(http://i.imgur.com/ujVtAiB.jpg) | (http://i.imgur.com/rD1s9mV.jpg) |
(http://i.imgur.com/xl8QNYB.jpg) | (http://i.imgur.com/XnKjuCd.jpg) |
(http://i.imgur.com/aNKvWQb.jpg) | (http://i.imgur.com/h3VzG6U.jpg) |
Something isn't working. When I start Outerra a bunch of red errors show up at the bottom. OpenGL to do with clouds I think. I hit login and it says loading planetary data, then dies with a fatal error.What GPU and driver version is it?
interesting. so what are the input variables for add_spotlight_source?Will be adding docs into wiki, but quickly:
Can we change the cloud-base height somehow ?
.bind e environment
e.set_cloud_params(5000, 2000)
Updated graphics driver for GT240, still the same. Crashing at start-up, fatal error.Looks that older Nvidia GPUs are using different (not updated) code paths in shaders, even though drivers are new. We'll have to test it with an older Nv card.
interesting. so what are the input variables for add_spotlight_source?Will be adding docs into wiki, but quickly:
//@param offset model-space offset relative to the bone or model pivot
//@param dir light direction
//@param size diameter of the light source (reflector)
//@param angle light field angle [deg]
//@param edge soft edge coefficient, 0..1 portion of the light area along the edges where light fades to make it soft
//@param color RGB color and intensity of the light emitter
//@param fadeout time to fade after turning off
//@param joint joint name to attach the light to (default empty string for body)
//Point Light
this.add_pointlight_source(
{x:31,y:-5,z:1.5}, //x y z position meters
1.0, // ?
{x:0,y:23.9,z:1.5}, //RBG color and intensity
1.0); //fade out time
//Spot Light
this.add_spotlight_source(
{x:20,y:-5.0,z:10.0}, // x y z positon meters
{y:1}, // ?
180, // spot angle (degrees) axis ?
180, // spot angle (degrees) axis ?
355, // spot angle (degrees) axis ?
{x:0,y:300,z:300}, //RGB color/intensity
0.5); ///fade time
function action(k,v,dt,m)
{
switch(k){
case ALight: {
if(m&1)
this.light_toggle(2);
else if(m==0) {
this.light_toggle(0);
this.light_toggle(1);
this.light_toggle(2);
this.light_toggle(3);
this.light_toggle(4);
this.light_toggle(5);
this.light_toggle(6);
this.light_toggle(7);
this.light_toggle(8);
this.light_toggle(9);
}
}break;
}
}
@Varldsligist: 'L' keyI noticed I wasn't using the "right" vehicle. No wonder L didn't work! I always drive the bus and the bus only. Switching to the truck did the trick ;) Looks good! Although I think it needs more of a yellowish tint for the sake of realism. I don't think old russian(?) trucks use LED:s ^-^. I'm Looking forward to late night cliff tours once the bus has working headlights aswell.
Damn, even I have error !!!!!!!!!!!!!!!!!!!!!!!!!!! nvidia gtx 295 !!! hhhhhhhhhhhhhh elp !!! >:(
Is it the reason why vehicles begin to drift when driving at 20 km/h?
- default tire lateral slip coefficient changed from 0.5 to 0.8 (better turning)
@Varldsligist: 'L' keyI noticed I wasn't using the "right" vehicle. No wonder L didn't work! I always drive the bus and the bus only. Switching to the truck did the trick ;) Looks good! Although I think it needs more of a yellowish tint for the sake of realism. I don't think old russian(?) trucks use LED:s ^-^. I'm Looking forward to late night cliff tours once the bus has working headlights aswell.
var swheel, d1=[], d2=[], d3=[];
function radians(v){return v*Math.PI/180.0;}
//invoked only the first time the model is loaded, or upon reload
function init_chassis(param)
{
var wheelparam = {
radius: 0.48,
width: 0.25,
suspension_max: 0.4,
suspension_min: -0.2,
suspension_stiffness: 20.0,
damping_compression: 0.1,
damping_relaxation: 0.12,
slip: 0.9,
roll_influence: 0.1
};
this.add_wheel('KLP', wheelparam);
this.add_wheel('KPP', wheelparam);
this.add_wheel('KLZ', wheelparam);
this.add_wheel('KPZ', wheelparam);
var body = this.get_geomob(0);
swheel = body.get_joint('Vol');
d1[0] = body.get_joint('DvAa');
d1[1] = body.get_joint('DvAb');
d1[2] = body.get_joint('DvAc');
d2[0] = body.get_joint('DvBa');
d2[1] = body.get_joint('DvBb');
d2[2] = body.get_joint('DvBc');
d2[3] = body.get_joint('DvBd');
d3[0] = body.get_joint('DvCa');
d3[1] = body.get_joint('DvCb');
d3[2] = body.get_joint('DvCc');
d3[3] = body.get_joint('DvCd');
//sounds
this.load_sound("diesel-engine-start.ogg");
this.load_sound("bus-idle.ogg");
this.load_sound("diesel-engine-stop.ogg");
this.load_sound("bus-roith.ogg");
this.load_sound("bus-door.ogg");
this.add_sound_emitter("KPP");
this.add_sound_emitter("KPZ");
this.add_sound_emitter("DvAb");
//head lights
this.add_spotlight_source({x:-1.04,y:7.76,z:0.85}, {y:1}, 0.2, 54, 0.08, {x:.5,y:.2,z:.2}, 0.2);
this.add_spotlight_source({x:1.04,y:7.76,z:0.85}, {y:1}, 0.2, 54, 0.08, {x:.5,y:.2,z:.2}, 0.2);
