Outerra forum
Anteworld - Outerra Game => Tech demo, support, updates => Topic started by: cameni on September 19, 2013, 09:53:35 am
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0.7.17 branch - watercraft & FBX support
Version 0.7.17.4086
- oculus: updated to libovr 0.2.5, ufo camera flies in the direction of tracker, right mouse button - holds the direction
- tree canopy distance independent of the current fov (less tree popups in oculus)
- offscreen tile cache uses a separate terrain quality metrics independent of the current fov (lower memory consumption with narrow fov)
- vertical fov can be specified separately (in eng.cfg, fov_v_separate)
- change of tree quality reflected after modifying in config menu
- log window moved to the bottom
- fixed custom controls configuration being reset when new input actions are added
- fixed motion interpolation for vehicles (fluidity)
- fixed rotation handling when placing aircraft and vehicles
- fixed default exposure
- fixed wireframe colors
- fixed dirt road pattern
- fixed pixel metrics in special projection modes
- fbx: fixed LOD level on bone nodes
- fbx: all spaces in names replaced by '_'
- fbx: default objdef name set to package name
- fbx: improved texture finder (looking for dds version of the texture and FBX dir too)
- fix for gpu vendor detection, detection of GPUs not attached to displays
- fixed reporting injected NV/AMD dll modules
Version 0.7.17.3961
- implemented physically correct damping with Cx resistance coefficients (http://en.wikipedia.org/wiki/Drag_coefficient) instead of the default Bullet physics' fake damping coefficients
- damping on all vehicles in water by default (with Cx=0.4)
- fixed erroneous warnings about the usage of Intel graphics
- fixed underwater object rendering
- fixed oculus water
- fix for oculus rotation affecting controller on switching modes
- FBX fixes
Version 0.7.17.3937
- watercraft support (see api updates (http://xtrac.outerraworld.com/trac.fcgi/wiki/vehicle_params))
- added US coast guard boat and DDG ship into vehicles
- enhanced water rendering
- configurable snow line, virtual elevation equation, default virtual elevation set to match the north european biome
- distance & height shown on the hud when the crosshair intersects with the terrain
- vehicles moveable in sandbox, simple mouse drag supported in the editor
- libovr 0.2.4, removed oculus auto-calibration, uses profile settings
- FBX importer (alpha version, ctrl+F7)
- crash during opengl initialization shows error msg box instead of crash report, no crash reporting at exit
- fixed aircraft and vehicle script reload
- filtered freetrack coordinates (note: needs to configure the center in opentrack)
- added workaround for Throttle - HOTAS Warthog issue
- fixed GPU memory info on AMD
- added low performance warning for 13.8 and 13.10 beta catalyst (perf lower than <50% of 13.6 sometimes)
Previous version 0.7.16 (http://www.outerra.com/forum/index.php?topic=1895.0)
(http://i.minus.com/j7wLyklAbIgHD.jpg) (http://minus.com/l7wLyklAbIgHD)
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That's a nice boat you have there but I'm more interested in the lazer eye rangefinder!
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Well my submarine car goes faster :P
(https://dl.dropboxusercontent.com/u/16395058/car.JPG)
Nice update though
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I guess we'll apply water damping even for vehicles that do not have water box height defined ...
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But the question is how do you get cars/planes to crash into the water and sink realistically.
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Excellent update!!! :-)
Just wondering if the ships will eventually rock from side to side as well as back & forth?
Also will we be seeing animated humans any time soon?
Keep up the amazing work!
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Today is a great day... 8)
Awesome thank you for the watercraft support and the FBX importer! Can't wait to test it.
Marko
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Is it possible to have a direct download link for the update? I've got some problems with auto-updates inside the game itself, so an independant .exe file will be welcome. Thanks :)
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Patch from 0.7.16.3785: Anteworld-0.7.16.3785.patch-3937 (http://outerraworld.com/appdata/Anteworld/Anteworld-0.7.16.3785.patch-3937.exe)
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Patch from 0.7.16.3785: Anteworld-0.7.16.3785.patch-3937 (http://outerraworld.com/appdata/Anteworld/Anteworld-0.7.16.3785.patch-3937.exe)
Thanks !
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Great - but I'm still waiting for a Linux version though...
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But a linux version was never announced o.O
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Thanks !
