Outerra forum

Anteworld - Outerra Game => Tech demo, support, updates => Topic started by: cameni on November 03, 2013, 04:09:43 pm

Title: Latest version: 0.8.3.4883
Post by: cameni on November 03, 2013, 04:09:43 pm
Changes:
Version 0.8.3.4883 (20 Sep 2014)
Version 0.8.3.4870 (16 Sep 2014)
Version 0.8.3.4861 (12 Sep 2014)
Version 0.8.3.4853 (11 Sep 2014)
Version 0.8.2.4725 (1 Jul 2014)
Version 0.8.2.4711 (29 Jun 2014)
Version 0.8.2.4665 (15 Jun 2014)
Version 0.8.2.4624 (3 Jun 2014)
Version 0.8.2.4589 (19 May 2014)
Version 0.8.2.4582 (18 May 2014)
Version 0.8.2.4577 (17 May 2014)
Version 0.8.1.4495
Version 0.8.1.4480
Version 0.8.1.4459
Version 0.8.1.4457 (22 Feb 2014)
Version 0.8.1.4444 (15 Feb 2014)
Version 0.8.0.4301 (27 Dec 2013)
Version 0.8.0.4298 (25 Dec 2013)
Version 0.8.0.4269 (15 Dec 2013)
Version 0.8.0.4166 (8 Nov 2013)
Version 0.8.0.4152 (3 Nov 2013)
(http://i.minus.com/j0kSSC5is9YEP.jpg) (http://minus.com/l0kSSC5is9YEP)
Title: Re: Dev version 0.8.0.4152
Post by: James on November 03, 2013, 04:18:11 pm
Yay! :D
Great work, now we need clouds!
Title: Re: Dev version 0.8.0.4152
Post by: Jagerbomber on November 03, 2013, 04:51:28 pm
TREEEEEES! OMG That's frickin' amazing.  Can not wait until they're 3D.

Now I'm gonna have to, like... Take a roadtrip around my town again to look at the scenery.
It's even got clear spots where the corn field and cow pastures are (kind of)... Holy crap.

Tatra handling changed again I see.  Really heavy now.
Title: Re: Dev version 0.8.0.4152
Post by: Jagerbomber on November 03, 2013, 05:17:46 pm
I was surprised to find that the lake is full of trees.  I think the grass is tinted more blue there, like I expected, but it's kind of hard to tell under the tree shadows.

But again, I was surprised that the lake was full of trees.  Was kind of expecting it to be clear like where the corn fields are. ?

And, I'm getting vertical blue-green lines along the paint lines on the roads.
http://min.us/lo6DuXcQgW3z1 (http://min.us/lo6DuXcQgW3z1)
Reminds me of an issue that Read Dead Redemption and FUEL both had near the edges of snow-covered objects.  Vertical lines like these (except they were white).

lol uummm... My dirt roads are green now.  :P
Title: Re: Dev version 0.8.0.4152
Post by: Abc94 on November 03, 2013, 05:33:49 pm
The biomes are very nice!  I'll explore some more later when I'm not so busy.

Great work, now we need clouds!

Yes I can't wait for clouds too!
Title: Re: Dev version 0.8.0.4152
Post by: ZeosPantera on November 03, 2013, 11:42:56 pm
Bring it on. All of it.
Title: Re: Dev version 0.8.0.4152
Post by: Atrax on November 04, 2013, 04:51:09 am
Thank you!!!!¨This is looking so good! Can't imagine how this all will look when the engine is finished.
Thank you again! :D
Title: Re: Dev version 0.8.0.4152
Post by: digitalx on November 04, 2013, 04:58:12 am
Good grief that is gorgeous. I still forgot to purchase the full version. Time to give my GTX 670 a run for its money!
Title: Re: Dev version 0.8.0.4152
Post by: cameni on November 04, 2013, 05:01:10 am
I was surprised to find that the lake is full of trees.  I think the grass is tinted more blue there, like I expected, but it's kind of hard to tell under the tree shadows.