this.add_spotlight_source({x:-0.8,y:7.77,z:0.85}, {y:1}, 0.2, 54, 0.08, {x:.5,y:.2,z:.2}, 0.2);
this.add_spotlight_source({x:0.8,y:7.77,z:0.85}, {y:1}, 0.2, 54, 0.08, {x:.5,y:.2,z:.2}, 0.2);
//tail lights
this.add_pointlight_source({x:1.04,y:-3.2,z:0.85}, 1.0, {x:0.1,y:0.0,z:0.0}, 0.4);
this.add_pointlight_source({x:-1.04,y:-3.2,z:0.85}, 1.0, {x:0.1,y:0.0,z:0.0}, 0.4);
//brake lights
this.add_pointlight_source({x:-0.8,y:-3.18,z:0.85}, 1.0, {x:0.1,y:0.0,z:0.0}, 0.4);
this.add_pointlight_source({x:0.8,y:-3.18,z:0.85}, 1.0, {x:0.1,y:0.0,z:0.0}, 0.4);
//cabin lights
this.add_pointlight_source({x:0,y:5.9,z:2.6}, 1.0, {x:1,y:0.8,z:0.4}, 0.4);
this.add_pointlight_source({x:0,y:3.9,z:2.6}, 1.0, {x:1,y:0.8,z:0.4}, 0.4);
this.add_pointlight_source({x:0,y:1.9,z:2.6}, 1.0, {x:1,y:0.8,z:0.4}, 0.4);
this.add_pointlight_source({x:0,y:-0.1,z:2.6}, 1.0, {x:1,y:0.8,z:0.4}, 0.4);
this.add_pointlight_source({x:0,y:-2.1,z:2.6}, 1.0, {x:1,y:0.8,z:0.4}, 0.4);
return {mass:8000, com:{y:3}};
}
const MaxDoorSpeed = 60; //deg/s
const MaxDoorAccel = 1200;//deg/s^2
//invoked for each new instance of the vehicle
function init_vehicle()
{
this.set_fps_camera_pos({x:-0.8,y:6.6,z:2.0});
this.geom = this.get_geomob(0);
this.d1 = new axis_integrator(radians(MaxDoorSpeed), radians(MaxDoorAccel), 0, radians(90));
this.d2 = new axis_integrator(radians(MaxDoorSpeed-12), radians(MaxDoorAccel), 0, radians(90));
this.d3 = new axis_integrator(radians(MaxDoorSpeed-8), radians(MaxDoorAccel), 0, radians(90));
this.snd = this.sound();
this.snd.set_ref_distance(0, 4.0);
this.snd.set_ref_distance(1, 6.0);
this.started = 0;
}
function engine(start)
{
if(start) {
this.started=1;
this.snd.play_sound(0, 0);
this.snd.enqueue_loop(0, 1);
this.snd.enqueue_loop(1, 3);
this.eng=0;
}
else {
this.started=0;
this.snd.play_sound(0, 2);
}
}
//handle extra actions
function action(k,v,dt)
{
switch(k){
case AOpen: {
var d = this.d1.value>0 ? -1 : 1;
this.d1.set(d);
this.d2.set(d);
this.d3.set(d);
this.snd.play_sound(2,4);
}break;
case ALight: {
if(1==1){
this.light_toggle(0);
this.light_toggle(1);
this.light_toggle(2);
this.light_toggle(3);
this.light_toggle(4);
this.light_toggle(5);
this.light_toggle(6);
this.light_toggle(7);
this.light_toggle(8);
this.light_toggle(9);
this.light_toggle(10);
this.light_toggle(11);
}
else if(m==0) {
this.light_toggle(0);
this.light_toggle(1);
}
}break;
}
}
const EF = 20000.0;
const BF = 4000.0;
const maxkmh = 80;
const forceloss = EF / (0.4*maxkmh + 1);
//invoked each frame to handle inputs and animate the model
function update_frame(dt, engine, brake, steering)
{
var kmh = this.max_tire_speed()*3.6;
if(!this.snd.is_looping(0))
engine = 0;
var ax = {y:-1};
if(this.d1.changed(dt)){
this.geom.rotate_joint_orig(d1[0], this.d1.value, ax);
this.geom.rotate_joint_orig(d1[1], this.d1.value, ax);
this.geom.rotate_joint_orig(d1[2], -this.d1.value, ax);
}
if(this.d2.changed(dt)){
this.geom.rotate_joint_orig(d2[0], this.d2.value, ax);
this.geom.rotate_joint_orig(d2[1], this.d2.value, ax);
this.geom.rotate_joint_orig(d2[2], -this.d2.value, ax);
this.geom.rotate_joint_orig(d2[3], -this.d2.value, ax);
}
if(this.d3.changed(dt)){
this.geom.rotate_joint_orig(d3[0], this.d3.value, ax);
this.geom.rotate_joint_orig(d3[1], this.d3.value, ax);
this.geom.rotate_joint_orig(d3[2], -this.d3.value, ax);
this.geom.rotate_joint_orig(d3[3], -this.d3.value, ax);
}
//filtered raw engine value for pitch boost
var ea = dt/(0.2+dt);
this.eng = ea*engine + (1-ea)*this.eng;
//reduce engine force with speed (hack)
var redux = engine>=0 ? 0.2 : 0.6;
var esign = engine<0 ? -1 : 1;
engine = EF*Math.abs(engine);
var force = (esign>0) == (kmh>=0)
? engine/(redux*Math.abs(kmh) + 1)
: engine;
force -= forceloss;
force = Math.max(0.0, Math.min(force, engine));
engine = esign*force;
steering *= 0.7;
this.steer(0, steering);
this.steer(1, steering);
this.geom.rotate_joint_orig(swheel, 8*steering, {y:1});
if(this.started>0)
this.wheel_force(-1, engine);
brake *= BF;
brake += 500; //rolling friction
this.wheel_brake(-1, brake);
this.animate_wheels();
if(this.started>0) {
var pitch = Math.abs(kmh+3*this.eng)/18.0;
var g = kmh>0 ? Math.floor(pitch) : 0;
var f = pitch - g;
f += 0.5*g;
this.snd.set_pitch(0, 0.75*f + 1.0);
this.snd.set_pitch(1, 0.8*pitch);
//var bc = kmh>10 ? 1.0 : (kmh<0 ? 0 : kmh*0.1);
//this.snd.set_gain(0, 1-bc);
this.snd.set_gain(1, Math.min(1,kmh*0.02));
}
}
Damn, even I have error !!!!!!!!!!!!!!!!!!!!!!!!!!! nvidia gtx 295 !!! hhhhhhhhhhhhhh elp !!! >:(
Cloud system? Did you update your GPU/OpenGL drivers? I have an NVIDIA 560M, but both the drivers and OpenGL were out of date.
Here is the NVIDIA Driver Downloads page, just specify your GPU and the download includes the most recent OpenGL version.
