartners.appspot.com/science-2013-global-forest) database by Hansen & co from UMD. Apart from some tree coverage on steep mountain slopes it's quite good.


I have exactly found such a "steep mountain slope" with trees that should not be there, and it bugs me quite a bit as it's one of my favorite areas. Is there anything I can do to remove the trees? Levelling will of course not work since I don't want to level the mountain  :)

Do the forest settings under "Env" in game work? I tried playing around with those but nothing seems to happen. I don't generally like to change global settings but I could imagine to just disable trees above XX meters so that my mountain is tree-free again. How would I do that?

Thanks, and thanks for the awesome work and the recent updates.
Title: Re: Latest version: 17.0.3.8141
Post by: cameni on July 12, 2017, 03:02:13 pm
We'll probably apply some such filter rule, removing trees from steep slopes and above certain temperature. It would be better to fix the source data, but it's hard to do in an automated way without causing some damage elsewhere.

Old forest settings do not work, they would have to be modified to work on top of the new system, but I'm not sure it's worth it.
Title: Re: Latest version: 17.0.3.8141
Post by: ziagg on July 12, 2017, 05:12:16 pm
Yeah that makes sense. Thanks  :)
Title: Re: Latest version: 17.0.3.8141
Post by: Revolver on July 26, 2017, 07:27:35 pm
Hi,

what happens with the FBX Importer?
Title: Re: Latest version: 17.0.3.8141
Post by: KW71 on July 26, 2017, 11:08:56 pm
Hi,

what happens with the FBX Importer?

What you mean? Is working for me...
Title: Re: Latest version: 17.0.3.8141
Post by: Revolver on July 27, 2017, 12:44:59 am
With me write it: ERROR msg here... =|

p.s. Funny ... have cleaned ENG.LOG and now goes again. :facepalm:
I don't know what's going on. ::)
Title: Re: Latest version: 17.0.3.8141
Post by: Spacedog on August 24, 2017, 07:32:32 pm
I'm having trouble with my Xbox controller, when I set it up for movement it always drifts when I let go of the joystick even with the deadzone set high.

I think I can see what the problem is flying the plane and using the analog buttons for throttle because it shows the percentage in the corner. If you let go of the throttle it doesn't set the throttle to 0 unless you let go very gently, it usually sticks at 10% or so open (maybe the last read input?). I believe it is doing the same for all the other axis too.
Title: Re: Latest version: 17.0.3.8141
Post by: 2eyed on August 25, 2017, 10:27:13 am
Can confirm buggy controller support, as I posted earlier.
Needs an urgent overhaul!
Title: Re: Latest version: 17.0.3.8141
Post by: cameni on August 25, 2017, 03:23:54 pm
Hmm I thought we fixed this one already, but maybe only after the release ...
Title: Re: Latest version: 17.0.3.8141
Post by: Varldsligist on September 04, 2017, 02:28:08 pm
Hey-o! What happened to Outerra dev screens? I would love to see at least a weekly update. I really enjoy watching the development process of games such as Star Citizen, however that a whole other level of ambition. Just a few sentences and/or pics of what's going on behind the scenes would be enough to satisfy me :) Please don't keep us in the dark!
Title: Re: Latest version: 17.0.3.8141
Post by: cameni on September 04, 2017, 02:45:54 pm
A couple of vacations happened :) Will restart soon.
Title: Re: Latest version: 17.0.3.8141
Post by: 2eyed on September 09, 2017, 03:00:25 am
...psssssssst! ... outerra is still sleeping...
Title: Re: Latest version: 17.0.3.8141
Post by: arnbo on September 18, 2017, 12:39:34 pm
Hi, the swiss_roads.otx link seems to be broken.
Thanks for a fantastic piece of software :)
Title: Re: Latest version: 17.0.3.8141
Post by: 2eyed on September 18, 2017, 01:00:04 pm
You broke the silence! ;)
Title: Re: Latest version: 17.0.3.8141
Post by: cameni on September 19, 2017, 06:55:15 am
Hi, the swiss_roads.otx link seems to be broken.