But again, I was surprised that the lake was full of trees.  Was kind of expecting it to be clear like where the corn fields are. ?
They should be clear .. we are using a separate value that tells the ratio of vegetation on the tile, and the sensors used for it usually can differentiate between the signatures of a forest or grassland and a lake.
Maybe it's so full of algae ... :D

Quote
And, I'm getting vertical blue-green lines along the paint lines on the roads.
http://min.us/lo6DuXcQgW3z1 (http://min.us/lo6DuXcQgW3z1)
Reminds me of an issue that Read Dead Redemption and FUEL both had near the edges of snow-covered objects.  Vertical lines like these (except they were white).
Maybe I'm vertical-blue-green color blind but I don't see 8)
Title: Re: Dev version 0.8.0.4152
Post by: Khaos on November 04, 2013, 05:33:41 am
Nice job guys good work!

I found myself going in antartic and I see red and yellow snow. Is it a known bug? I have GTX 670.

Is there any way to just walk in outerra?

Title: Re: Dev version 0.8.0.4152
Post by: cameni on November 04, 2013, 05:43:02 am
Some extreme biomes will have various color bugs at this stage, but it would be good to capture a screenshot so we have the location - the problem may be in the data or in the data compiler.

There's a simplified walking mode toggle on the slash / key in this version.
Title: Re: Dev version 0.8.0.4152
Post by: foxfiles on November 04, 2013, 06:58:26 am
does this version run with new planetary datas ?
I see it's creating datas/earth/_cvd with new x,y,z .wad files ?
Title: Re: Dev version 0.8.0.4152
Post by: James on November 04, 2013, 07:36:59 am
Some extreme biomes will have various color bugs at this stage, but it would be good to capture a screenshot so we have the location - the problem may be in the data or in the data compiler.

There's a simplified walking mode toggle on the slash / key in this version.

(http://i.imgur.com/9sYCOSs.png)
(http://i.imgur.com/ZvRm14k.png)
(http://i.imgur.com/hEBLjeh.png)
Title: Re: Dev version 0.8.0.4152
Post by: cameni on November 04, 2013, 07:47:15 am
Hmm, I thought I fixed that ....

does this version run with new planetary datas ?
I see it's creating datas/earth/_cvd with new x,y,z .wad files ?
It downloads extra data for colors and vegetation density. These are ~2.7GB for the whole world.
Title: Re: Dev version 0.8.0.4152
Post by: ddenn on November 04, 2013, 08:03:51 am
Thanks for the update, nice work! Is there a place to download all the color data? Also the Grand Canyon is now look weird, it covered with red snow for some reason
(http://imageshack.us/a/img23/15/2e79.th.jpg) (http://imageshack.us/a/img23/15/2e79.jpg)
Title: Re: Dev version 0.8.0.4152
Post by: cameni on November 04, 2013, 08:13:29 am
It's not a red snow, it's reddish Grand Canyon dirt. The problem is actually that the rocks are not yet colored by the color data, yet they have to get the same tint (see http://upload.wikimedia.org/wikipedia/commons/2/2c/Grand_Canyon_West_Airport.jpg (http://upload.wikimedia.org/wikipedia/commons/2/2c/Grand_Canyon_West_Airport.jpg))

Complete color data
Title: Re: Dev version 0.8.0.4152
Post by: ddenn on November 04, 2013, 08:14:33 am
Thanks!
Title: Re: Dev version 0.8.0.4152
Post by: pico on November 04, 2013, 09:34:39 am

Become very well, thank you for the new Version.  :)

Typical for Satellite Images, the Green is a little too blue.
Title: Re: Dev version 0.8.0.4152
Post by: ddenn on November 04, 2013, 09:45:46 am
Complete color data: https://drive.google.com/file/d/0BwftL40DNEd0Y3QyQ1JjdW9lWmM/edit?usp=sharing (https://drive.google.com/file/d/0BwftL40DNEd0Y3QyQ1JjdW9lWmM/edit?usp=sharing)
I have a problem with these files, after restarting Anteworld deletes all the data and starts downloading it again
Title: Re: Dev version 0.8.0.4152
Post by: cameni on November 04, 2013, 10:29:26 am
Deletes them all, or just the desc files?
Title: Re: Dev version 0.8.0.4152
Post by: ZeosPantera on November 04, 2013, 10:35:00 am
Any chance you could setup a BTsync (http://labs.bittorrent.com/experiments/sync.html (http://labs.bittorrent.com/experiments/sync.html)) share of the 2.7 gigs of color and vegetation data. I am so use to not having any loading it is driving me nuts!