Regards,
Uriah
I've only discovered Outerra this past week and, so far I'm very excited and blown away by it! However, I have an issue with the new update.. TrackIR does not work. Has support for it been removed? The TrackIR dll that was in the previous version is not present in the plugin folder, and when I tried to add it Outerra would not load it. If TrackIR will not work in this version , is it possible to revert to the last version and stop it automatically updating to this newer version of the game?
After this update unfortunately terrain is rendered, well, quite weird. Graphic Card is an Ati HD6850, reinstalled Outerra and all Ati drivers already, including a clean driver sweep ... before the last patch everything was fine about terrain rendering. Attached a screenshot how it actually looks like now, any suggestions how to enjoy the world in full beauty again? :(That's not a problem of this update, but of a bug in newer AMD drivers on 5/6 series of GPUs. Last Catalyst that worked ok was 14.4, I think.
For me the update won't download. It checks for a new version and continues as if the one I have installed is the latest. Any help would be appreciated.Demo version wasn't updating to newer versions, but it should be now.
loading a ship I get this error
(http://i58.tinypic.com/33trslh.png)
Is it possible to view clouds in demo version or it is only for purchased version?They are in demo version as well.
I'm not sure if the new Location menu is a test bed for a future Outerra GUI, but I am a big fan of this new layout :)
Cleaner, nice use of transparency, all the important data is displayed and the new map navigation tool is really great.
A couple of remarks:
- It seems a bit strange that day of year or even time flow multiplier settings are in the camera controls window.
- If you click on "Term of use" in the Map of this menu, the openned window cannot be closed, potentially locking the user.
I'm not sure if the new Location menu is a test bed for a future Outerra GUI, but I am a big fan of this new layout :)
Cleaner, nice use of transparency, all the important data is displayed and the new map navigation tool is really great.
- It seems a bit strange that day of year or even time flow multiplier settings are in the camera controls window.
- If you click on "Term of use" in the Map of this menu, the openned window cannot be closed, potentially locking the user.
thank you :). location browser is hopefully, the first one of many new ui components that will be created using the new ui framework. at first we would like to release just a couple of standalone dialogs with some kind of desktop management and later also new object / terrain editing tools. everything takes some time as it is built from scratch not using the old ui components, but we hope that it will make the editing easier.
as soon as we have the desktop ready we will most probably split these two dialogs into several separate dialogs / panels. f.e. location, daytime, camera settings. currently it was more important for us to test the framework than to make it look perfect. i guess that even in the future we will focus more on functionality than perfection. but the commets are alway welcome!
- It seems a bit strange that day of year or even time flow multiplier settings are in the camera controls window.
Hi pasto,
Thanks for these informations! I'm really looking forward to see the result of your work :)
It looks like transportation via location menu only works when not in a vehicle or plane. Hit Enter for normal mode.
Either someone forgot something in the build or the same person took pity after seeing my original material river beds in Talkeetna :))I just did an experiment there some time ago, almost forgot :)
By the way about lights. Would be posible to make long shots lights?
The cars actually have like a short light real cars have. Would be posible Increase the power and distance to cover, like the long lights car? So we can drive fast at nights :) and also make those lights more visible since long distances.
I found, trees don't get lighted up by headlights.
I found, trees don't get lighted up by headlights.
Nope. The lights also cast no shadows. I still like them! ;)
Something broke there.
But locations are always saved as jpg files, the GPS info is stored in Exif tags.
By the way about lights. Would be posible to make long shots lights?
The cars actually have like a short light real cars have. Would be posible Increase the power and distance to cover, like the long lights car? So we can drive fast at nights :) and also make those lights more visible since long distances.
You'd just simply make ones with narrower angle and higher intensity; the range is computed automatically from that.
//head lights
this.add_spotlight_source({x:-1.04,y:7.76,z:0.85}, {y:1}, 0.2, 54, 0.08, {x:.5,y:.2,z:.2}, 0.2);
this.add_spotlight_source({x:1.04,y:7.76,z:0.85}, {y:1}, 0.2, 54, 0.08, {x:.5,y:.2,z:.2}, 0.2);
this.add_spotlight_source({x:-0.8,y:7.77,z:0.85}, {y:1}, 0.2, 54, 0.08, {x:.5,y:.2,z:.2}, 0.2);
this.add_spotlight_source({x:0.8,y:7.77,z:0.85}, {y:1}, 0.2, 54, 0.08, {x:.5,y:.2,z:.2}, 0.2);
//tail lights
this.add_pointlight_source({x:1.04,y:-3.2,z:0.85}, 1.0, {x:0.1,y:0.0,z:0.0}, 0.4);
this.add_pointlight_source({x:-1.04,y:-3.2,z:0.85}, 1.0, {x:0.1,y:0.0,z:0.0}, 0.4);
//brake lights
this.add_pointlight_source({x:-0.8,y:-3.18,z:0.85}, 1.0, {x:0.1,y:0.0,z:0.0}, 0.4);
this.add_pointlight_source({x:0.8,y:-3.18,z:0.85}, 1.0, {x:0.1,y:0.0,z:0.0}, 0.4);
//cabin lights
this.add_pointlight_source({x:0,y:5.9,z:2.6}, 1.0, {x:1,y:0.8,z:0.4}, 0.4);
this.add_pointlight_source({x:0,y:3.9,z:2.6}, 1.0, {x:1,y:0.8,z:0.4}, 0.4);
this.add_pointlight_source({x:0,y:1.9,z:2.6}, 1.0, {x:1,y:0.8,z:0.4}, 0.4);
this.add_pointlight_source({x:0,y:-0.1,z:2.6}, 1.0, {x:1,y:0.8,z:0.4}, 0.4);
this.add_pointlight_source({x:0,y:-2.1,z:2.6}, 1.0, {x:1,y:0.8,z:0.4}, 0.4);
case ALight: {
if(1==1){
this.light_toggle(0);
this.light_toggle(1);
this.light_toggle(2);
this.light_toggle(3);
this.light_toggle(4);
this.light_toggle(5);
this.light_toggle(6);
this.light_toggle(7);
this.light_toggle(8);
this.light_toggle(9);
this.light_toggle(10);
this.light_toggle(11);
}
Probably you are already aware of it, but here are some glitches when going underwater. I wasn't quite sure if I should report it here or create a new thread in terrain issues board.
