Outerra forum
Anteworld - Outerra Game => Tech demo, support, updates => Topic started by: cameni on August 21, 2018, 04:22:57 pm
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This release is still using the "old" pipeline, we wanted to release this version before switching to the new pipeline that requires newer hardware.
New compilation of satellite data (earth7).
Full installer:
Anteworld-17.1.0.9830.exe (https://us.outerraworld.com/appdata/Anteworld/Anteworld-17.1.0.9830.exe)
(Gdrive) (https://drive.google.com/open?id=1J_4HFmW0nRP413CtU2D41eydYfqvv-1B)
17.1.0.10445 (12 Mar 2019)
- Moon (as a standalone "planet" for now)
- optional fake Earth visible from the Moon mod download (http://outerraworld.com/appdata/Anteworld/test_earth.otx)
- switched to Bing maps for the location browser because of Google maps price hike
- workarounds for old Nvidia GPUs
(https://i.imgur.com/pW2GGAl.jpg)
17.1.0.9891 (12 Sep 2018)
- restored snow detection, fixed rock color
- fixed grass in water
- fixed water being rendered on non-water tiles, fixed perf issue with narrow FOV
- fixed square craters
- removed non-functioning import buttons, import can now handle FBX/DAE/OBJ
17.1.0.9848 (27 Aug 2018)
- fixed "swapped eyes" in Oculus
- fixed Nvidia 5xx series shader compilation error
17.1.0.9830 (22 Aug 2018)
- Lakes (worldwide) & land below sea level support
- River width variation, riverbed modulation, rocks in rivers.
- Boats working on rivers and lakes
- Updated water rendering (not final), adjustable wave parameters
- Lightnings & thunders.
- Refined elevation data, enhanced US coastal bathymetry
- OSM Roads (world coverage), including airport footprints
- (experimental) global buildings coverage, currently limited to small villages, full coverage will be coming with new pipeline after some more performance optimizations and tuning.
(disabled by default; activate it in menu/world/datasets, full version only) - PBR material rendering fixes and updates (new GGX roughness shader)
- Grass runway type
- Working tire friction on moving objects
- Vehicle physics optimizations, objects wake up by craters appearing, vehicle vibrations fix
- Steering animations
- New vehicles: BK 117 Helicopter, F-16 Fighting Falcon, M1 Abrams, ASLAV, HMS sailboat, donated by Titan
- Buggy (OT original design)
- 2500+ Buildings Library (with night emissive textures)
(https://i.imgur.com/z20WDSu.jpg)
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Amazing work!!! Woah, downloading right now!!
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Initiating update, this looks really good Cameni.
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I'm waiting for the download to finish (still 20 minutes ...)
But, even before trying out the news, I want to thank you for having satisfied the expectations of many users who were waiting impatiently for this new release.
A new version was guaranteed for this summer and ... so it was! :D :D :D
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I mean it's great that Outerra's not dead and that work is continuing, but almost every update seems to focus on improving the look of the world. Are we ever going to get documented and supported functionality improvements, so we can actually do something in this world other than just stare at it?
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You should keep in mind that new pipeline thing though, I would assume the functionality improvements will begin to appear since then
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I'm currently on 17.0.3.8141
Gotta use this installer?
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I'm currently on 17.0.3.8141
Gotta use this installer?
Uninstall your current version and make a clean install.
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I've got it working.
Yay, my lakes are here! =D =D =D =D
The mini Gmap quickly becomes very unresponsive and unusable when it tries to load anything while moving or zooming though. :(
I wonder if the isometric angle is a part of this, or whatever's been added to Gmaps. Because I went to a location that I know for sure doesn't have an isometric angle or extra 3D effects (in the web browser anyways) and had less of an issue.
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Any idea what were looking at for "newer hardware"?
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Any idea what were looking at for "newer hardware"?
OpenGL 4.5+ support but with bindless textures extension - so Nvidia from 650+ GPUs and AMD since 5000 series.
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You are all doing gods work.
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I'm currently on 17.0.3.8141
Gotta use this installer?
Uninstall your current version and make a clean install.
ok, cool. thanks but what file to retreive from the old version for the user/password ?(don't remember what password i used :facepalm: )
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I have done a clean install of the new version, and am receiving the following fatal error message during "Initialising the World":-
Exception:open GL error:
shader compilation failed (:objshaders)
I have checked that my graphics card drivers are up to date.
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Awesome, downloading update. thanks
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Congratz to the devs! Your hard work payed off: Outerra looks better than ever. I particularly like the improved (and tweakable) water rendering. If we'd now have additional scene reflecting surfaces it would be terrific.
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Very very good! The global lakes and roads are something that has long been lacking in the Outerra. Thanks for the update!
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Since there's still the "Enable Rift" check box, I tried with my trusty ol rift. Gives a weird result, as if the (left/right) views are inverted or something.
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Is Outerra/Anteworld going to move to VulkanAPI sometime? seems like this would be ideal for it!
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Is Outerra/Anteworld going to move to VulkanAPI sometime? seems like this would be ideal for it!
Hi! Here is a thread about that:
https://forum.outerra.com/index.php?topic=3524.msg40362#msg40362
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Thanks to this update, I can build cities much easier, and lakes are no longer grey swathes of land
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This update is incredible so far and I thought it would be good to add a bit of feedback.
1. Are you going to add walking trails and small paths to the map, such as the trails that weave there way up mountains in the alps or the ones in Yosemite?
2. The snow texture is a bit too bright and overtakes the rock texture a bit too much.
Example: https://imgur.com/a/3nGAL8p
3. Some rivers are a bit too small making them look like streams where they should be a bit wider.
This update is incredible and alot of fun to mess around in. The future of Outerra is bright and I can't wait to see where it goes next
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This update exceeded my expectations. Lakes are very accurate, textures and lakes floors are great. Rivers now go to sea normally. Water is improved a lot.
Terrains and rocks are now more refined too. Its a lot of diference.
There are things not mentioned in the list from cameni improved too. But for example. Now i can play in 1080 terrain without almost no problems even in big mountains places like Switzerland. SO it seems now all are more optimized.
Its not related with frames, but with blurry things.
For example, in Switzerland before, playing at 1080, roads get blurry easily, and not get full resolution until you was really really close (and sometimes never).
Now ALL roads looks at full resolution even from far, and while are a lot of roads.
Also Rocks render at full most of the times even at 1080 terrain. Its a huge diference for me.
I hope Cameni can confirm this improved optimization. I remember when we was talking about to quit 1080 resolution becase creating lots of problems. Now i dont see those problems in most of the parts of the world.
The only problems i found is with houses. Not about framerate but about sttuttering. Some stops during the fly.
Great work. Historic global render engine
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This update is incredible so far and I thought it would be good to add a bit of feedback.
1. Are you going to add walking trails and small paths to the map, such as the trails that weave there way up mountains in the alps or the ones in Yosemite?
2. The snow texture is a bit too bright and overtakes the rock texture a bit too much.
Example: https://imgur.com/a/3nGAL8p
3. Some rivers are a bit too small making them look like streams where they should be a bit wider.
This update is incredible and alot of fun to mess around in. The future of Outerra is bright and I can't wait to see where it goes next
Yes you are right. This version seems like terrain is a bit more burned, and lost some of the contrast had before. This is (for me) the only cons in the update.
