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Outerra Tech Demo download. Help with graphics driver issues

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Author Topic: Latest version: 17.0.3.8141  (Read 64860 times)

cameni

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Latest version: 17.0.3.8141
« on: March 26, 2016, 03:49:45 am »

New version branch. You need to download and run full installer for Anteworld-16.1.0.7503
Previous version will update automatically, but it doesn't automatically switch to the new earth2 planet during incremental updates.

Version 17.0.3.8141 (9 Jul 2017)
  • 30m real forest density map
  • implemented tire friction vs moving objects
  • adaptive joystick range on vehicles
  • fix/wa for nvidia 384.xx white roads
  • fixed potholes with wear=0
Version 17.0.2.8099 (14 Jun 2017)
  • fixed steering speed in the direction of centering
  • wheel skid fixes, sounds
  • fixed tire friction constraint causing odd rotation and behavior of cars
  • fixed deadzone/linearity not used before restart
  • fix for Bern crash with small min_mesh_size set
  • fixed crash on otx install cancellation
Version 17.0.2.8079 (7 Jun 2017)
  • approximation of secondary atmo scattering (better sunrise/sunset)
  • combined sun/moon lighting and shadows, seamless switching (TODO better adaptive sensitivity)
  • two new faster car models, WIP adjustments to physics, controls
  • controllable emissive textures
  • fixed joystick deadzone normalization
  • fixed tree fog
  • experimental x64 binaries (without UI for now)
  • updated Switzerland road network
Version 17.0.1.7885 (5 Apr 2017)
  • lua scripting alpha, bow test game can be spawned on alt+F2
  • emissive textures (packages/outerra/c172/liveries/Eagles/mats.mtl)
  • imgur screenshot upload (ctrl+F8), url copied in clipboard
  • added otx export into scenery editor
  • auto road data download
  • procedural road aging (global for now, can be set through console: alt+c
    $con.symbol("$RD_WEAR", 0.5); $con.symbol("$RD_NEGLECT", 0.8); $con.rebuild()
  • fixed dae import button
  • alt+shift+9 toggle old collision shape info
  • fixed user name missing from crash reports
  • fixed distant terrain visibility
  • fixed road transitions in inner curves, interpolation at outer points
  • fixed wheels colliding with own vehicle
  • fixed spherical projection culling, shadows
  • removed excessive tree species grouping
  • fix for trees not rendered until collision data are ready
  • fixed road editor tab selection
  • fixed near water surface color in deep waters
    + various optimizations
Version 16.1.0.7503 (31 Dec 2016)
  • grass roads/levelings (TODO: turn grassy option to grass height)
  • swamp grass roads (grass+mud)
  • grassy option for dirt roads
  • support for flat road fitting type (not curved in vertical axis, for better road connections), automatic vertical road fitting handling most cases
  • fixed dashed road markings
  • fixed leveling width
  • fixed terrain and grass getting too bright
  • fix for leveling and road leftovers
  • no dashed markings on road connections
  • fixed ext.controls range (-1..1)
  • deep water rendering fixes
  • animal sounds in forests made less frequent
  • scenery editor fixes


We are also releasing a sample of OSM road and building import. Please download and install the following mods:
swiss_roads.otx - Swiss road network
Bern_OSM.otx - alpha building import for Bern, Switzerland

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

Version 16.1.0.7471 (16 Dec 2016)
  • fixed vehicle physics in water, fixed boat physics not reacting to waves
  • fixed water mesh animation, enhanced (less repetitive) ocean wave spectrum
  • wind direction applied to ocean waves
  • fixed screenshot path with relative data.cfg paths
  • fixed location save with relative paths
  • update not called on vehicle in case of script error
  • fixed cleanup of old vector data on server data change
  • fixed road modulation texture for gravel
  • fixed terrain projection mode with mixed datasets (earth + new biome)
  • planet variants can have selected datasets customized (except elevation which defines the planet)
  • support for multi-axis hid devices (3DConnexion Space Navigator ...)
  • fix for projection distortion of laser distance
  • fixed black rivers in geomap mode
  • bendable/snappable trees that heavy vehicles can overcome, physics only
  • not visual yet
  • added rupture, elasticity and trunk diameter params into tree cfg
  • fixed road slant in ui
  • fixed road markings (incomplete)
  • fixed previous terrain leveling being reset
  • fixed panning in ufo mode
  • fixed precomputed tile atmo (pale color terrain)
  • fix for trees sometimes sunken into ground outside of rivers/roads
  • less visible 3D grass transition, green boost for bland grass
  • lighter dirt color
  • detection of inverted axle bindpose in vehicles, support for wheel radius 0, fixed rigid body offset handling
  • terrain tile state consistency fixes, terrain loading, missing trees
  • fixed IR focus (msaa1 mode only)
  • extended alt+9 collision debug output, vehicle wheel rays info
  • fixed aircraft script reload and reset shortcuts
  • contact and rolling friction, bounce in physics test objects (defined in objdef)
  • added defaults for turret/mantlet
  • fixed hand brake defaults
  • fixed clearance on vehicles
  • vehicles can drive on other objects (previously just glided with collision boxes)
  • gl version checking for intel skylake, broadwell
  • fixed grass shaders on Nvidia 2xx series
  • a grass coloring experiment