Now my problem is that i dont know what to change exactly xD. I was seeing your first post talking about parameters, and i saw the parameters on sm11.js . I was touching all the numbers, i got bigger lights and some more but not more powered or wide angle, etc.The parameters are documented in the wiki (http://xtrac.outerraworld.com/wiki/vehicle). Intensity is part of the color.
Probably you are already aware of it, but here are some glitches when going underwater. I wasn't quite sure if I should report it here or create a new thread in terrain issues board.
Speaking of Underwater, I've recently visited the Marianas trench, and as soon as there is something submersible with some mega-bright lights, I'm going down there to take a look.......
Seaquest Dsv! :) :facepalm:
Now my problem is that i dont know what to change exactly xD. I was seeing your first post talking about parameters, and i saw the parameters on sm11.js . I was touching all the numbers, i got bigger lights and some more but not more powered or wide angle, etc.The parameters are documented in the wiki (http://xtrac.outerraworld.com/wiki/vehicle). Intensity is part of the color.
Not sure why ... played with lights and this just happened and stays :
Some of the lights work no problem, other are cowered by these black right-angles ... Also seems to be problem only when more of them are on the vehicle. (the bus and tatra seems to not do this)
Log: https://drive.google.com/file/d/0B3ZscF0ox2AGRks5VmhzWG93dnM/view?usp=sharing (https://drive.google.com/file/d/0B3ZscF0ox2AGRks5VmhzWG93dnM/view?usp=sharing)
I think this has been mentioned before, but any news on a fix for the purple ground?
That's not a problem of this update, but of a bug in newer AMD drivers on 5/6 series of GPUs. Last Catalyst that worked ok was 14.4, I think.
Is this purple color a specific bug to OLD AMD cards? because I never experienced it with 290x cards.
Version 0.8.4.5233
- workaround for purple terrain driver bug on old ati cards and newer catalyst drivers
- updated MiG - lights, simple engine glow, additional skins (CZ, RU) - many thanks to Uriah for providing these
- added open "location from image" into F2 location dialog, to load GPS info from photos
- fixed spotlight orientation vector (was unable to point in Z direction)
- fixed crash on v (change seat) key
- missing texture mipmaps replaced with pink textures + warning
- fixed perf problem in F2 advanced options
This version checks if textures from loaded model contain all mipmaps, and if not, it fills in the missing levels with some debug color (pink) or some default normal values. If you see something that changes material properties in constant distance from the camera, that's likely the result.
Missing mipmaps are a performance problem, so we decided to provide a visual warning.
Well, pink isn't exactly my favourite color :DPink color was chosen exactly for that "property" :D
aWac ... take all the textures - open in Gimp (with the DDS export addon) and export it with the "create mipmaps" options ... Doe, you have to do it for all, piece by piece.Hm, an auto-patch probably wouldn't be hard to do. Nvcompress.exe is already included and it can generate mipmaps too.
Hm, an auto-patch probably wouldn't be hard to do. Nvcompress.exe is already included and it can generate mipmaps too.
aWac ... take all the textures - open in Gimp (with the DDS export addon) and export it with the "create mipmaps" options ... Doe, you have to do it for all, piece by piece.
Hm, an auto-patch probably wouldn't be hard to do. Nvcompress.exe is already included and it can generate mipmaps too.
... will it be able to see, if some textures already have them ? ...
Made a quick test . I draged and drop dds with and without mipmap through nv compress. It didnt change anything to the ones that already had mipmap and it did add mipmap to the ones that didn't have them.
Acetone. What are your graphics settings in Outerra in the Talkeetna scenery on your Youtube channel? The grass and environment looks so much more realistic on your machine than it does mine. If it is a Scenery download, where can I find it?
It may sound weird, but that bug was actually a very nice feature for me.
- fixed spotlight orientation vector (was unable to point in Z direction)
Your fix for purple ground on old AMD GPU did work on my HD5850, THANK YOU !
It may sound weird, but that bug was actually a very nice feature for me.We are making some space in the data so that there can be also a distance limit on the light range, so this will be possible this way.
When I was using the Z direction, the meshes were illuminated only by the diameter of the light source, and the reflector wasn't visible neither. This was great for the cockpit lights, mainly because the lights were not reaching the ground.
Also, there's a method in geometry object interface(geomob) called set_scale, where you can set the scale of the entire object. But is there a way to only scale a sub-object/joint?No, it's problematic because of how it affects some precomputed things in the hierarchy, and it would complicate the pipeline.
Hello, I can not update to the latest patch. When I start outerra it downloads the patch, restarts, and downloads it again. Rinse and repeat. I am currently on 0.8.4.5197.
Wow, I read it through, can't believe I missed that post! However, it has not helped.Might be an old outerra.exe in memory, or you do not have administrator rights (needed for installing into program files). The patcher should automatically ask for admin privileges though ...
Disabling antivirus made no difference, and trying to start the update manually results in this: http://i.imgur.com/DzYrCRZ.jpg
We are making some space in the data so that there can be also a distance limit on the light range, so this will be possible this way.That's great for interior/cockpit lights, but there still being a problem. Let's take as an example the landing lights on an aircraft. When those lights are behind the cockpit, you have to limit the source diameter, otherwise the lights will illuminate the cockpit. Will be there a way to avoid that, maybe by casting dynamic shadows from the spotlights?
this.add_spotlight_source({x: 0.000,y:4.250,z:1.250}, {z:1}, 50, 179.5, 1, {x:0.025,y:0.1,z:0.00}, 0.1); //Main light
this.add_spotlight_source({x: 0.221,y:4.743,z:0.899}, {z:1}, 5, 179.9, 1, {x:30.00, y:10,z:0.00}, 0.1); //Gauge Light#0
No, it's problematic because of how it affects some precomputed things in the hierarchy, and it would complicate the pipeline.Oh, alright. No need for complications then.
I have a very serious problem...i entered Outerra and it was downloading 5197---5233, when it finished downloading, it automaticaly restarted. After it restarted, the version was still 5197 and it was downloading 5233 again...i believe it is a bug...
Seems it can't launch the downloaded update. Check if the update is in your home directory, normally in c:\users\name\outerra\update
Some overprotective antivirus programs will lock it and remove before it can be launched.