Apart from the lack of contrast, which make terrain a bit more monotonous, a problem is having rocks almost totally white. So as you showed in your picture, white rocks and snow mix and you dont know what is what.
A thing i do since long time is modify Snow file in textures (number 15 in terrain textures). I get photoshop dds plugin, open image (save old first with other name) and put image variations, and get the image darker like 3 times and blue like 2-3 times too.
Then you have a less white snow, more blue, more "dirty" for me more natural. And now you can distinguish between white rocks and snow. SO you can see in some mountains a lot of you see white was rocks, and a bit parts was snow.
Its clearly a part which can be improved.
This problem with white rocks i dont know how would can fix. Maybe with a limit in how much light rocks absorb from sun, so neever get at a point to burn and get white. Also maybe changing a bit rock texture to something a bit more brown or darker. But i assume is coveral related with the terrain color.
Normally in top mountains the 500 meters textures get white coz was snow mountains from satelite photos. So rocks take the color of the texture in those points ending in white rocks, and finishing in burn rocks with all the sun absortion. So i dont know how this would be fix, maybe retouch those white points in main 500 meters textures mountains, and make a fix getting darker and adding some variations.
I think can be tricked somwhow. And the next step after all the great aditions in this update would be improve this 500 meters texture and get some more detailed.
Then engine would be something so perfect..
PD: If you make this trick with snow, you will discover 90% of what you see white, was pure rocks.
Snow in this version by default is configured very high altitude.
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For example:
https://imgur.com/a/9rhqsTG
https://imgur.com/a/Z0W1kPh
There you can see white is really rocks. its a pity they are burned, because now rocks looks better than ever. But being white loose all their detail. (Same with snow).
For example when you see Everest place, you can see white variations, then see ways and "roads" of ice etc. But when all is burned in white we loose all this detail.
Some more examples rocks burned, this in Himalayas: (i signal Snow so all the rest is rocks. and you can see snow diferent coz of my trick retouch texture in photoshop making snow much more dark and blue):
https://imgur.com/a/j07xIWn
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This is indeed a problem with snow detection and removal algorithm and the insufficient quality of input imagery. I think in this version I disabled the snow suppression code which moved the rock color to grey in areas where it was covered by snow in the imagery, but not actually because of the snow covered mountains but because the same code also causes washed out colors in other barren areas like deserts. I guess there must be a better compromise, I'll have to make the filter narrower and invest some more time into tuning it in various places.
We are also acquiring better imagery data - not just in terms of resolution, but also with regards to the quality and additional infrared bands usable to determine vegetation. However, it's a huge task, there are many other problems coming with it that need to be addressed now.
There are also lithology data that we want to use to change rock patterns and textures, once we find a good way to do that procedurally.
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1. Are you going to add walking trails and small paths to the map, such as the trails that weave there way up mountains in the alps or the ones in Yosemite?
If they are defined in OSM they can be also added here. I think the main reason why we restricted the import was that there are also walk paths on parking lots and such things, and sometimes they are marked wrongly or it's hard to differentiate which ones to use.
3. Some rivers are a bit too small making them look like streams where they should be a bit wider.
That's also one of the problems - how to deduce the width if it's not defined in OSM data, and it's too small to appear in satellite water mask. But it can also be a rendering problem, if you click on the river in road/river editor and the width is significantly smaller than what the way points show.
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Hi Brano!
Honestly I am very disappointed with this update. You still stick to the OSM junk that causes such an error:
Already at that time MFSX tried to implement this OSM junk in and that failed because this junk is immature.
OK, sponge over it. :facepalm:
I would have seen more in the direction of JSBSim and user friendly FM programming interface as well:
http://jsbsim.sourceforge.net/aeromatic2.html
(https://www.avsim.su/w/images/4/4c/Jbsfg_jc2.jpg)
(https://www.avsim.su/w/images/6/6b/Jbsfg_jc1.jpg)
(https://www.avsim.su/w/images/thumb/4/43/Jbsfg_jc3.jpg/718px-Jbsfg_jc3.jpg)
(https://www.avsim.su/w/images/thumb/c/ca/Jbsfg_jc4.jpg/546px-Jbsfg_jc4.jpg)
(https://www.avsim.su/w/images/7/71/Jbsfg_jc5.jpg)
(https://www.avsim.su/w/images/8/89/Jbsfg_jc6.jpg)
where you can enter all the Airdynamic data not only easier, but also more understandable, and where you can also in real time the benefits
observe and correct if necessary. Instead, you still have to load 2-3 extra softs to get into the annals of JSBSim
get on board to find out what this or that means. Personally, I find that really bad and confusing. Besides, it would be for all users
have been much more useful than seeing these fully broken roads from OSM Scrap. Even hand-made roads look and feel much better
still passable. It would also be more useful if you can save the made map parts to exchange it with the other users. This
Personally, I find it much more useful than fumbling around with the OSM junk and hoping it will work out somehow. It works out
not because the OSM data is scrap!
As for the rivers (especially Rhine, since I live there) I was positively surprised. Have the short piece (v. Mannheim to Koblenz) looked up
and found it better than it was in the previous patch. Therefore, thank you very much!
That's my 5cent to this update.
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I am still unable to get the new version to run.
I have re-installed the old version (8141) and that loads and runs perfectly.
With the new version (9830) I get the following error message:-
Exception:open GL error:
shader compilation failed (:objshaders)
I am running Windows 7 Home Premium with SP1
NVIDA GeForce GTS450 with the latest Drivers.
Can anyone suggest what may be causing this fatal error?
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Can you send your eng.log to support@outerra.com?
Also, did you do a clean install when installing the drivers? I even got it running on a 9800 GT so it's surprising the drivers for your GPU can't handle it ...
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Honestly I am very disappointed with this update. You still stick to the OSM junk that causes such an error:
Already at that time MFSX tried to implement this OSM junk in and that failed because this junk is immature.
No idea what are you referring to. That we haven't yet fully implemented support for bridges, overpasses, or that there are occasional errors in road connections or that the lanes do not match? Some are errors in OSM but the larger part is our missing support for many features.
Anyway, you can turn off the roads in settings, world -> datasets if they bother you so much.
JSBSim and user friendly FM programming interface
Well, that's not going to happen. Why would we lose time on that if there already exists a tool that allows you to configure FDMs for JSBSim? We are making a world renderer/simulator and not a JSBSim flight sim, and JSBSim is just one simulation core used there as an example. Even aircraft developers we talked to often want to use their own simulation engine with their models ...
If someone wants to develop an in-game UI for a FDM configurator - no problem, but I'm 99% certain it won't be us doing it, that would really be wasting our resources on something we don't have much experience with anyway.
Besides, it would be for all users have been much more useful than seeing these fully broken roads from OSM Scrap. Even hand-made roads look and feel much better still passable. It would also be more useful if you can save the made map parts to exchange it with the other users. This Personally, I find it much more useful than fumbling around with the OSM junk and hoping it will work out somehow. It works out not because the OSM data is scrap!