Swiss roads are now downloaded automatically from our servers. I have updated the link info.
Title: Re: Latest version: 17.0.3.8141
Post by: HiFlyer on September 20, 2017, 02:30:17 am
Everyone! Goh bak 2 sleep!  ;)
Title: Re: Latest version: 17.0.3.8141
Post by: Seafury on October 03, 2017, 11:24:23 am
Hi everyone!
Is there a possibility to come back to 17.0.2.8099 version after installing .8141 ? I liked previous version. Installing -8099.exe patch on 8141 doesn't work.
Thanks
Title: Re: Latest version: 17.0.3.8141
Post by: Lesnikus on January 13, 2018, 03:01:53 pm
I really want a new update! I look forward to how beautiful Outerra will be in the future.
Title: Re: Latest version: 17.0.3.8141
Post by: Spacedog on January 13, 2018, 05:08:18 pm
I just want a fix for the controller deadzone issue so I can fly around properly like I used to.
Title: Re: Latest version: 17.0.3.8141
Post by: Kostas on January 16, 2018, 07:26:47 am
Hey guys, I'm new here. I downloaded the demo version but I get an error, when it's done with downloading planetary data I get an error saying "io error during processing". The only solution I found online is to reinstall it but still I get the same error.
Title: Re: Latest version: 17.0.3.8141
Post by: Kostas on January 16, 2018, 09:55:51 am
I fixed it by uninstalling it from the uninstall.exe in the setup folder and then I installed it again and I put the Outerra folder in the Documents
Title: Re: Latest version: 17.0.3.8141
Post by: sniperwolfpk5 on January 16, 2018, 11:21:26 pm
Hi, the swiss_roads.otx link seems to be broken.

Swiss roads are now downloaded automatically from our servers. I have updated the link info.
Are the Swiss roads available for demo version?
Title: Re: Latest version: 17.0.3.8141
Post by: thibdumont on January 26, 2018, 03:03:11 pm
Any idea of the next release date and content ?
Title: Re: Latest version: 17.0.3.8141
Post by: Bob425 on January 26, 2018, 07:15:08 pm
My best guess is that the next update will be released when it's good and ready, in the meantime enjoy the wonderful simulation that we already have. Remember that patience is a virtue.
Title: Re: Latest version: 17.0.3.8141
Post by: Jagerbomber on January 26, 2018, 08:50:24 pm
At least we got another tweet on lake progress today.

https://twitter.com/outerradev/status/956994271084728322
Title: Re: Latest version: 17.0.3.8141
Post by: Acetone on January 27, 2018, 03:20:58 am
At least we got another tweet on lake progress today.

https://twitter.com/outerradev/status/956994271084728322

"buggy elevation data" "filtering"

Something tells me it's hard work to make those various dataset fit together. Seems like it improved a lot since Brano responded to Awac9 about elevation problems in the area :)
Title: Re: Latest version: 17.0.3.8141
Post by: Jagerbomber on March 14, 2018, 06:13:42 pm
Don't know if this'll ever end up being relevant here, but

https://www.engadget.com/2018/03/14/google-opens-maps-to-game-developers/
Title: question about new releases
Post by: patmarrnc on April 10, 2018, 11:36:49 am
although I've had Outerra installed for long enough that there have been multiple releases, I never started building communities in Outerra until the current release.  Since it looks like a new release is coming at some point, I find myself wondering if new world data will overwrite my communities. 

I seem to recall a note appended to somebody's mod saying that it would overwrite anything that had already been built on the same coordinates.  Especially considering the addition of cities, it seems likely that a lot of new data could get written over areas where people might have created their own towns

A friend of mine is currently building a medieval town for an animation which will probably still be in process when the next version of Outerra is released, and he's concerned about the possibility of losing his town if Outerra automatically updates.
Title: Re: question about new releases
Post by: Acetone on April 10, 2018, 12:23:23 pm
although I've had Outerra installed for long enough that there have been multiple releases, I never started building communities in Outerra until the current release.  Since it looks like a new release is coming at some point, I find myself wondering if new world data will overwrite my communities. 

I seem to recall a note appended to somebody's mod saying that it would overwrite anything that had already been built on the same coordinates.  Especially considering the addition of cities, it seems likely that a lot of new data could get written over areas where people might have created their own towns

A friend of mine is currently building a medieval town for an animation which will probably still be in process when the next version of Outerra is released, and he's concerned about the possibility of losing his town if Outerra automatically updates.

Major terrain update broke once the users roads/buildings (earth2 release) because the devs fixed an internal issue with the coordinate system whith this build. As far as I know, it was a specific case and current earth2 dataset will still exist even if they release a new one, so old user content be here anyway (as earth1 is).
Cameni also mentioned in the past that OSM data will have a lower priority compared to user data.
Title: Re: Latest version: 17.0.3.8141
Post by: patmarrnc on April 10, 2018, 02:56:46 pm
Thanks for taking time to reply, Acetone!
Title: Re: Latest version: 17.0.3.8141
Post by: Mottomi on July 09, 2018, 01:44:41 pm
Any eta on a new version? I've been seeing a lot of cool features on the Random Development thread that'll be nice to try out.
Title: Re: Latest version: 17.0.3.8141
Post by: cameni on August 21, 2018, 04:24:53 pm
New release thread: https://forum.outerra.com/index.php?topic=3843.0