EDIT -- NVRM MIND!
Title: Re: Dev version 0.8.0.4152
Post by: ddenn on November 04, 2013, 10:36:20 am
Deletes them all, or just the desc files?
Deletes all of them, and starts to download wads again
Title: Re: Dev version 0.8.0.4152
Post by: ZeosPantera on November 04, 2013, 01:28:27 pm
Well I just threw the 3gb color download in my 12gb data folder and it overwrote whatever was in there now when I move away from where I was (to the point where it WAS downloading data) my game crashes.. Report sent.
Title: Re: Dev version 0.8.0.4152
Post by: James on November 04, 2013, 02:49:44 pm
Am I bugging out or am I seeing heat rays on the horizon?
Title: Re: Dev version 0.8.0.4152
Post by: Jonathan on November 04, 2013, 02:54:19 pm
Fricken amazing guys! :) I can't wait for clouds and rivers!
Title: Re: Dev version 0.8.0.4152
Post by: cameni on November 04, 2013, 03:15:05 pm
The previous color data download seems to have contained corrupted data, please try this one:
cvd.zip (https://drive.google.com/file/d/0BwftL40DNEd0NUJmcDd0dU0zYWs/edit?usp=sharing)
Title: Re: Dev version 0.8.0.4152
Post by: Jagerbomber on November 04, 2013, 05:26:15 pm
They should be clear .. we are using a separate value that tells the ratio of vegetation on the tile, and the sensors used for it usually can differentiate between the signatures of a forest or grassland and a lake.
Maybe it's so full of algae ... :D

Well all the lakes in my area are full of trees.  Also, maybe the grass/ground wasn't really blue-ish (at least not compared to what I saw at the ocean shoreline).  It's not short grass and looks about the same as the grass not on the lake (at least like the grass in forested areas)..

Maybe I'm vertical-blue-green color blind but I don't see 8)

I'M SO CONFUSED!  They where there last night!  In the same spots!... In the screenshot, even after I uploaded it! WTF  :o :o :o
Maybe it was an issue with my HDMI cable/connection, but how the lines stayed in the same specific spots on a screenshot, I don't know...
Title: Re: Dev version 0.8.0.4152
Post by: KelvinNZ on November 04, 2013, 05:29:06 pm
Hmm, I thought I fixed that ....

does this version run with new planetary datas ?
I see it's creating datas/earth/_cvd with new x,y,z .wad files ?
It downloads extra data for colors and vegetation density. These are ~2.7GB for the whole world.

Brano, any chance to get this 2.7GB of vegetation data for offline use?

.....EDIT: Disregard, it probably helps to read the entire thread first before posting hehehe. :-[

Cheers,

K.
Title: Re: Dev version 0.8.0.4152
Post by: James on November 04, 2013, 05:29:52 pm
They should be clear .. we are using a separate value that tells the ratio of vegetation on the tile, and the sensors used for it usually can differentiate between the signatures of a forest or grassland and a lake.
Maybe it's so full of algae ... :D

Well all the lakes in my area are full of trees.  Also, maybe the grass wasn't really blue-ish (at least not compared to what I saw at the ocean shoreline).

Maybe I'm vertical-blue-green color blind but I don't see 8)

I'M SO CONFUSED!  They where there last night!  In the same spots!... In the screenshot, even after I uploaded it! WTF  :o :o :o
Maybe it was an issue with my HDMI cable/connection, but how the lines stayed in the same specific spots on a screenshot, I don't know...

