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Outerra Tech Demo download. Help with graphics driver issues

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Author Topic: Old version: 0.7.15.3700  (Read 250826 times)

cameni

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Re: Latest version: 0.7.15.3666
« Reply #345 on: May 02, 2013, 12:58:23 am »

Same here, issues with youtube and image search ...
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M7

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Re: Latest version: 0.7.15.3666
« Reply #346 on: May 02, 2013, 10:34:06 am »

I'm just wondering if those cloud like smoke will be able to cast shadow later on? It would make for some dramatic scene, like dark clouds obcuring almost completly the sun and the ambiant light, and next to it a hole in the clouds where the sun peak through...
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cameni

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Re: Latest version: 0.7.15.3666
« Reply #347 on: May 03, 2013, 05:48:31 am »

Should be in the same category as terrain self-shadowing. However, god rays need additional support in atmospheric scattering shader.
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cameni

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Re: Latest version: 0.7.15.3673
« Reply #348 on: May 03, 2013, 05:57:40 am »

Version 0.7.15.3673
  • working extra keys and turret in vehicles, updated wiki
  • added max_tire_speed to vehicle for tire contact speed (usable instead of the vehicle speed for sounds)
  • rolling friction in T817
  • vehicle hud set to km/h, fixed the units display
  • even/odd wheels handling in wheel_xxx script methods (-2,-3)
  • fixed dirt road rendering (grass in the middle)
  • fixed pkg installation msg boxes
  • fixed inputs configuration issue with throttle
  • fixed default FOV
« Last Edit: May 03, 2013, 06:37:37 am by cameni »
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giucam

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Re: Latest version: 0.7.15.3666
« Reply #349 on: May 03, 2013, 06:32:43 am »

Oh great, i'm going to do modify my script to have manual transmission :)
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pico

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Re: Latest version: 0.7.15.3673
« Reply #350 on: May 03, 2013, 07:58:53 am »

Very good Updates, but the Water is too bright and in the Config I can not change that.
« Last Edit: May 03, 2013, 08:13:28 am by pico »
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mLichy

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Re: Latest version: 0.7.15.3673
« Reply #351 on: May 03, 2013, 09:18:37 am »

Great!  So AOpen will work, you just didn't give any specifics? 
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Chaoz

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Re: Latest version: 0.7.15.3673
« Reply #352 on: May 03, 2013, 09:21:30 am »

I don't know how log this has been already around but i just noticed that i can't revers in any of my vehicles, it just keeps switching between forward and parked...

EDIT: ok i just saw the reverse toggle key in the new vehicle config, could it be that all scripts now have to bind this one in order to be able to reverse ?
« Last Edit: May 03, 2013, 09:23:24 am by Chaoz »
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giucam

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Re: Latest version: 0.7.15.3673
« Reply #353 on: May 03, 2013, 09:26:18 am »

EDIT: ok i just saw the reverse toggle key in the new vehicle config, could it be that all scripts now have to bind this one in order to be able to reverse ?

No, you hit the reverse key and then you accellerate using the forward key, the scripts don't have to do anything.
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Chaoz

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Re: Latest version: 0.7.15.3673
« Reply #354 on: May 03, 2013, 09:26:53 am »

oh ok now that makes sense too ;)
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cameni

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Re: Latest version: 0.7.15.3673
« Reply #355 on: May 03, 2013, 10:23:05 am »

Great!  So AOpen will work, you just didn't give any specifics?
AOpen will provide a parameter identifying what is supposed to be open. It should work like this: you first define what meshes of the model are "openable". Then when player presses the open key, we'll check if something openable is nearby and send the id as a value with the AOpen action. I think it's better than defining gazzillion key bindings for everything that can be open. This should then also work with some interactive mode, when player points to an object and openable stuff is highlighted.

But currently AOpen sends just pressed/released key state.
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mLichy

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Re: Latest version: 0.7.15.3673
« Reply #356 on: May 03, 2013, 10:54:04 am »

Great!  So AOpen will work, you just didn't give any specifics?
AOpen will provide a parameter identifying what is supposed to be open. It should work like this: you first define what meshes of the model are "openable". Then when player presses the open key, we'll check if something openable is nearby and send the id as a value with the AOpen action. I think it's better than defining gazzillion key bindings for everything that can be open. This should then also work with some interactive mode, when player points to an object and openable stuff is highlighted.

But currently AOpen sends just pressed/released key state.

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

So for now, I might try specifically setting the boot/bonnet to open with certain keys, to see it working.
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ZeosPantera

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Re: Latest version: 0.7.15.3673
« Reply #357 on: May 03, 2013, 11:19:43 am »

Sweet. (to both you quicam and Cameni)\

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


Some suggestions while they are fresh in mind..


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

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

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

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

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

Still no lateral slip by default.. Tisk tisk.. I will add it.
« Last Edit: May 03, 2013, 11:33:27 am by ZeosPantera »
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Chaoz

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Re: Latest version: 0.7.15.3673
« Reply #358 on: May 03, 2013, 11:21:33 am »

noticed that too
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M7

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Re: Latest version: 0.7.15.3673
« Reply #359 on: May 03, 2013, 11:39:18 am »

On small bug, the invert mouse option don't seems to work anymore in vehicle mode. It does work in UFO mode though.
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