Also, if you have a high UAC protection level that prevents programs from making changes, updater can't install the update by itself and will fail. In that case run the update manually.
Ok, we'll check what happens there.
Angrypig's working on support for package reloading right now. Instances only refer to package assets and their own instance data, it's not that package is cached and copied to each instance, so we need to reload whole packages or their modified assets. There's some problem with that at the moment, but we need to resolve it so that a material editor can be made in-game.
Mmmm ... .. sorry, but I still see some objects (Python Pago ural) with colors pink and purple textures ......
The main change is that rocks are now taking color from the biome color map when there's little vegetation, otherwise they tend to be a lighter grayish color when there's more greenery around. Color and vegetation maps aren't perfectly matching, sometimes the color map is green in places but the vegetation map asserts that nothing is growing there. Because of that the formula for getting the rock color is a bit of heuristic magic :)
For me, it looks like not only rock colors have changed but also rock shape. No more or less bulged and overhanging rocks.Ouch, I forgot to remove a debug value that disabled the rock displacement.
POV still not working for me.
Are there controls with POVs based on potentiometers, just as the analog sticks, and thus give a wide range of values? Mine has just four push buttons.
POV still not working for me.
Are there controls with POVs based on potentiometers, just as the analog sticks, and thus give a wide range of values? Mine has just four push buttons.
Waaaaayyyyyyy out in the middle of knowhere, Outerra informs me that Angrypig barn2 does not exist. Where you keeping Angrypig in a barn? :o
POV still not working for me.
Are there controls with POVs based on potentiometers, just as the analog sticks, and thus give a wide range of values? Mine has just four push buttons.
Waaaaayyyyyyy out in the middle of knowhere, Outerra informs me that Angrypig barn2 does not exist. Where you keeping Angrypig in a barn? :o
POV still not working for me.
Are there controls with POVs based on potentiometers, just as the analog sticks, and thus give a wide range of values? Mine has just four push buttons.
Waaaaayyyyyyy out in the middle of knowhere, Outerra informs me that Angrypig barn2 does not exist. Were you keeping Angrypig in a barn? :o
???
What?
For me, it looks like not only rock colors have changed but also rock shape. No more or less bulged and overhanging rocks.Ouch, I forgot to remove a debug value that disabled the rock displacement.
Error: Object "angrypig/barn2/barn2" doesn't exist!! =D
@KW71 try near the default airport Area!
Also getting some weird reflections in the Cessna.
First i thought you put a real image to compare but this is OT just incredible.For me, it looks like not only rock colors have changed but also rock shape. No more or less bulged and overhanging rocks.Ouch, I forgot to remove a debug value that disabled the rock displacement.
Those mountains are looking soooo natural.. For me they are lovely! I dont know if would be good if u touch more displacements now, when it seems u found the G point of the mountains xDD
(http://i59.tinypic.com/xd8swj.jpg)
Those mountains are looking soooo natural.. For me they are lovely! I dont know if would be good if u touch more displacements now, when it seems u found the G point of the mountains xDD
Those mountains are looking soooo natural.. For me they are lovely! I dont know if would be good if u touch more displacements now, when it seems u found the G point of the mountains xDD
Displacement doesn't alter the colors, and it adds small scale detail and makes overhanging rocks.
Those mountains are looking soooo natural.. For me they are lovely! I dont know if would be good if u touch more displacements now, when it seems u found the G point of the mountains xDD
Displacement doesn't alter the colors, and it adds small scale detail and makes overhanging rocks.
Time of global sliders will soon end ;)
There will be parameter tables for individual rock and soil types, but then it can be easily misbalanced and gotten out of the sane region into a land where various optimization hacks rear their ugly heads.
It's a delicate job :)
In addition to bug fixing for the next release, I'm working on a status report with info about how things are progressing and what can be expected ;)
In addition to bug fixing for the next release, I'm working on a status report with info about how things are progressing and what can be expected ;)
In addition to bug fixing for the next release, I'm working on a status report with info about how things are progressing and what can be expected ;)
That actually had a very quick fulfillment, Sunday, February 9, 2014 (http://outerra.blogspot.com/2014/02/2013-retrospective-2014-look-ahead.html) :)
Time of global sliders will soon end ;)I'm looking forward about that announcement! But since there is, for example, no one "right" water or one "right" sky, I believe in sliders or customization for things like ToD settings etc. I suppose you could see it different, Cameni, because you are a mathematical mind.
There will be parameter tables for individual rock and soil types, but then it can be easily misbalanced and gotten out of the sane region into a land where various optimization hacks rear their ugly heads.
It's a delicate job :)
Time of global sliders will soon end ;)I'm looking forward about that announcement! But since there is, for example, no one "right" water or one "right" sky, I believe in sliders or customization for things like ToD settings etc. I suppose you could see it different, Cameni, because you are a mathematical mind.
There will be parameter tables for individual rock and soil types, but then it can be easily misbalanced and gotten out of the sane region into a land where various optimization hacks rear their ugly heads.
It's a delicate job :)
Alt key is still stuck on mine. Trying to change the camera opens the console. I'm also assuming it's why the Back movement in UFO mode isn't working.Delete iomap folder in data (not the defaults in program directory).
For me now the rivers (water meshes) are visible 'over' the clouds:It's one of the known issues with the transparency, but we'll fix this one easier.
Also had some trouble starting (hanging on Initializing), but was fixed after removing the cfg files.
http://i.imgur.com/4FCOn5e.jpg (http://i.imgur.com/4FCOn5e.jpg)
http://i.imgur.com/4zI8lPs.jpg (http://i.imgur.com/4zI8lPs.jpg)
Even after deleting the iomap/*.cfg files in data dir? If so, please attach your base.cfg file.
Hey cameni, don't suppose you guys can compile a Linux executable sometime? seems Outerra would be pretty easy to port over given its built on OpenGL?In theory easy, though there are other parts that may need porting. We try to keep it portable for the future.
Hey cameni, don't suppose you guys can compile a Linux executable sometime? seems Outerra would be pretty easy to port over given its built on OpenGL?In theory easy, though there are other parts that may need porting. We try to keep it portable for the future.
A Linux version is actually required by some of our customers, so it will eventually happen.