It's definately your screen, because we see nothing. XD
Title: Re: Dev version 0.8.0.4152
Post by: Jagerbomber on November 04, 2013, 05:32:24 pm
I know, I don't see them anymore either (at least for now).  ;D
Title: Re: Dev version 0.8.0.4152
Post by: lloxdg on November 04, 2013, 05:36:03 pm
Looks very exciting. I haven't looked many places yet, but found very few trees here: +36° 40' 59.22", +30° 31' 43.90" (just compare with google maps)

(http://imageshack.us/a/img22/6198/dus9.th.jpg) (http://imageshack.us/photo/my-images/22/dus9.jpg/)

All data has been downloaded (download progress below is for another locations).

P.S. Look at my screenshots below.
Title: Re: Dev version 0.8.0.4152
Post by: 7HUND3R on November 04, 2013, 09:25:54 pm
perfect the new version. imported theme you played it?
Title: Re: Dev version 0.8.0.4152
Post by: ddenn on November 05, 2013, 12:39:23 am
The previous color data download seems to have contained corrupted data, please try this one:
cvd.zip (https://drive.google.com/file/d/0BwftL40DNEd0NUJmcDd0dU0zYWs/edit?usp=sharing)
Didn't help, Anteworld still deletes all the pre-downloaded data
Title: Re: Dev version 0.8.0.4152
Post by: adriaan on November 05, 2013, 05:24:52 am
Great work on the biome Cameni. But is there anything i can do about the download speed in Outerra. I have a steady 2 mbps connection yet it keeps downloading at 30kbps. Its making me crazy! And apparently the full download of the color data doesnt work.
Title: Re: Dev version 0.8.0.4152
Post by: foxfiles on November 05, 2013, 07:29:55 am
Didn't help, Anteworld still deletes all the pre-downloaded data

Yes same phenomenon for me here  :(
Title: Re: Dev version 0.8.0.4152
Post by: 2eyed on November 05, 2013, 12:10:49 pm
Overall and mainly from high above, the color map is a great step towards realism.
Can we do something about the garish colors at lower altitude? Maybe tone down brightness and saturation dynamically when going down to ground level?
I did a comparison of  grassy terrain default vs with reduced saturation/brightness.
Title: Re: Dev version 0.8.0.4152
Post by: ZeosPantera on November 05, 2013, 12:51:54 pm
nice 2eyed. Looks great. I was going to broach the subject of color intensity too.
Title: Re: Dev version 0.8.0.4152
Post by: lloxdg on November 05, 2013, 02:18:40 pm
Looks very exciting. I haven't looked many places yet, but found very few trees here: +36° 40' 59.22", +30° 31' 43.90"
I've made screenshots for comparison with Google Earth:

Outerra:
(http://imageshack.us/a/img199/3857/qor4.jpg)
All data for the location has been loaded.

Google Earth:
(http://imageshack.us/a/img27/7638/tu6q.jpg)

Thumbnail size view is not working now. Don't know why...

I've also looked at BlueMarble map. It seems, pixels in this place are not too dark and therefore identified as grass. Maybe there is more precise method to get vegetation data? Frankly, I'm not sure, present data is from BlueMarble :) Is it?

P.S. But in other places I've looked tree density looks much closer to real.
P.S. Deserts look awesome :)
Title: Re: Dev version 0.8.0.4152
Post by: lloxdg on November 05, 2013, 09:01:21 pm
Here the opposite situation - too much trees:
(http://imageshack.us/a/img802/8608/w12j.th.jpg) (http://imageshack.us/photo/my-images/802/w12j.jpg/) (http://imageshack.us/a/img849/6124/gkqw.th.jpg) (http://imageshack.us/photo/my-images/849/gkqw.jpg/)
But more better than less. Without humans trees feel much better :)
Title: Re: Dev version 0.8.0.4152
Post by: cameni on November 06, 2013, 01:25:22 am
Tree coverage is not yet correct, basically it guesses tree occurrence by when the vegetation index value goes over a threshold, which isn't entirely right. For example, coniferous trees have a lower vegetation index than broad leaf trees and some bushes, so the coverage yields some false values especially near the (arbitrarily chosen) tree threshold. There will be a better dataset that specifically identifies trees and brushes, along with tree types; this here is the initial biome support version.

Colors - yes it's using compiled Blue Marble data, the problem is that the colors there do not represent raw color values, but were manipulated to make them fit into a single color map. It's non-linear, and we need to apply a reverse transformation - this too is subject to further evolution.