As for the rivers (especially Rhine, since I live there) I was positively surprised. Have the short piece (v. Mannheim to Koblenz) looked up and found it better than it was in the previous patch. Therefore, thank you very much!
Beware, you might be thanking OSM here! :)
Even if OSM data is often problematic, I don't see many usable options. Commercial navigation data costs are too high, manual coverage is insufficient. What MFSX tried and failed is fairly irrelevant.
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Can you send your eng.log (http://goo.gl/DaK1M8) to support@outerra.com?
Also, did you do a clean install when installing the drivers? I even got it running on a 9800 GT so it's surprising the drivers for your GPU can't handle it ...
eng.log file sent to you by e-mail.
NVIDA installer removes the previous drivers prior to the new installation.
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Thanks. It seems that the drivers use a different internal path with 450 GTS card and cannot compile one of our shaders.
Nvidia drivers have an option for clean install there, normally they do not remove all settings unless you chose that one. Anyway, this looks like a driver problem for which we might find a workaround, but we need to get our hands on one such GPU first, or maybe there's a way to emulate it - will check.
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Beware, you might be thanking OSM here! :)
Even if OSM data is often problematic, I don't see many usable options. Commercial navigation data costs are too high, manual coverage is insufficient. What MFSX tried and failed is fairly irrelevant.
Maybe it'll come around when we get bridges or sooner, but even without bridges being needed, the on/off-ramp road connections to highways can be pretty weird around here. =D The ramps spiking way upward at the edge of the highway/merge while the highway stays below and such (even without bridges being need for the ramp).
But also, the reason I hope for bridges is that around here we have a High Occupancy Vehicle (HOV) lane that is almost entirely a long windy bridge for some ridiculous reason. That'll be a tricky one. But along the lines of crazy ramps connecting highways anyways. I don't know how you'll ever pull those off automatically.
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I've seen HOV lanes when I was in US (two times in different parts), but I have no idea what you mean by "long windy bridges" ???
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Amazing job on this new release!
I'm having an issue though: I did a fresh install and made a quick test with my Oculus DK2 but it seems like the left and right eye cameras are switched. It shows for close objects (plane cockpit for instance).
Thanks for your work!
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Yes, for some reason the eyes switched or the projection got inverted, even though the Oculus code shouldn't have changed at all in this version. Investigating ...
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wow, great to see that the new version has arrived! Thanks to everyone involved!
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I've seen HOV lanes when I was in US (two times in different parts), but I have no idea what you mean by "long windy bridges" ???
Like, it separates individually from the rest of the highway up into its own bridge where, along the way, it also weaves over and under other highway crossings and ramps. It's odd. And I'd say probably a big waste of money. lol Originally they were supposed to be for vehicles with at least 4 people in them only, but nobody used it. It was quickly lowered to 2... and still nobody uses it. Because, you know, most people are still driving to work alone. ::)
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I noticed after installing the new version, communities that I had built in the previous version are gone. Is there any way to get that stuff back?
In case it matters, I installed the data on a larger hard drive, then copied most of my customizations to the new location. But I don't know where the data for my communities was located. Maybe its been replaced by the new roads?
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You had them in cache/earth2/... and copied the content to cache/earth7/... in new version?
You can also have both planets active.
Cache has priority over world vector data.
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Great job on the update!
I loved seeing all the roads and WiP building footprints!
One bug I was seeing is that on my monitor setup (4k center + 2 1080P left and right) the program shows up on the center and right screen but not on the left. It would be nice if there was an option to pick which monitor(s) to use if multi-monitors are supported.
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You had them in cache/earth2/... and copied the content to cache/earth7/... in new version?
You can also have both planets active.
Cache has priority over world vector data.
I copied some other stuff, but not cache. Thanks! I'll do that now....
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Laaaaaaaakes!! Yippee.
Too bad there are still trees on steep mountain slopes...
But this is an awesome update nonetheless!
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OK, I copied the cache folder to my new installation drive, and now I have my communities back! But there are some differences... most notably trees that float in mid-air, and one growing in the middle of my bridge. Is there a way to delete trees on an individual basis?
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Only by placing small road segments that have materials set to original.
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I am noticing a widespread lack of correspondence between the emission intensity of environmental sounds (wind, birds, sea waves) and the height on the ground.
While the sound of rain remains perfect in every part of the planet and is increasingly intense near the ground.
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Could we expect the buildings layer to appear in the free versions later on? There's already loads of awesome features and vehicles that are limited to the non-free version and it would be nice if the building layer at least slips into the free version. I'm a student and don't even have a credit card, so I can't buy anything over the internet for now, so that would be great, I still plan on buying the full version due to 3d models and more vehicles, but I'll have to wait some time for that.
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I've just installed this new version, I'm blown away by how much of an improvement it is. Speechless...
A couple of questions regarding bridges, coming in this pipeline or the new one?
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Could we expect the buildings layer to appear in the free versions later on?
Yes, world updates show up in demo version later.
A couple of questions regarding bridges, coming in this pipeline or the new one?
In the new one. Old one doesn't have procedural vector renderer needed for them.
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In the new one. Old one doesn't have procedural vector renderer needed for them.
Sounds good. I'm really looking forward to seeing the new platform in the flesh.
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17.1.0.9848 (27 Aug 2018)
- fixed "swapped eyes" in Oculus
- fixed Nvidia 5xx series shader compilation error
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3d is back! Great. Thanks for fast fix.
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Mini Gmap fixes?
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Hi
First of all, thanks for this long awaited update. It's awesome.
I just have one question. Are you planning to introduce rural areas and farmlands in Outerra?
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Where can I download 17.1.0.9848?
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Where can I download 17.1.0.9848?
It's an in-game update for now.
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are buildings in cities implemented yet? In WORLD > DATASETS I checked "BUILDINGS", then restarted Outerra. Upon restart, I set my destination to several large cities (New York, Paris and San Francisco)
In each case the city's road system was in place, but no buildings. Am I doing something wrong, or is that part not released yet?
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Like the changelog says:
- (experimental) global buildings coverage, currently limited to small villages, full coverage will be coming with new pipeline after some more performance optimizations and tuning.
(disabled by default; activate it in menu/world/datasets, full version only)
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Are you planning to introduce rural areas and farmlands in Outerra?
Yes, one of things being worked on with the help of new imagery data.
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I am still unable to get the new version to run.
I have re-installed the old version (8141) and that loads and runs perfectly.
With the new version (9830) I get the following error message:-
Exception:open GL error:
shader compilation failed (:objshaders)
I am running Windows 7 Home Premium with SP1
NVIDA GeForce GTS450 with the latest Drivers.
Can anyone suggest what may be causing this fatal error?
Everything now working, thanks to the new update.
What a wonderful environment Anteworld now presents, Lakes, proper rivers and roads.
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Are you planning to introduce rural areas and farmlands in Outerra?
Yes, one of things being worked on with the help of new imagery data.
Great! Can't wait to see it. Meanwhile let's enjoy the amazing stuff that's already in Outerra.
Thanks
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How can I switch UFO and Flight mode? The / or Home buttons don't seem to work for me anymore.