Also, I never seem to hear of Linux VR experiences.... Unless somebody is using wine. i suspect a linux Outerra would be big news in that world.
Hi, something went wrong the last time I launched Anteworld: the updating process never ended, so I finally closed the program. Now, when I launch it there's a Fatal error message saying:
D:/Juegos/Outerra/Antworld/packages/outerra/ah64/ah64.objdef:8 :
:objdef - member variable: tags not defined
"tags" : "helicopter" ,
^
Any ideas? Thank you.
So what's next on the agenda?Holiday :P
So what's next on the agenda?Holiday :P
Damn son, where you planning on flying from/to? ;D That's a lot of flying hahahaSo what's next on the agenda?Holiday :P
... 48 hour non-stop OT flight marathon :D
Version 0.8.4.5504......
Seems to be a tiling effect on brown grasslands now.
http://i.imgur.com/Bx70yLm.jpg
$con.symbol("$SRGB_TF_BUG", "1")
Everything looks fine on my side. Thanks!!!
What about the text "Lorem ipsum sit amet ..." beside the soldier?
Ok! grass problem solved momentarily apply code ALT+C
to close and re-enter I get the same problem
Seems OpenGL is VERY sensitive to driver updates? or is AMD/Nvidia just not paying attention to OpenGL enough in their code?
Is it possible to use this for other actions? Such as turning on street and/or house lights at night?
Just pretend they're waves...Smart
video performed today
but this structure was built for months, the update does not repair automatically.
"fix for floating grass, road spikes in editor"
https://youtu.be/RAGGnv6TXa0
video performed today
but this structure was built for months, the update does not repair automatically.
"fix for floating grass, road spikes in editor"
Hi,What driver version are you using? Also please post your eng.log (just from a short session to keep it short).
Still got the pale grass issue on my HD 5850 :/
for some reason it shows an error after downloading and attempting to launch the -5504 patch and attempts to re-download it again and again after logging in ... (after a clean install)What kind of error? Please check the update.log, should be in the user home dir\outerra
Forum link on the website homepage is broken?Fixed, thanks for noticing.
It's broken again. :))
So what's going to be in the next update?
So what's going to be in the next update?
We are aiming for a summer release a new version with completely reworked sandbox editor, making it much more usable and extensible. Pasto (http://forum.outerra.com/index.php?action=profile;u=337) is promising a video for this week showing the upcoming sandbox functionality. Also including a better object browser.
Apart from that various functionality bits in vehicles and aircraft, including a way to attach and fire rockets and projectiles. Hopefully also a new configuration UI for controls will be completed with that, allowing us to finally release the extended controls.
Video is going well, but Brano forgot to give me rights to start a new TOPIC in the Development section :).
Still no planned linux build ?Still planned only.
We are aiming for a summer release a new version with completely reworked sandbox editor, making it much more usable and extensible. Pasto (http://forum.outerra.com/index.php?action=profile;u=337) is promising a video for this week showing the upcoming sandbox functionality. Also including a better object browser.
Apart from that various functionality bits in vehicles and aircraft, including a way to attach and fire rockets and projectiles. Hopefully also a new configuration UI for controls will be completed with that, allowing us to finally release the extended controls.
The question is... when does the summer end for cameni? :D
Thanks a lot to all the team!
(Breathe, Acetone, breathe !!! :)) )
ERROR: vehicle::init_chassis: C:/Users/Simon/Outerra/packages/Gallente/gca1/Nyx.js(171): TypeError: Object [object Object] has no method 'add_pointlight_source'
//invoked only the first time the model is loaded, or upon reload
function init_chassis(param){
this.add_pointlight_source({x:xOffset + 41.934,y:yOffset + 1674.4185,z:zOffset + 15.1298}, {x:178,y:342,z:336}, 0.01);
var cockpit_spot = {x:0.2,y:0.2,z:0.26};
var cp = {color:cockpit_spot, angle:80, size:0.05, edge:0.99, range:0.9, intensity:0.01, fadeout:0.1};
this.add_spot_light({x:-0.432,y:2.041,z:0.059}, {z:-0.754, y:-.656}, cp); //_Frontal panel light 1 (from left to right)
var cockpit_indicators = {x:0.0,y:0.1,z:0.013};
var ci = {color:cockpit_indicators, size:0.005, range:0.1, intensity:0.01, fadeout:0.0};
this.add_point_light({x:0.366,y:2.02,z:-0.06264}, ci); //Light 7 Pitch/Roll Indicator - Point
Hi zaelu,
Are you deleting all associated files and installing a clean version? http://planet.anteworld.com/appdata/Anteworld/Anteworld-0.8.4.5372.exe
After installing 5372 and logging in again, what version does it update to before becoming stuck in an update loop?
I might suggest using uninstall.exe in the Anteworld folder, and after that try deleting the build and data folder. Also trying installing both the build and the data directory to completely new locations.
Also try deleting eng.cfg and world.cfg files located in your data directory (Users/YourName/Outerra/) and restarting OT.
I have never had a problem with updates, and have installed OT on many different machines. If you continue to have issues, please post your Windows version, GPU/driver/OpenGL version, and you can upload your [url=http://goo.gl/DaK1M8][url=http://goo.gl/DaK1M8]eng.log (http://goo.gl/DaK1M8)[/url][/url] file here after running the update.
Best regards,
Uriah
We can see the end numbers doesn't make sense. Although I install 5372 it starts as 5525 and tries to install 5377... oh and the thread is named 5819 :D
We can see the end numbers doesn't make sense. Although I install 5372 it starts as 5525 and tries to install 5377... oh and the thread is named 5819 :D
Check if both of your Outerra folders (the one in the program files directory and the user data one) have both full writing permission, (right click/properties/security).
Likely just unintentionally omitted.
Check if both of your Outerra folders (the one in the program files directory and the user data one) have both full writing permission, (right click/properties/security).
That did it! No other reinstall needed, I just made the little squares disappear from those options and it worked. Dunno why those folders where not fully writable by Outerra... it made them and I have UAC on min (win7 64).
Thanks.
I'm not sure if this is exactly what we're talking about here, but I always restart again after an update completes. I noticed a long time ago that it seems to behave like the updates didn't even go through after the auto-restart (not to mention other things happening like it not setting the correct full-screen resolution) and I just got in the habit of restarting it again manually after each update. Restarting BEFORE I hit login again.