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Great update! Although I find the water a little too transparent. With waves like this you shouldn't be able to see much below the surface. Is there a way to reduce transparency in settings or is it permanent? And a foam texture would be nice in the future :)
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@Krutan The height or "Choppyness" of the waves has only a very small effect on the clarity of H2O. Depending on the Circumstances you can see a submerged submarine from the air just fine. It is nearly impossible to model all aspects of water. There are just too many variables to this fluid emvironment. I will agree that the current water rendering has a way to go in regards to wakes, foam, and even the overall pattern blending for that matter. Making progress though! ;)
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Wooohoooo!
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Still having that waypoint elevation bug.
Now everything stops when the menu is opened?
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Yes, the simulation stops when you open the menu. But you can move/lift vehicles while in that, and then when you close the menu they'll be in a surprise.
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But a linux version was never announced o.O
No it wasn't - but it was thought of and postponed to the future after the first release(es).
Anyway, that doesn't matter as it doesn't change the fact that I'm waiting for one :)
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Great - but I'm still waiting for a Linux version though...
This is an Alpha and there are just a few users/players so they have better things to do and it won't impact enough users yet, I think you can expect a linux version on release or a bit after
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Hi guys there is a bug in the FBX Importer if mesh has no material it will crash so make sure there is always a one. The bug will be fixed in the next update...
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I must agree with Krutan... strange transparency.
Thought about it in previous boat video too, but with this big ship it looks even more odd. (try find a corresponding real picture ;)). The missing ship reflection is part of it anyway (and also perhaps missing/impossible to do smaller waves/ripples?).
While on-topic I realise there's also different light and clarity for different areas. I mean there is..
Glacial crystal clear water.
Mediterranean light water (equatorial high sun angle).
North sea ocean.
Mud water with 0 cm visibility.
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After new update it seems that I have got problem with objects. I have placed my objects in scene and after update all of them looks like they are in shadow all time and sun positions. It happens to spawned vehicles too. Should I do something specific to get rid of this all shadow thing. I have attached screenshot too
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If you have nvidia card please update to the latest drivers...
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Working like a charm. Thanks
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Hi guys there is a bug in the FBX Importer if mesh has no material it will crash so make sure there is always a one. The bug will be fixed in the next update...
FBX importer is in the latest version? If yes where do i find it?
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Press ctrl + f7
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Thanks Necro!
Anybody was able to use the FBX importer and successfully import a model? I tried but no cigar yet.
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Off topic, but I have finally officially finished my first initial layout of every named road in my town. 291 roads, not including 6 that I couldn't find or don't seem to exist...
No pics because it's nothing to look at really.
But still... How many years since I started?... and restarted once after I was like 60% through the first time. :P
Now to begin the hard parts I guess... :P
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Off topic, but I have finally officially finished my first initial layout of every named road in my town. 291 roads, not including 6 that I couldn't find or don't seem to exist...
No pics because it's nothing to look at really.
But still... How many years since I started?... and restarted once after I was like 60% through the first time. :P
Now to begin the hard parts I guess... :P
planing to make models of all buildings ?
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Sometime... If and when I ever get the time... :-\
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Version 0.7.17.3961
- implemented physically correct damping with Cx resistance coefficients (http://en.wikipedia.org/wiki/Drag_coefficient) instead of the default Bullet physics' fake damping coefficients
- damping on all vehicles in water by default (with Cx=0.4)
- fixed erroneous warnings about the usage of Intel graphics
- fixed underwater object rendering
- fixed oculus water
- fix for oculus rotation affecting controller on switching modes
- FBX fixes
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I tested the fbx importer and it seems to work well though so far all imported model (from the internet) appear minuscule ingame.
One thing I noticed, when I edit textures, they do not update anymore without having to reload the game.
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After the latest update the bloom effect gone. Also reflection works differently, earlier imported models have much more reflection (and if I set "m" value in the matlib 50% higher material back to normal)
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I found convenient that I just learned topographic mapping at school, will this knowledge be useful for Outerra in the future?
Also learned about coordinates. Longitude, latitude, minutes, seconds, 15 degrees is 1 hour time difference. I thought it was neat that I was learning this and I thought of Outerra.
And does anyone know if (or will) the Oceans use Google's topographic maps, or something, like the land does.