Scenery editor:
  • multiselect (shift + drag, only for objects not terrain levelings)
  • asset picker in asset list
  • location browser fixes
  • possibility to change selected asset for another one (dblclick in asset list or dblclick when using the asset picker)
Version 16.7057 (16 Jul 2016)
  • new tree species, distributed according to climate data (prepared by KW71)
  • improved global river data
  • fixed desert biome colors
  • collisions with terrain and basic shapes, test objects launched with RMB + shift/ctrl
  • vehicles collide with trees (rigid, TODO: gradual resistance, snapping)
  • dirt roads can have mud, affects friction and aerodynamic resistance, muddiness defined per waypoint
  • cobblestone road support
  • differential lock support, shift+R in T817
  • alt+shift+r reload all vehicle scripts
  • dynamically adjustable tire radius
  • watercraft working on rivers
  • aircraft can land on ships
  • fixed hud conversion for feet
Version 16.6655 (13 Apr 2016)
  • Oculus SDK 1.3 beta support (not tested on CV1)
  • old builder on shift+F7, fixed initial load
  • fixed FPS walking mode (key 8 )
  • fixed rotation in panning mode (shift+Home)
  • fixed sandbox menu not closing after scenery editor opens
  • fixed coastguard boat hovering in air
  • fixed ufo hud grd value
  • fixed reverse light on T817
Version 16.6601 (25 Mar 2016)
  • new Earth elevation dataset created from 30m SRTM data (previously 90m), shows as earth2
  • global river data (imported from OSM), working with earth2 only
  • rain, snow, dynamic weather change (optional and adjustable change rate)
  • persistent weather settings
  • multilane support for roads, separate left/right settings
  • automatic dashed line on road connections
  • better transitional road/road and road/river blending
  • WIP oculus 0.8 support
  • t817 example for lights turning on/off automatically based on light levels
  • exponential terrain noise (more interesting at ground level)
  • fixed tree height not taking forest depth into account (huge trees in open areas)
  • improved river rendering, tree boost along the river banks
  • separate river editor tab, working road/river node selector
  • updated terrain textures
  • fractalized rock slope, grass distribution
  • added crater rim erosion, adjusted forest depth removal
  • re-added gravity mode (Home key)


Previous version thread: 0.8.4.x.











« Last Edit: July 09, 2017, 01:48:23 pm by cameni »
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HiFlyer

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Re: Latest version: 16.6601
« Reply #1 on: March 26, 2016, 04:33:10 am »

Interestingly enough, I now have an Earth one, and an Earth 2!  =D
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josem75

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Re: Latest version: 16.6601
« Reply #2 on: March 26, 2016, 04:34:49 am »

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

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

Edited: in fact i also changed to Outerra2.  And installed perfectly :)
« Last Edit: March 26, 2016, 04:39:57 am by josem75 »
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Acetone

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Re: Latest version: 16.6601
« Reply #3 on: March 26, 2016, 04:46:18 am »

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

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

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

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

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

Earth2 should be the one having rivers, but if you look carefully, you'll probably notice something different too.
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cameni

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Re: Latest version: 16.6601
« Reply #4 on: March 26, 2016, 04:57:54 am »

The installer can take a long time if you try to install over the existing installation, if you have an antivirus software.