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Still bound to the Home key by default, unless you remapped ot/ufo/auto_roll
Home switches between normal, gravity and flight modes.
Ctrl+Home switches normal/manual roll.
Shift+Home should enable panning mode.
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Still bound to the Home key by default, unless you remapped ot/ufo/auto_roll
Home switches between normal, gravity and flight modes.
Ctrl+Home switches normal/manual roll.
Shift+Home should enable panning mode.
Ah I had apparently remapped it to the middle mouse button, I forgot it was called autoroll. There is a problem with it though - if I press shift+middle mouse button it will go into panning mode, but then I can't switch back or to any other modes, so I had to rebind the key back to default to be able to change mode again.
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Hello Guys
i install this last version , i just want an answer ! why today the installer is Programme files (X86) that is 32 bit .........did you convert Outerra in 64 bit for futur ??
thank for your work ..
Patoou
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Hi . I love Outerra but i have 1 question: has anyone encountered fps problems? I have installed right now the new version 17.1.0.9848 and now I have about 15 or 16 Fps on average. With the old version 60/ 80 fps on average. ( AMD 655 Phenom 3.400 and Nvidia 770 - Win 7 64 bit -) Thanks.
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why today the installer is Programme files (X86) that is 32 bit .........did you convert Outerra in 64 bit for futur ??
There's also a 64-bit build in x64 folder, but this version still doesn't have UI.
We are working on replacing the built-in browser with a version capable of running in x64, that's the only problematic component as the rest of the system runs in 64 bit mode fine.
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Hi . I love Outerra but i have 1 question: has anyone encountered fps problems? I have installed right now the new version 17.1.0.9848 and now I have about 15 or 16 Fps on average. With the old version 60/ 80 fps on average. ( AMD 655 Phenom 3.400 and Nvidia 770 - Win 7 64 bit -) Thanks.
Have you tried updating drivers? If the problem persists, we would have to get some diagnostic logs.
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Incomparably more realistic than the previous version! Thanks a lot for keeping your promises. I like a lot the lakes and the new buildings in the scenery. Also thunders are a lot of fun. Just i miss the sand beaches.
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I have a suggestion for something I'd like to see implemented - Environment profiles/presets. It would be great to have some sort of save/load system or preferably something like a series of numbered preset tabs that encompass all of the Environment tabs so that you could quickly switch between different settings profiles and totally different looks just by clicking on a numbered tab or something. I also feel that the Time of Day tab would be better suited to be grouped with the Environment settings and would also work well with such an environment preset system.
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This is indeed a problem with snow detection and removal algorithm and the insufficient quality of input imagery. I think in this version I disabled the snow suppression code which moved the rock color to grey in areas where it was covered by snow in the imagery, but not actually because of the snow covered mountains but because the same code also causes washed out colors in other barren areas like deserts. I guess there must be a better compromise, I'll have to make the filter narrower and invest some more time into tuning it in various places.
We are also acquiring better imagery data - not just in terms of resolution, but also with regards to the quality and additional infrared bands usable to determine vegetation. However, it's a huge task, there are many other problems coming with it that need to be addressed now.
There are also lithology data that we want to use to change rock patterns and textures, once we find a good way to do that procedurally.
I just read your twitter. And Now the problem with white rocks which i exposed with images in the page 2 of this topic is totally explained.
It was not normal at all and also the first time in all the Outerra Years the rocks was so white. xD
Happy that it was just a forgetfulness problem :).
Is it very dificult to reassemble All again and we can expect to release fixed soon? For be honest i enjoy Outerra a lot with new lakes and things (and improved speed render roads and rocks). But those white rocks are a inmediately turning off for me :(
By the way. I know the problem you have with snow filter. Which can affect to other ares that are not Snow. And for my taste, the maximum this filter, the better for the rocky snow (they will be darker, because sometimes even with the filter some look still too white).
So, i send some idea. Maybe would be posible to filter the images with some altitude atributes?
For example, filter is not affecting from 0 meters to 500 or 1000 meters (just if we dont count the poles of course). But then is affecting when you are over 500 or 1000 meters altitude.
Just i dont know how would be posible to filter by altitude. Maybe with some masc taked from Data of altitude of the world or so.
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Latest release - very nice! Thanks Cameni.
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Update 17.1.0.9891 (12 Sep 2018)
- restored snow detection, fixed rock color
- fixed grass in water
- fixed water being rendered on non-water tiles, fixed perf issue with narrow FOV
- fixed square craters
- removed non-functioning import buttons, import can now handle FBX/DAE/OBJ
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Gmap fixes for not loading zoom levels other than default zoom?
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Nice to have the sand back!!!!!
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Nice colors fixed. Tks
Cameni i realized terrain at 1080 lost some detail but improved speed a lot (for my taste, maybe im wrong?).
Sure this quit a lot of render problems for the main people, terrain not blur anymore even in the most dificult places like Everest.
But. Would be posible to add back this detail needing to change some special option in menu?
Enjoy total terrain resolution at places where can be handled is totally amazing.
Also terrain in far is more detailed.
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The problem is, I'm unaware of a change that would have caused a loss of resolution ::)
There were fixes in terrain cache allocation for higher quality modes, so now 1080p gets way more tiles to work with and it won't blur (→ saturate the terrain cache) that easily, assuming people running these modes have enough VRAM for it. But I don't think there was any modification in how the terrain quality is handled ...
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The problem is, I'm unaware of a change that would have caused a loss of resolution ::)
There were fixes in terrain cache allocation for higher quality modes, so now 1080p gets way more tiles to work with and it won't blur (→ saturate the terrain cache) that easily, assuming people running these modes have enough VRAM for it. But I don't think there was any modification in how the terrain quality is handled ...
Wow. then you are confirming me that the 1080 quality in the older Version is the same than 1080 in this new?
I cant check with the older version, plus in this one i cant apply the external mods i was applying with Reshade Mediator (sweet Fx). Including a refinement with Luma Sharpen.
Then posibly what i see diferent is that, coz filters make big diferences.
(i dont know why now i cant use Reshade Mediator to Run Outerra, dont know if new version or dont know if now im using Windows 10, if somebody using previous windows can test with this new outerra version).
If you made this new pipeline with same quality resolution, the improve in performance you did is HUGE.
I was flying at Himalayas at 1080 and no problem at all.
We talked some months ago about this performance problem and i assumed you changed the amount of quality to avoid this problem. But then im Wrong. What you did is improve the performance.
I need to try to solve the Reshade Mediator Sweet fx adition because i love some filters for outerra. Coveral Luma Sharpen and some colors fix. and Gaussian blur/bloom).
Its like those were created to use with outerra.
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Anybody also have problem with Alt F8 for change Reflections map? For me its not working
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Nice, the variable sea level was one of the biggest challenges left to tackle, and the global OSM road coverage makes exploring a much more rewarding activity. Even more so in familiar places.
I do have issues with performance, but I'm using some old hardware (650 Ti Boost—hardly modern), so that's to be expected. I'm also still unable to get helicopters to respond to nearly any inputs, and the terrain snapping for OSM roads seems to be doing some gnarly things to switchbacks. But, all in due time.