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Question about DIST and ELEV values in the HUD,
I see that these numbers are given in km and
I don't understand what measures do they correspond to ? of course they are references from the reticule (crosshair) but please can you explain
BTW why not have put the other HUD values in WHITE ? cause white is much easier to see :)
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Question about DIST and ELEV values in the HUD,
I see that these numbers are given in km and
I don't understand what measures do they correspond to ? of course they are references from the reticule (crosshair) but please can you explain
DIST is aerial distance to the point at the crosshair. ELEV is an approximate elevation (height) above the mean sea level of that point.
BTW why not have put the other HUD values in WHITE ? cause white is much easier to see :)
Only on the terrain, not against the sky. DIST/ELEV appear only when the crosshair above them intersects with ground, so they are almost always on dark background.
HUD needs a special font or a shader that would add a thin contrasting border around it, to be always readable.
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Thanks,
Yes you are right with the white color :(
and I remember there was, in the past, a discussion about the HUD possible improvements.
Ok for Elev and Dist
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I can Use My Google SketchUp designs for implantation into outerra?
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Yes, export it as a Collada file, and import via the built-in importer.
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Ok Thanks
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Well I have my collada object, I do now to get him into the outerra?
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See the Importer, Tools & Utilities forum, there are several threads with help and instructions. Also thewiki (http://xtrac.outerraworld.com/trac.fcgi/wiki)
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It's there no longer a login for middle earth? :(
(http://up.picr.de/16076887oe.jpg)
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The login should be there when you install M-E data, did you reinstall it or change anything?
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The login should be there when you install M-E data, did you reinstall it or change anything?
Yes, I cut and paste anteworld from one drive to another drive.
Then I put the condent from ME again in the folder campos and data.
(http://up.picr.de/16091426so.jpg)
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You must also edit data.cfg in the install directory to point to the new data location.
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You must also edit data.cfg in the install directory to point to the new data location.
That's it! Thank you Cameni. :)
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Version 0.7.17.4086
- oculus: updated to libovr 0.2.5, ufo camera flies in the direction of tracker, right mouse button - holds the direction
- tree canopy distance independent of the current fov (less tree popups in oculus)
- offscreen tile cache uses a separate terrain quality metrics independent of the current fov (lower memory consumption with narrow fov)
- vertical fov can be specified separately (in eng.cfg, fov_v_separate)
- change of tree quality reflected after modifying in config menu
- log window moved to the bottom
- fixed custom controls configuration being reset when new input actions are added
- fixed motion interpolation for vehicles (fluidity)
- fixed rotation handling when placing aircraft and vehicles
- fixed default exposure
- fixed wireframe colors
- fixed dirt road pattern
- fixed pixel metrics in special projection modes
- fbx: fixed LOD level on bone nodes
- fbx: all spaces in names replaced by '_'
- fbx: default objdef name set to package name
- fbx: improved texture finder (looking for dds version of the texture and FBX dir too)
- fix for gpu vendor detection, detection of GPUs not attached to displays
- fixed reporting injected NV/AMD dll modules
No new functionality published yet in this version, just a lot of fixes from our "pro" branch.
Link for a manual update: Anteworld-0.7.16.3961.patch-4086 (http://www.outerraworld.com/appdata/Anteworld/Anteworld-0.7.16.3961.patch-4086.exe)
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I missed the previous update. It updated to that one, but then wouldn't successfully update to this one, so I used the manual update.
Seems to be working good. Might have even gotten a more stable framerate, but that could just be newer Nvidia drivers.
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Yeah I get a 404 on the autoupdate. Check the URL's.
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From what versions are you updating? There was some mess with the version numbers.
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Sorry, my fault, wrong version string on the server. Fixed.
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Thanks for update, Cameni!
;)
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Yes, thank you for the update!
Marko
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Formatting your computer and lost all roads created in outerra. I do not want to happen again so I want to know where is saved outerra work.
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In your Outerra data directory - c:\users\username\outerra\cache
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After the last update I have found an unusual thing. When I press 8 button (which had previously been assigned to the walk mode), control of the camera becomes different, it rotates in all planes and can't be moved. Also left mouse button click activates sounds of gunfire. I could not find reference about that in list of changes. So, is this some kind of preform of game mode or what?
Thanks in advance.
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Angrypig broke the walking mode again, because he's been testing animations there. Soon there will be a walking/running character.
LMB is used to fire plasma balls and the sound should be from the craters. But yes, it's all going towards a game mode.
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Soon there will be a walking/running character.