Likely just unintentionally omitted.
Likely just unintentionally omitted.
I am another who is missing shadow intensity so much! So I am happy was just accidentally omited :) I hope you can re-add again very soon.
In fact i was about to ask. Would be posible increase the maximum value? Lets say 8 or 10 (double).
For people who like very soft shadows and good visibility in shadow places is great (90% time i use it in 5, maximum).
Also, i loved the trees colours and now they are almost totally black. Dont know if its conected with shadow intensity lack, or its something more?
Anyway, this little thing, and a fail not saving your settings in enviroment after you close and reopen the engine (at least in my case), its a great update!
With regard trees and their colour..
In spring new leaves are bright light green, then as the leaves mature the green becomes darker. Following on from this stage high winds and weather damage the leaves and the overall green of the tree darkens with a steady increase of dark browns... Then autumn arrives with the reds which again darken with into browns...
Just a thought...
Not sure exactly how many lines it should have. You can always save backup, then delete world.cfg and or eng.cfg and restart OT and those files will be freshly generated. This can help so solve many issues which are obvious.
Regards,
Uriah
F117A is the only thing that gives me error.
Ilyushin - Corby starlet and A320 work well.
"try installing again"
After using the Google Maps overlay for a while I get a "not enough space in image cache" error or something like that and the UI stops being visible.What exactly it shows: "ERROR: not enough spaсe in image cache for C4E view size 850x60"
Same problem encountered.After using the Google Maps overlay for a while I get a "not enough space in image cache" error or something like that and the UI stops being visible.What exactly it shows: "ERROR: not enough spaсe in image cache for C4E view size 850x60"
Google maps eat tons of memory. In eng.cfg there's img_cache_num_slices - you can enlarge that (a bit).Thanks for the hint!
How can I change the water level now? I cant find it. :-[
name = "Earth",
comment = "SRTM 90m compilation",
sun = (sun_params) {
betaRM = (float4) {
x = .0058,
y = .017,
z = .041,
w = .004
},
sun_color = (float3) {
x = 1.0,
y = 1.0,
z = 1.0
},
intensity = 25.0,
ground_reflectance = .08,
exposure = 3.5,
shadow_light = 1.0,
scattering = .5
},
waterfog = (waterfog_params) {
sea_level = 0.0,
fog_level = 0.0,
half_depth = (float4) {
x = .33,
y = 1.6,
z = 3.8,
w = 20.0
},
scattering = (float4) {
x = .005,
y = .005,
z = .005,
w = .005
}
},
forest = (forest) {
ecs_min = (float3) {
x = 0.0,
y = -.05,
z = .03
},
ecs_max = (float3) {
x = 6000.0,
y = 1.0,
z = .3
},
ecs_trans = (float3) {
x = 500.0,
y = .1,
z = .2
},
threshold = .4,
aspect = .4
},
snow = (virtual_elevation) {
virtelev = (float2) {
x = 3500.0,
y = 0.0
},
virtcurv = 2500.0,
snowmin = 4900.0,
snowsat = 6000.0
},
clouds = (cloud_params) {
base = 3000.0,
height = 4000.0
}
Apart from that various functionality bits in vehicles and aircraft, including a way to attach and fire rockets and projectiles. Hopefully also a new configuration UI for controls will be completed with that, allowing us to finally release the extended controls.
rockets are on the way.
Changes:Awesome. Few suggestions:
Version 0.8.4.5819 (20 Aug 2015)
- new scenery editor on alt-F1 (alpha)
- support for basic vector rivers (not persistent yet)
- new weather settings in F11, cloud coverage, wind settings
- wind affecting aircraft, grass, tress ...
- sunlight and moonlight levels modulated by adjustable cloud cover
- monochromatic rendering in low light conditions to simulate human eye
- moon model (not procedural yet), correct position and phase, affects night lighting levels
Cameni, I have black screen after the update ... :o ::) =|
Man, i got so hyped by the mig-21 :'( maybe one day i'm going to be able to make it myself.. currently trying to learn blender, hopefully getting my first plane finished and imported to outerra.
Cameni, I have black screen after the update ... :o ::) =|
Airport area is full of spikes. If some have black window just reset graphics settings, it will black issue
Black window ... if resetting the graphics settings works, it might be that it happens for some graphics cards/drivers only in a specific graphic mode - maybe MSAA settings? Please report your graphics cards, drivers and MSAA settings.
Have you got black screen with that configuration, or resetting the settings helped?
Have you got black screen with that configuration, or resetting the settings helped?
Have you got black screen with that configuration, or resetting the settings helped?
I have Win7Ex64... not W10.
Yes, Resetting fixed the problem.
So, everything is going well. ;)
Thanks!
Can you check if ask-13 objdef contains strict : true?
Under the script variable and above description, insert
"strict" : false,
to get it to work. Strict mode is a type of java mode that turns any minor errors or bad coding practices into hard stops.
patch 5941Works fine now, thanks!! =D
- fix for strict mode bug
- normalized direction in fire() method
Elevation -21.44, under the sea level? I think something broke with undersea rendering, should not be this dark.I had that happen to. ...pitch black. Reset to another location all was well.
Elevation -21.44, under the sea level? I think something broke with undersea rendering, should not be this dark.I had that happen to. ...pitch black. Reset to another location all was well.
Version 0.8.4.5948 (22 Sep 2015)Great!!!
- tire friction depending on surface material
- default vehicle steering slower with higher speeds
You can ignore the conflict for half axis binding, it's buggy.
works until the first left click...then right clicking over the map does nothing
Hello To All Again ! I'm just not getting this ! When ? How Long ? Why Not ? The Map Of My Homeland Azerbaijan is still not covered in land completely ?
It's still got water in the lower southern part as a bay looking ! I don't understand is this so difficult to make ? I honestly love to explore wonder around in those areas ! I thank all in advance ! Good Luck to all ! Kind Regards !
Hello To All Again ! I'm just not getting this ! When ? How Long ? Why Not ? The Map Of My Homeland Azerbaijan is still not covered in land completely ?
It's still got water in the lower southern part as a bay looking ! I don't understand is this so difficult to make ? I honestly love to explore wonder around in those areas ! I thank all in advance ! Good Luck to all ! Kind Regards !