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Fired it up this morning and noticed a sizeable amount of world updates come through. Out of curiosity, what were they specifically?
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Gmap fixes for not loading zoom levels other than default zoom?
You can try to replace www/map.html file with this one (post attachment).
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Gmap fixes for not loading zoom levels other than default zoom?
You can try to replace www/map.html file with this one (post attachment).
yes this works good again when zoom in. tks Cameni.
Any other is having alt+F8 problem? For me is not working
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Gmap fixes for not loading zoom levels other than default zoom?
You can try to replace www/map.html file with this one (post attachment).
It seems to be working quite well now.
Did you disable or cut down on automatic zooming? Because that's nice since it was rather irritating when it triggered while driving before.
It will be really cool to hopefully get driving directions working through that eventually, if possible.
Post-update I attempted to get a controller, or controller bindings, working in it for the first time for me and a land vehicle. However, when attempting binding, for some reason my Accelerate controller bind would always also trigger Brake, even though they were very clearly different buttons bound. Also, I couldn't get Right steering working on the joystick very well or at all, but Left would work to a degree. I gave up eventually. I tried [blank], +, ++, etc. No fix.
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Did you disable or cut down on automatic zooming? Because that's nice since it was rather irritating when it triggered while driving before.
It will be really cool to hopefully get driving directions working through that eventually, if possible.
Did nothing with autozoom, but it depends on location and altitude, sometimes works better.
Post-update I attempted to get a controller, or controller bindings, working in it for the first time for me and a land vehicle. However, when attempting binding, for some reason my Accelerate controller bind would always also trigger Brake, even though they were very clearly different buttons bound. Also, I couldn't get Right steering working on the joystick very well or at all, but Left would work to a degree. I gave up eventually. I tried [blank], +, ++, etc. No fix.
What joystick model is that? Did you try to calibrate it?
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Not joystick, PS4 controller joysticks (DS4). Yes I did. I've got no issue with other things.
I might have been using DS4Windows (a newer version, not the branch on the main website which was discontinued). which I think makes it Xinput? Again, the default setup works fine with other programs.
If I wasn't actually using DS4Windows (I forget right now), then just through W10 and the default drivers it gives the DS4.
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Wow! Been a while since I looked into Anteworld, this is some serious development! Nice Cameni!!!
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Hi There,
I have some problems with water (lakes and Rivers)
Intel 4570 with grafic HD4600. Newest Grafic Driver. Is it still a problem with buggy Intel stuff?
Cheers /Hendrik/
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It's a wonder you got that far with Intel graphics ... while we periodically made it to work by finding various workarounds, it tends to break again after a while. The tediousness and poor performance make it a low priority for now ...
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Hello, is anyone having trouble converting recordings made from outerra to video? mine gets the screen frozen. Has solution for the same. Hugs
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Outerra has been crashing of late, several crash reports have been submitted. The crashes tend to happen when over a new area and during the locale data coming down the pipe. I've also had it crash after toggling buildings on.
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Most of the crashes I saw were because of memory (or rather running out of the 32-bit address space). Are you using Google or OSM maps navigation window?
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Most of the crashes I saw were because of memory (or rather running out of the 32-bit address space). Are you using Google or OSM maps navigation window?
Google, I didn't realise that it was possible to use another method like OSM.
I was about to stuff 32GB RAM into this laptop, not sure that Outerra would make use of it if it only has a 32-bit address space.
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Yeah the maps tend to allocate too much over time and crash the whole thing after it gets to around 3.5GB. We are getting closer to having a working x64 embedded browser, which is the only obstacle towards x64 build - only then it will be able to use more memory.
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It's now crashing every time I start Outerra, it finishes initialising the world and bang. Thankfully it generates a crash report.
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Hey Cameni do you people plan to switch to 64 bit
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Nice to see you guys are still working on this engine. I remember trying this engine a few years ago. I am surprised you guys have not tried crowd funding yet. I am sure lots of people would find this interesting and the possibilities in games this could be used for.
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It's now crashing every time I start Outerra, it finishes initialising the world and bang. Thankfully it generates a crash report.
Out of memory when processing terrain collision info. Did you add any packages or scenery?
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Nice to see you guys are still working on this engine. I remember trying this engine a few years ago. I am surprised you guys have not tried crowd funding yet. I am sure lots of people would find this interesting and the possibilities in games this could be used for.
What is there, I saw the preview of Outerra in a game magazine back in 2008. 11 years ago! It's incredible how time goes by. It was a small note, but I remember the game. I thought it was too ambitious and the game is unlikely to live to see the release.
What my surprise was when after a few years (I think, in 2013) I decided to enter the name of the game in a Google. I was surprised that the game did not close and is still being developed. The persistence of these guys is simply amazing, I wish them every success. :)
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I fully agree ! Even though sometimes the apparently slow pace of progress can make me nervous and impatient finally I recognize that their "longterm" way of thinking is a gods gift - and seemingly indicates that hey have a quite clear vision. Indeed the game keeps on living and improving constantly giving us users the time to build mods, sceneries and exploring this wonderful world. Kudos !
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It's now crashing every time I start Outerra, it finishes initialising the world and bang. Thankfully it generates a crash report.
Out of memory when processing terrain collision info. Did you add any packages or scenery?
Nothing added at all.
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Oh, for those who noticed blocky UI scaling in Outerra (with latest versions of Windows 10). Though I don't know what caused it, I fixed it (I guess) by going to the Properties of the outerra.exe > Compatibility tab > Change high DPI settings > Override high DPI scaling behavior with Scaling performed by Application. (At least I think that's what their poor phrasing means. Thanks, MS.)
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17.1.0.10445 (12 Mar 2019)
- Moon (as a standalone planet for now)
- optional fake Earth visible from the Moon mod download (http://outerraworld.com/appdata/Anteworld/test_earth.otx)
- switched to Bing maps for the location browser because of Google maps price hike
- workarounds for old Nvidia GPUs
(https://i.imgur.com/pW2GGAl.jpg)
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All objects added to a scenario have been lost, adding the saved cache copy does not save the problem ...
There is no solution for this, right?
Thank you
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All objects added to a scenario have been lost, adding the saved cache copy does not save the problem ...
There is no solution for this, right?
Thank you
Hi, Awac! Please go to the spanish subforum...
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..so nice. Fly my to the moon. Thank you. 8)
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Joy, my install actually fires up now with the update, however it still crashes a few minutes later (report submitted a minute ago).
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It's an out-of-memory error. Maybe lowering some settings in eng.cfg and world.cfg?
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How are you, Cameni, I can't find the torrent of the earth7, do you have the torrent?
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I can't find the torrent of the earth7, do you have the torrent?
No, we didn't create a torrent yet, mainly because the data are still changing ...
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It's an out-of-memory error. Maybe lowering some settings in eng.cfg and world.cfg?
Lowering the settings didn't work, I just turfed the dataset for earth7 and it's come good.
I've asked before (I think), but how far away is the 64-bit version?