The server apparently can't handle the amount of downloads, and the speed also greatly varies around the world. We'll be moving the servers to Google cloud that should help with that. Also debugging why the app deletes the downloaded data ...
Title: Re: Dev version 0.8.0.4152
Post by: ZeosPantera on November 06, 2013, 01:51:06 am
Pretty sure the messed up color download destroyed my ground data folder. I get no physical contact with the ground and moving away from saudi arabia causes a game crash. I am going to move my earth folder and try again.

EDIT.. Moving the terrain +x etc folders out seems to have fixed the issue. I guess they just aren't supported with the new color data. Should they over-write each other?
Title: Re: Dev version 0.8.0.4152
Post by: cameni on November 06, 2013, 02:19:07 am
You probably overwrote the elevation data with the color ones. The colors are in data/earth/_cvd folder, elevation in data/earth. I must add a check to ensure wrong ones aren't used.
Title: Re: Dev version 0.8.0.4152
Post by: cameni on November 06, 2013, 02:29:15 am
Ok, the color data download should be fixed, please unpack the data again.

For the record, the problem was that on some systems the modification times of files can have only even number of seconds. We worked around it by always storing the files rounded to an even number of seconds, but for some reason some of the files on the server weren't cured so. This resulted in a check in the program failing and deleting the whole cache for consistency's sake.
Title: Re: Dev version 0.8.0.4152
Post by: ddenn on November 06, 2013, 02:59:54 am
Ok, the color data download should be fixed, please unpack the data again.

For the record, the problem was that on some systems the modification times of files can have only even number of seconds. We worked around it by always storing the files rounded to an even number of seconds, but for some reason some of the files on the server weren't cured so. This resulted in a check in the program failing and deleting the whole cache for consistency's sake.
Doesn't work for me, OT still deletes all the unpacked files.

EDIT: If it means anything, the date stamp on 0-0-0.0.wad from the archive is 31.10.2013 12:02; the date on the downloaded file is 31.10.2013 15:02 - could it be something with time zone differences?
Title: Re: Dev version 0.8.0.4152
Post by: cameni on November 06, 2013, 03:20:56 am
It's the time stamp of the base.desc files that's important. For the data/earth/_cvd/+x/base.desc file extracted from cvd.zip, the modification time is 11:23:42. Times are stored in UTC so timezones shouldn't matter.
Title: Re: Dev version 0.8.0.4152
Post by: ddenn on November 06, 2013, 04:04:34 am
Same problem is for base.desc, the one in the archive has 31.10.2013 11:23, and the downloaded one has 31.10.2013 14:23
Title: Re: Dev version 0.8.0.4152
Post by: cameni on November 06, 2013, 04:24:33 am
I guess the program you used to unpack interpreted the times in the zip as in local time, not in UTC, otherwise it would have applied your time zone shift. What did you use to unpack it?
Title: Re: Dev version 0.8.0.4152
Post by: ddenn on November 06, 2013, 04:28:10 am
I'm use Total Commander unpacker for zips, but for the first archive I used 7zip program with same result.

EDIT: Tried 7zip with latest archive, same result. For some reason, newly downloaded by OT files has +3 hours date
Title: Re: Dev version 0.8.0.4152
Post by: cameni on November 06, 2013, 04:32:05 am
7zip archive contained wrong files, so it behaved like that for a different reason. Ok, please try this - after you unpack the data, set the time for the base.desc files in Total commander (Files -> Change attributes) by changing the hour to 11, leaving other time values intact.
Title: Re: Dev version 0.8.0.4152
Post by: ddenn on November 06, 2013, 04:33:59 am
Yea, I tried that, it's kind of works - OT loads ok, but if I move somewhere it starts download some wads, but very small ones and fast