That is great news !
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Can we have a character customization?
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First things first. This has no priority at the moment unless its a useless feature if there is no complete game which would use that.
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LMB is used to fire plasma balls and the sound should be from the craters.
There's definitely a separate sound of a gun firing in there.
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I would like some work done on the 0g region
Something that could allow us to create spaceships...
I could be wrong but jsb planes cant go into to space right?
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Too much silence.....something big is comming!
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That or Drugs.. They could both be hooked on prescription painkillers and having 36 hour long parties that Just wont Stop..
Key & Peele: LMFAO's Non-Stop Party (http://www.youtube.com/watch?v=PxWzsrj8bZE#ws)
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Too much silence.....something big is comming!
Where is everyone? (http://www.youtube.com/watch?v=IdV2k5Z_ZFs#ws)
... i think its the clouds their working on. Searching them on their Cloud-build whyte their private jet-liner and cant see anything ... also, they use the liner for parties so theyr not hawing one aether.
;D
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Too much silence.....something big is comming!
I hope 3D trees :)
@Zeos and Pyton
You may be on to something there, lol
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Rivers and lakes? ;D
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Rivers and lakes? ;D
Would be really nice but im not sure if they already got the global data in a suitable import file already whyte other things going on. Maybe they ...
(http://magic-ays.com/Lake/Chany.jpg)
.. oh no, ....
(http://swot.jpl.nasa.gov/images/photoGalHiResImage-19.jpg)
.... oh no, no, no, they would not import every single one manually ....
(http://upload.wikimedia.org/wikipedia/commons/6/61/Melting_pingo_wedge_ice.jpg)
.... would they ?
(http://s1.reutersmedia.net/resources/r/?m=02&d=20070917&t=2&i=1768709&w=&fh=&fw=&ll=580&pl=378&r=2007-09-17T071239Z_01_L10768861_RTRUKOP_0_PICTURE0)
... oh my ....
(http://rolfgross.dreamhosters.com/Earth-Web/AlaskaArcticTundra.jpg)
(http://picpost.mthai.com/pic/33500/560370.jpg)
(http://img.geocaching.com/cache/large/41165871-ab94-4cfb-8fbd-28521ac90472.jpg)
(http://rolfgross.dreamhosters.com/Earth-Web/AlaskaBeringStraight.jpg)
(http://media.therenewableplanet.com/blogphotos/1004.199.159325.ZaireLakeTanganyika.jpg)
To be continued in 2256....
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No. No way. No.
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Aren't those kettle lakes created by glaciers? (EARTH SCIENCE FOR THE WIN!) :D
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Oh wow. Imagine if you control climate and time in outerra. Set the temp to "ICE AGE", hit thet "speed up button" and watch the wonders happen! (Glaciers growing, lakes frozing etc)
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Oh wow. Imagine if you control climate and time in outerra. Set the temp to "ICE AGE", hit thet "speed up button" and watch the wonders happen! (Glaciers growing, lakes frozing etc)
Yeah, that would be neat, and watch as sediments are dragged by glaciers. I wonder if there's going to be different types of rocks, like rock that has been scratched (glaciers) or with little holes in it (abrasion/wind).
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Oh wow. Imagine if you control climate and time in outerra. Set the temp to "ICE AGE", hit thet "speed up button" and watch the wonders happen! (Glaciers growing, lakes frozing etc)
Looks like an idea .... hmm a game where the ultimate weapon would be a planetary time-warp canon - sending the whole planet to stoneages ''literraly''. Or getting your allyes some push-up whyte all the political instability it may bring (of course limiting greatly the cannons use so that it may just complicate things for a long time too and waging wars ower the canon so it switches hands and sides). Rulling the galaxy like a Boss. 8)
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Um...HAARP Simulator 2014?
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Aren't those kettle lakes created by glaciers? (EARTH SCIENCE FOR THE WIN!) :D
... i thing some of those are due to the marsh area character of the river surroundings. I know northern Siberian planes have such wast lands in deltas - there its due to near surface permafrost and ground above changing every year after winter-summer cycles till at some places the ground submerges at certain places forming a little lake, but in summer is basically all the area a no-animal zone, cause even green areas have unsupportive ground characteristics - so much to their wide use of hovercraft, screw-floater vehicles and hi-volume wheel vehicles. In other words - ice termo-mechanics at their best :D