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Hi,
I did a clean install of Outerra and the Moon "planet" didn't appear in the login screen. I have manually edited the world.cfg file and set planet = "Moon". Now it appears in the screen, but when it's trying to download the planetary data for the Moon, I am getting HTTP 403 errors (for example https://anteworld-eu.ams3.digitaloceanspaces.com/planetdata/Moon/_lnd/xn/base.desc). If I access this URL in the browser I am also getting a forbidden error:
<Error>
<Code>AccessDenied</Code>
<BucketName>anteworld-eu</BucketName>
<RequestId>tx00000000000003a268be8-005c8a6253-ebadcd-ams3a</RequestId>
<HostId>ebadcd-ams3a-ams3</HostId>
</Error>
Halp?
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I also don't see an option to select the moon.
@Turcik the planet data should use lowercase "moon" instead of "Moon".
However, while setting the planet to "moon" seems to load the planet data, it still uses earth weather and environment (blue sky), so I don't think this is the full fix.
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Ups my fault. I made some fixes and a new patch but forgot to include the starting data in it. Fixing it.
You can help it by creating moon folder in data/data and putting this planet.cfg (http://outerraworld.com/appdata/Anteworld/planet.cfg) in it.
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Oh my, it works! Thanks guys.
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new outerra version crashes. "moon" is in startup screen but after update crash appears allways whatever I launch earth7 or moon or whatever
here is my "eng log" file
https://www.dropbox.com/s/ierllg6faolnm61/eng.log?dl=0
It tells that cause is that some foreign module injects into outerra specifically
C:\Program Files (x86)\Outerra\Anteworld\crashrpt.dll (Unknown Company, CrashRpt), version 1.4.0.3
That is new...is this part of the new update ? what can I do to make outerra work again ?
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It looks as if the character controller didn't update properly for you. Try deleting plugins/charctrl/charctrl_plugin.dll for now.
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OK I deleted plugins/charctrl/charctrl_plugin.dll but still it crashed and told that tir-trackir-plugin also caused problems. So I deleted that as well for the moment. Now I can enter outerra, land on the moon (great ! :) :) ) and explore earth7. Unfortuntaly the new earth dataset seems to have trees now everywhere !!??!! It was much more correct before this latest update. :( :( Seems there is not any treemap active at all ?? Concerning earth2 I can enter it but when I try to go to aWac9's bodo scenery outerra now crashes before scenery is able to build up :(.
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OK i saw that forestmap was actually disabled after installing the new update. I couldn't enable it in earth7 (outerra crashed when trying to do so). So I went to the "moon" and enabled it there. Now going back to earth7 I have the forest map enabled and everything is fine for earth7.
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Interesting ... that's the second time somebody had forest data turned off unknowingly. Maybe not a user error then ...
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Mine was too. But it was pretty accidental that I found out that it was. lol
I hope defaults for all settings/pages/tabs are working. Best yet would be a Default button or indicator for every single option. (and make sure the default gets updated correctly with outerra changes).
It's just good to know where we should be starting from.
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Just a question: what kind of improvement should we notice from the "New compilation of satellite data (earth7)." ? I have the impression some roads in mountain areas are slightly more "driveable".
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earth2 was made from 30m source data but effectively had ~76m resolution.
earth7 was made from better data (in places) and fixed original sources, and compiled into ~38m dataset. For example, you can check how Manhattan looked in earth2 with skuscrappers baked into terrain, or various spikes in South America. And obviously lake support etc.
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Is that to say that version 17.1.0.9830 still used the 76 m resolution ?
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What? No, earth7 came with current 17.1.0 branch that brought support for lakes that earth7 has. Earth2 existed before, but you can still open it.
Not sure where the confusion comes from - the text before the point list with releases applies to the whole 17.1.0 branch.
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Ok. Sorry. My mistake. The sentence "New compilation of satellite data" at the beginning of the new release's presentation seemed to suggest that satellite data has been further updated. Effectively however the upgraded features are clearly listed after the "17.1.0.10445 (12 Mar 2019)" line in the "point list". OK earth7 data applies to the whole 17.1.0 branch. In fact I remembered that previous version also used earth7 data and so I could not understand what "New compilation of satellite data" means here as we are still with earth7 data. This is why I asked. Now everything is clear thanks !
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I didn't realise the forest data could be turned on and off...
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I haven't started Outerra in a while. Today when I started the program it downloaded new files and the current version appears to be 17.1.0.10447.
Since installing this version, every time I spawn one of the boats, it sinks. Is this something that has already been reported?
Any suggestions?
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same for me.
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Yeah, Moon broke it.
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Possible to patch it?
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Since today outerra crashes immediately after the startscreen. Windows gives error message "Nvidia driver has stopped working .......". Here is windows crashreport. Unable to use outerra anymore :( :(. I did a clean uninstall of nvidia drivers (419.35-desktop-win8-win7-64bit-international-whql-rp.exe) using display driver uninstaller then reinstalled a previous version (416.34-desktop-win8-win7-64bit-international-whql.exe)..both gave me no problems before. Now even after reinstalling drivers I still have outerra crashing on startup. I use win7 64 bit since many years and outerra worked flawlessly before today. The whole problem started today after I had edited a javascript file of one of my models. Since I can't believe it depends on this i cannot imagine what suddenly happened. Othe rprograms such as DCS or FSX still work fine also blender rendering works fine. Seems just a problem of outerra. By the way is there a way to install the previous outerra version ? I'd like to reinstall 17.1.0.9891 but I can't find a download link for it.
Firma problema:
Nome evento problema: APPCRASH
Nome applicazione: outerra.exe
Versione applicazione: 17.1.0.10447
Timestamp applicazione: 5c88bb6a
Nome modulo con errori: nvoglv32.DLL
Versione modulo con errori: 25.21.14.1634
Timestamp modulo con errori: 5bbe7b79
Codice eccezione: 40000015
Offset eccezione: 00c1d9a9
Versione SO: 6.1.7601.2.1.0.256.48
ID impostazioni locali: 1040
Informazioni aggiuntive 1: 0b2b
Ulteriori informazioni 2: 0b2b848b7f3a29257ba410c118fd432f
Ulteriori informazioni 3: c10f
Ulteriori informazioni 4: c10fe9b6304af31781cfc7119622a078
Leggere l'informativa sulla privacy online:
http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0410
Se l'informativa sulla privacy online non è disponibile, leggere quella offline:
C:\Windows\system32\it-IT\erofflps.txt
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Download the last full install, let it update to 9891 and then quit, and run it with -noupdate command line argument (can be also set in properties of a program shortcut).
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Alternatively, if you rename the outerra.exe to say outerra-9891.exe, it will also not try to update.
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OK thanks. Done. Up and running again :)
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any news on the problem of watercraft sinking immediately upon being spawned? It even happens in earth2
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We have an internal fix, but we are still trying to address other issues before releasing a patch.
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Awesome update, controller now works really well. One thing, I am able to bind my controller joystick to look in UFO mode by binding look_vert and look_horiz exactly how I'd want to in a plane, but there is no binding for it in the plane options. It would be perfect if you could add this please. :D
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Another small issue with control pads, if you use the triggers for brake and accelerate for example and you release them quickly some amount of input remains. If you release a trigger slowly it will go properly back to 0. In a car this can mean if you release the brake sometimes the car won't go very well because the brake is slightly stuck on.