It's because a large part of Azerbaijan is a land depression as low as -28 meters below the sea level.
Currently any land in OT that's below the sea level is flooded, that includes Caspian basin, Netherlands, Death valley and many more.
It will be possible to rectify once there's a proper lake support that will also be able to drain these parts of the world.
Fixing these flooded lands under sea level will require the solution described above, and it's not ready yet, it will be a relatively big addition to the engine capabilities :)
Since the last update, Outerra crashes when flying fast with shift and pressing tab at the same time.
Oh, and my 3d grass is kind of white. Any ideas?
how come there's no lake in switzerland the famous lake Leman ? That area apparently is convered with land ! is it going to be later on be covered as is in real world or will stay the same ? just wondering ! thanx !
how come there's no lake in switzerland the famous lake Leman ? That area apparently is convered with land ! is it going to be later on be covered as is in real world or will stay the same ? just wondering ! thanx !
Lakes and rivers have not been added to Outerra yet. Don`t worry, they will be there sometime in the future! :)
...
WARNING: failed to download D:/Outerra_data/data/earth/+z/base.desc
WARNING: failed to download D:/Outerra_data/data/earth/-y/base.desc
WARNING: failed to download D:/Outerra_data/data/earth/+z/base.desc
WARNING: can't connect to www.outerraworld.com
What could be the reason?Code: [Select]...
WARNING: failed to download D:/Outerra_data/data/earth/+z/base.desc
WARNING: failed to download D:/Outerra_data/data/earth/-y/base.desc
WARNING: failed to download D:/Outerra_data/data/earth/+z/base.desc
WARNING: can't connect to www.outerraworld.com
first-run = false,
first-run = true,
first-run doesn't have anything to do with that, I guess you just had temporary connection problems.
First-run is only used to display the help window for the first time.
Не знаю как у вас но у меня пока что все путём на двух разных компах вот только ввела та же самая да и есть клон одного диска ссд на другой ссд под другим оборудованием ! Западло устанавливать и настраивать все так проще ! Включил в регистри обе ide mode & ahci ! И все ! Только потом активатором и все ! Вообщем на одном : i7 3940xm nvidia Gtx 675m 2gb , 32gb ddr3 @2133mh ( laptop) , desktop: i5 3340 , 32gb ram 1866mhz , nvidia 760gtx 2gb , мать : gigabyte 7 series chipset ! Все путём ! Да иногда что то Рухани на десктопе при запуске где ждёшь домов и тд ! После рухания перезапуск и все ок ! Понятно бэта ! Удачи всем !
I just realized Windows 10 uninstalled Outerra on me.... >:(
Probably with the TH2 build update. Luckily it kept the data in the Outerra folder in my user folder, so I just backed it up, installed again, and put it back. Hoping I didn't mess anything up (it did update again after launching), but my changes seem to be up to date.
Strange because it never did that before in build updates since the Insider launch in 2014...
Whatcha' gonna tether it to? =D
Oh, and I never managed to get a working instal of Greeble City, how did you managed to install these?
Whatcha' gonna tether it to? =D
Maybe I should try and see if stacked enough I can reach the moon, or at least the end of the skybox :))
I think usually Orbital towers are anchored to something heavy (counterweight) just a bit above Geosync. I think something bad would happen structurally if you tried to reach the moon, though!
If i could put in requests for the next update it'd be the ability to add a weapon emitter to a sub-geom object like with pointlights and the ability for vehicles to broadcast their ECEF coords to each other.
"weapon emitter to a sub-geom obj"
function fire_gun(obj, pos, dir){
obj.fire(
pos, //pos - model-space launch position
dir, //dir - model-space launch direction
805, //speed - firing velocity in m/s
0.3, //caliber - meters
{x:1,y:0.3,z:0.05}, //color - plasma color RGB
'gun_muzzle' //joint name to attach the light to
);
}
"vehicles to broadcast their ECEF coords to each other"
Do you mean attaching the 'fire' method to a BONE joint? I asked for this too.
Do you mean like GPS, radio position finding or other types of sensor targeting an object? This has been discussed, but importantly how is it specifically implemented, and how does it scale up?
Well Concerning this new nvidia driver issue ! i guess you guys who ever is in charge of development of this software will have to either fix this bug or we'll all have to sit and patienly wait for another nvidia driver release hoping that the next driver will take this issue away ! one of the two ! i mean seriously all other games work perfectly and much faster and better having tested a few others ! so i don't know what would you guys out there in charge do to fix this ! but otherwise good luck to all and happy merry christmass and happy new :)
*bump*
so... there's been a long while without any updates. What is going on?
Do you think the release of Vulkan might see some nice changes for Outerra? they could make a Windows AND Linux version now with the same API (and other platforms, even android). I thought it be a good idea to ditch OpenGL at somepoint.
Can you give me a latest offline update? I can`t use autoupdate Outerra.
Thank you very much!Can you give me a latest offline update? I can`t use autoupdate Outerra.
Anteworld-0.8.4.5948.patch-6018.exe (http://planet.anteworld.com/appdata/Anteworld/Anteworld-0.8.4.5948.patch-6018.exe)
Um Sir ! This update that you provided : Anteworld-0.8.4.5948.patch-6018 isn't isntalling says error opening updater.exe and so on ! i tried in every location in my hdd , in my user profile folder , but nothing, says error opening .. am i doing something wrong ? Thanx a lot in advance...
Hi cameni, how about a nice little "Happy Easter" surprise ...
... well I know, it's done when it's done, but at least a little teaser (screenshot) would be neat.
Sounds promising :)Um Sir ! This update that you provided : Anteworld-0.8.4.5948.patch-6018 isn't isntalling says error opening updater.exe and so on ! i tried in every location in my hdd , in my user profile folder , but nothing, says error opening .. am i doing something wrong ? Thanx a lot in advance...
You already have that update, it's not a new one. That link was provided just for people who can't use autoupdate for some reason.Hi cameni, how about a nice little "Happy Easter" surprise ...
... well I know, it's done when it's done, but at least a little teaser (screenshot) would be neat.
Ok, cooking something for Easter 8)
New version branch http://forum.outerra.com/index.php?topic=3547.0