Some notes:
  • Old scenery done for 90m earth isn't compatible with the new 30m planet. This is not because of the resolution change, but because the original 90m used wrong projection, that was fixed in later dataset compilations
  • There's a small scenery near the default earth2 spawn point (Monterrey, Mexico) made by Acetone
  • Both elevation and rivers aren't final yet, the data will change. Once things get more stable there will be also a torrent link for full data download
  • River data quality largely depends on what's in OSM. Some areas are better and more detailed, but in some locations (like Alaska) the rivers are crudely approximated in OSM. We will be doing regular re-imports of the data, so changes in OSM should show up in OT
  • Automatic weather is turned on by default, with relatively short period of changing. You can turn it of or adjust the period in F11 environment settings


« Last Edit: March 26, 2016, 05:44:23 am by cameni »
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2eyed

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Re: Latest version: 16.6601
« Reply #5 on: March 26, 2016, 05:19:59 am »

Quel surprise, cameni and team you are the masters of OT-universe!
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Jagerbomber

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Re: Latest version: 16.6601
« Reply #6 on: March 26, 2016, 06:21:50 am »

 :-[  So start over from scratch since our placed roads won't work with the new data?

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

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

And why would you remove large trees from open areas?

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

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

« Last Edit: March 26, 2016, 06:55:53 am by Jagerbomber »
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cameni

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Re: Latest version: 16.6601
« Reply #7 on: March 26, 2016, 07:05:02 am »

There will be a global road import from OSM, that will probably replace many custom modifications.
Full Google Maps still do not work properly with the new scenery editor, but we are working on it.

And why would you remove large trees from open areas?

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

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

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

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

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

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Re: Latest version: 16.6601
« Reply #8 on: March 26, 2016, 07:30:46 am »

Im not sure if i remember it right, but currently the river segment has to satisfy some criteria to be included in outerra import. i think that one of them is that is has to be part of a connected water system of  at least 20km in lenght (all the tributaries count, but the osm waterways have to be correctly connected). in the future when we have lakes we will probably relax this condition, but currently i had to find a way how to filter out segments that just dont make sense to render... Currently im experimenting with a lake fitler, that would cut the rivers on the border of large lakes, then maybe ill add some more rivers that are part of a smaller system that ends up in a lake, that does not have connection to any other rivers... In reality there should not be too many rivers, that are not connected to anything, but it depends on the quality of the data...
I will also try to relax the criteria to add river segments that have proper riverbanks defined or they just end up in a sea /ocean....
« Last Edit: March 26, 2016, 07:34:31 am by pasto »
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Jagerbomber

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Re: Latest version: 16.6601
« Reply #9 on: March 26, 2016, 07:40:49 am »

And why would you remove large trees from open areas?

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

My front yard would disagree...  :))

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

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

GPS: 41.811027, -72.645412

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



Had fun trying out the new lane features.  Though it took a bit to figure out the modified camera controls.
Gonna have to see what it can and can't do!  :))
« Last Edit: March 26, 2016, 08:06:57 am by Jagerbomber »
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Acetone

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Re: Latest version: 16.6601
« Reply #10 on: March 26, 2016, 09:29:06 am »

Sometimes things looks simple, but it's important to understand how much crazy work the OT team put in the OSM importer. Using a 2D dataset in a very detailed 3D environment is really hard, and it's even more complex in this case because OSM is anything except a simple dataset. It's not perfect, especially in areas with a lot of vertical terrain, but it's a goddamn cool addition and I can't wait for the lakes :)

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



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

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cameni

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Re: Latest version: 16.6601
« Reply #11 on: March 26, 2016, 09:34:13 am »

I didn't understand why Hiflyer wondered at this:

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

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

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HiFlyer

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Re: Latest version: 16.6601
« Reply #12 on: March 26, 2016, 10:01:30 am »

I didn't understand why Hiflyer wondered at this:

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

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

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

Placebo effect?
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PytonPago

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Re: Latest version: 16.6601
« Reply #13 on: March 26, 2016, 10:05:31 am »

Yes also ... latest avast (program and database) hates the new installer and changes in graphics ... installer will be set on permanent idle if its not turned off, and the changing-restart too (and wont remember new settings if you force-close it) ... so you have to turn it off for a moment at these events.
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HiFlyer

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Re: Latest version: 16.6601
« Reply #14 on: March 26, 2016, 10:35:10 am »

Yes also ... latest avast (program and database) hates the new installer and changes in graphics ... installer will be set on permanent idle if its not turned off, and the changing-restart too (and wont remember new settings if you force-close it) ... so you have to turn it off for a moment at these events.

What happens if you set the program to run as administrator? Does Avast allow program exceptions?
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