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Why am I unable to login to the game? Says "Login failed".
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Server logs say "bad password".
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Server logs say "bad password".
Did a password reset from within Outerra, and now it works :)
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Any new outerra version release forseen for this summer ?
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Hoping to get the x64 version out for testing, but we still do not have the new datasets cut down to an usable size.
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Hy,
Stupid question: i lost the Swiss scenery...( but also maybe because i 've done a full windows reinstall on a new ssd and i suppose the scenery was located on the old C: drive... )
Could i download it somewhere? ..and other sceneries maybe?
thank you
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When will earth 7 dataset be released
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Hoping to get the x64 version out for testing, but we still do not have the new datasets cut down to an usable size.
How is the compression of the dataset going?
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We have an internal fix, but we are still trying to address other issues before releasing a patch.
How's the timing for the release of the patch ? Missing boats :'(
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We should not have waited for the x64 version, more issues showed up there. I will make a patch for this version.
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Wow ! Thanks a lot..in the name of all the comunity as well I guess :)
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Hi @cameni
Any ETA of patch
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I'm gonna say 64 years, give or take.
Just throwin it out there.
bet
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Before I met outerra, I was in a hurry for everything, and I was tense when I was driving ... everything in my life went by very quickly .... after meeting outerra. ,, with time everything has changed ,, life passes slowly, everything is different, the seasons are not as they were, it is like living in Matrix, it is another rhythm ,,,.
I think my biological clock has slowed down, and all my movements are slower, and I also believe that all of us (those who live in outerra) with or without consciousness, have synchronized a new sense of time.
so do not stress me with your requests for patches, it will be whenever, that is soon.
;) :)
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Thats funny awac9 :)) it happens with other projects as well...you learn to be patient
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Since cameni is the world creator (aka god), he's immortal and has unlimited time to fulfill his tasks, while his followers come and go... :)
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I wonder what's going to happen to me if I lose all believers ???
Testing the patch, but it seems to be leaking memory and getting OOM crashes frequently.
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No one actually leaves Outerra, we just hibernate until the next update.
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No one actually leaves Outerra, we just hibernate until the next update.
Hahahahha :)) :)) :)) :))
That was good one
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thanks for the patch
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What's the changes in 17.1.0.11105?
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Just fixed boats and some physics optimizations with many vehicles in the scene.
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I did a clean install onto a new machine, the updates all rolled through and the latest version has crashed several times (reports have gone out) and it has an issue with the loading/updating text dialog in the bottom left of the screen. Random characters appear as a prefix, and they don't clear. I'm not sure if that has come up in the logs.
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The crashes I've seen were both from during the program exit, but I could not see any reason. Can you change loglevel = "debug" in eng.cfg?
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The crashes I've seen were both from during the program exit, but I could not see any reason. Can you change loglevel = "debug" in eng.cfg?
I'll change it and give it another go when I get back home later tonight.
Random question, is the development time split with TitanIM or is another team responsible for it?
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TitanIM has their own development team, we are only providing support (bug fixing) and otherwise developing the world independently.
There's an additional bunch of work we have to do on top of the world import tasks, for example while the 10m imagery is OK to distribute in TitanIM's closed environment at the size it currently has, we have to optimize it further for internet delivery. Similarly the conditions for multiplayer code are much more relaxed when you are in a closed controlled environment than out in the open.
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TitanIM has their own development team, we are only providing support (bug fixing) and otherwise developing the world independently.
There's an additional bunch of work we have to do on top of the world import tasks, for example while the 10m imagery is OK to distribute in TitanIM's closed environment at the size it currently has, we have to optimize it further for internet delivery. Similarly the conditions for multiplayer code are much more relaxed when you are in a closed controlled environment than out in the open.
"multiplayer" So one day i'll be able to explore the world of Outerra with friends one day? Interesting.
Another thing, I've seen videos of Titan Vanguard with AI cars driving around on the streets, AI people walking around, etc.
Is all of that going to be added to Anteworld? It'd be nice to see.
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The crashes I've seen were both from during the program exit, but I could not see any reason. Can you change loglevel = "debug" in eng.cfg?
I've set it to debug. Does it automatically send this log or do I have to send it separately?
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It's sent with a crash, but I see no new crash from you.
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I'll put it through its paces tonight and see if it plays up.
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I've seen videos of Titan Vanguard with AI cars driving around on the streets, AI people walking around, etc.
Is all of that going to be added to Anteworld? It'd be nice to see.
Normally only stuff we develop for them can be used also by OT, but not Titan developed demos that depends on their entire codebase, that would not be possible.
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Can the TitanIM and Outerra/Anteworld forks be compared in terms of progress and completeness?
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There's no fork. Titan Vanguard is an application that uses the OT engine, and they add functionality they need on the application side, like character control and car navigation, using low level engine functionality (models, bones ...). Some higher-level features that we later implement on the engine side may get used by Titan, or they can continue using what they have made with the low level access.
There's a lot of stuff that can be made on top of the low level engine functionality, so one could list all extra functionality that Titan made (which I obviously can't disclose).
The functionality is in many cases also added into the core engine code, but the implementations are often very different because of different needs and approaches ...
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There's no fork. Titan Vanguard is an application that uses the OT engine, and they add functionality they need on the application side, like character control and car navigation, using low level engine functionality (models, bones ...). Some higher-level features that we later implement on the engine side may get used by Titan, or they can continue using what they have made with the low level access.
There's a lot of stuff that can be made on top of the low level engine functionality, so one could list all extra functionality that Titan made (which I obviously can't disclose).
The functionality is in many cases also added into the core engine code, but the implementations are often very different because of different needs and approaches ...
Now I'm with you.
I noticed this on their website:
- Supports space, air, land, sea and sub-surface applications in the one seamless system.
Have they modified the codebase to allow tunnels?
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Just fixed boats and some physics optimizations with many vehicles in the scene.
What means "many" ? 100 ? 1000 ? 10000 ?
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Have they modified the codebase to allow tunnels?
Nope, that's our work.
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Just fixed boats and some physics optimizations with many vehicles in the scene.
What means "many" ? 100 ? 1000 ? 10000 ?
It will use your available CPU cores in parallel for a part of the physics processing for vehicles, instead of just one. But it's just a small optimization that helps only when you have many vehicles and are struggling.
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Have they modified the codebase to allow tunnels?
Nope, that's our work.
Interesting. Have any been created thus far or is that one for the next version?
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Only the next version supports the necessary terrain occluder geometry https://github.com/Outerra/anteworld/wiki/Importer#terrain-occluder
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Any further progress on the next version?
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:facepalm: =|
Error.
Unexpected error .. I move w or mouse wheel to scroll and take a huge leap into space, far far away. Everything is now unstable. I notice that daylight changes very fast too.
* the engines of ships and planes do not work
https://youtu.be/Gpyp2tSt_88
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I've been looking at the values in the planet.cfg file and they have shot up .. I wonder what happened to those values appear ..
only the planet.cfg file is generated, if I delete it. ???
(https://live.staticflickr.com/65535/49175502122_0b981bc875_z.jpg) (https://flic.kr/p/2hVtiwS)imagen valores planet_cfg (https://flic.kr/p/2hVtiwS) by (https://www.flickr.com/photos/awac9/), en Flickr
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values shot high ? doesn't seem so high to me. Anyway if you refer to the clouds, snow, waves, weather parameters..they have been set by my weathermaker mod (that you used). It sets the sea, wave and weather states and normally that should not be a problem. At least for me it doesn't cause any problems but also I can't image how this could corrupt the terrain and make outerra unstable as you have shown
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Did you try to remove world.cfg?
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Yes, I deleted the world.cfg, eng.cfg and the iomap folder and it remains the same ,,
I have a backup copy of the earth7 folder dated 09/24/2019, I was thinking about replacing it. ???
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security folder installed ,, and still the same
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That's unlikely to be caused by the data. On newer AMD hardware there's a bug (https://community.amd.com/thread/244526) that may cause an erratic flow of time reported by the GPU, that sounds more like it, if it doesn't stop when the config files are removed ...
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error .
With the update of AMD drivers I have greatly improved the sudden jumps of images.
One of the mistakes I have is the sudden jump from day to night ..
thanks
https://youtu.be/BUq5YTJMyog
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indeed the problem is the controller ,, it had been updated to 19.12.2 AMD and yesterday it was impossible to use outerra ,, the jumps were continuous and towards infinity ..
Today I installed a very old driver, 2018 (version: 18.7.1) and it works for me, so far I have not had problems and outerra has returned to live.
Surely there will be drivers of more recent dates that work, but I stop here.
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no update in over 6 months! is this dead now? and what ever happened to the antiworld game? sorry to say this but its how I feel, it seems to me ever since you sold this to the army, you really don't care for the supporters that put you on the map in the first place! I enjoyed making car mods for this engine many years ago but seeing the lack of updates ever, I gave up as it seems you have very little time for it yourself! I think its sad as this had so much potential one day, but that day has long past! I think your very lucky to still have the people behind you that still bother to come here! I only pop in a few times a year now and im never surprised to see nothing new! if only you released some tools so people could do something with this, but I know that like the game and updates, will never happen! I wish you luck for the future but you must know after the way you have treated this, you will never have any success with future titles! anyways ill check back for a reply in a few months or next year maybe as stopping by is really not worth it anymore, its always such a disappointment!
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Hi bugsblake ! I am relatively new here...around here since a few years...and I know/use and appreciate your models..and the models of many other modders and fans that were here since the early days of outerra. So I can fully understand your disappointment...I guess as it was looking very promising from the beginning you and many others (probably all of you) expected to get something more and more quickly .. Nevertheless I suggest you to reconsider partly your disappointment for the following reasons:
1) you actually peeked in the forum at a moment which is very close to the next release..which I am sure will be a BIG ONE...(see quote from cameni below...but its going to be probably much more than that)
2) for tools: actually besides the model import and scenery editor that you well know a VERY POWERFUL tool is there since a long time...which is the outerra API documentend on github...I used it to create lots of special effects, and actually some mods that allow limited gameplay, ..so if you're willing to dive into programming we actually have already enough tools to start making some really cool "limited" gameplay mods
3) I am confident that "the game" is now closer than ever ...as my understanding is that devs finally now have more financial freedom to care about it (thanks also to money from Titan collaboration) ...and they do care for sure.... it seems to me they're now "fully" going to focus on that ...and of course I agree with you that those of us who bought the tech-demo should get the game for free once its out...on steam or wherever.
So here is the latest update (from a few weeks back from cameni here on the forum) . So I hope to still see you around here sometimes and getting once more involved in mods, possibly using more of the already available tools of outerra ;) ...and another suggestion: peek in again in no more than a few months for a really BIG UPDATE. (final comment: just don't expect that you get a "thing" like Unity....we have bought the "tech demo" and will get all its updates and sooner or later for free "a game"...not full access to all the stuff that makes up an engine...I think that should be clear...at least this is what I understand from devs posts..and for me its perfectly OK)
Ok guys, sorry for the lack of updates. Things went even more quiet than usual in the second half of 2019, thanks to a couple of things happening.
First a large, long term project we participated on ended, technically successful but with no subsequent big deals materializing. That participation cost us a lot of time and resources, and while the funds from it allowed us to continue working on and enhancing the engine and the world data it needs, it didn't fruit into what we hoped for - a situation that would allow usexpanding and freeing our hands to focus on our own game development plans, in addition to the work that continuously needs to go into the engine itself.
Still, the outcomes of the project were useful in bringing several things into OT, that would be otherwise much harder to come by, for example the 10m imagery and forest mask data, worth >$100k.
Subsequently, a few of the old devs also felt exhaustion from the complex and neverending effort of building the world engine, and left in pursuit of easier targets.
***
But ultimately all these things led to positive changes.
We've updated our licensing deals with our existing partners. It means that you can (possibly) expect to see entertainment games and/or simulators based on the OT engine in the future, but the deal also includes measures to make our licensees less dependent on us and considerably lower the amount of support we have to provide. We still need to support and develop the engine and the world, but we now have a lot more space for our own development on top of the engine.
Also very importantly, the working atmosphere in our rejuvenated team is also a lot brighter now.
***
So, what's coming? New x64-only release is around the corner, with new Earth8 datasets including imagery and forest data and global buildings, 3D trees (wip species coverage), global weather, cloud shadows, scriptable scenery objects, character stuff etc.
At the moment we are still fixing some glaring bugs and preparing servers to handle the new data. There's also a plan to release the full data as a DLC on Steam for people who do not want to have the data downloaded progressively, but the whole package for reduced resolution data (40m color, 20m tree map) is currently ~160GB (10m full data package would be around 500GB).
Anteworld stays to be a sandbox game for enthusiasts, but like I said we've now got much more time to work on our game stuff, and a better aligned team as well.
At last, I thank you all for your unbelievable patience ^-^
TLDR: We are still alive and stubbornly working on the thing.
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Link to the forum from the main website is broken again.
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When?
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After Holidays ?
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Whenever the update drops, it hopefully will be worth the wait. I cant wait for the building support to be added. It'll be so much more fun to explore cities around the world, because they wont be just roads and grass anymore. The satellite imagery should also make the game look a lot more visually appealing. What i really hope to see one day though is multiplayer. I'd love to get together with friends and people like aWac and fly and explore the world together.
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After Holidays ?
https://forum.outerra.com/index.php?topic=4935.0;topicseen
This new topic opened by Cameni is a sign that we are very very close to the new version release?
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After Holidays ?
https://forum.outerra.com/index.php?topic=4935.0;topicseen
This new topic opened by Cameni is a sign that we are very very close to the new version release?
(https://media.tenor.com/images/6943291053b02859b07794ad5df80d24/tenor.gif)
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:)
(https://live.staticflickr.com/65535/50194544626_321578172f.jpg) (https://flic.kr/p/2jtwand)HUMO 8 (https://flic.kr/p/2jtwand) by (https://www.flickr.com/photos/awac9/), en Flickr