EDIT: It downloads terrain wads, not color ones, so it works

EDIT2:
7zip archive contained wrong files, so it behaved like that for a different reason. Ok, please try this - after you unpack the data, set the time for the base.desc files in Total commander (Files -> Change attributes) by changing the hour to 11, leaving other time values intact.
When I unpack the archive the files have 11 hours stamp, the problem is in Anteworld, the files it downloads have +3 hours stamp. So when I changed base.desc files dates to +3 hours, all works fine.
Title: Re: Dev version 0.8.0.4152
Post by: cameni on November 06, 2013, 05:08:35 am
+3 hours is your timezone offset, I guess. The times are in UTC, but your OS shows them in your local time, thus shifted. The problem is, it should add the offset even when taking files from the zip, where they should be in UTC as well, and when you unpack them it should show +3 values - but for some reason it doesn't do that with the zip file.
I'm trying to find why the zip file times looks as if they were in local time, and not UTC.
And why the elevation zip archive doesn't have this problem.
Title: Re: Dev version 0.8.0.4152
Post by: foxfiles on November 06, 2013, 06:04:27 am
can this be related to the app that you used to zip the files ?
when I downloaded the .zip, winrar was unable to uncompress it saying that the archive was corrupted.
Title: Re: Dev version 0.8.0.4152
Post by: ddenn on November 06, 2013, 06:29:14 am
After I installed standalone terrain data from here (http://www.outerra.com/forum/index.php?topic=645.msg13764#msg13764) Anteworld deleted all the color files again and started download them (terrain data works fine, no downloads).
EDIT: Then again I installed predownloaded color data and changed base.desc files data +3 hours and now all works fine. BTW, standalone terrain .wad's have 13.09.2011 date and work fine. Anteworld downloaded terrain .wad's date was 05.01.2012.
Title: Re: Dev version 0.8.0.4152
Post by: SpaceFlight on November 06, 2013, 06:47:14 am
After I installed standalone terrain data from here (http://www.outerra.com/forum/index.php?topic=645.msg13764#msg13764) Anteworld deleted all the color files again and started download them (terrain data works fine, no downloads).

it works fine on my end.
Remember, your installation path for the color data should look like this: data/earth/_cvd/
Whereas the path for the standalone terrain data should look like this: data/earth/

If this has nothing to do with your problem, disregard my post.
Title: Re: Dev version 0.8.0.4152
Post by: cameni on November 06, 2013, 07:17:29 am
After I installed standalone terrain data from here (http://www.outerra.com/forum/index.php?topic=645.msg13764#msg13764) Anteworld deleted all the color files again and started download them (terrain data works fine, no downloads).
Just to check - new elevation data caused deletion of color data?
Title: Re: Dev version 0.8.0.4152
Post by: ddenn on November 06, 2013, 07:22:04 am
Yes
Title: Re: Dev version 0.8.0.4152
Post by: John514 on November 06, 2013, 01:45:45 pm
It appears that fog during sunset and sunrise makes my trees glow in the dark!
(http://i1107.photobucket.com/albums/h398/John1731997/screen_1383763062_zps77ea3d9a.jpg) (http://s1107.photobucket.com/user/John1731997/media/screen_1383763062_zps77ea3d9a.jpg.html)
Title: Re: Dev version 0.8.0.4152
Post by: James on November 06, 2013, 04:48:08 pm
Maybe it's time to update the main page's pictures?

(http://s7.postimg.org/lwlks432h/image.jpg)

(http://s7.postimg.org/tqm6diavd/image.jpg)

(http://s7.postimg.org/flgdbp1u1/image.jpg)
Title: Re: Dev version 0.8.0.4152
Post by: cameni on November 08, 2013, 12:53:15 pm
Version 0.8.0.4166

Title: Re: Dev version 0.8.0.4152
Post by: ZeosPantera on November 08, 2013, 03:28:18 pm
Yeah! it works again. Still have to download all of the terrain data again. Or will the 12 gig download work?
Title: Re: Dev version 0.8.0.4152
Post by: cameni on November 08, 2013, 03:44:23 pm
Unless you overwrote the terrain files, those should have stayed intact, and you'd need just the color data.
Title: Re: Dev version 0.8.0.4152
Post by: yusupov on November 08, 2013, 03:53:11 pm
im new so apologies for the question, but none of the cockpits (chopper/planes/truck) load properly for me; i can start the engine & punch enter to exit/enter the vehicles, & the outside modelling is fine, but once i enter its a mess.  is this just waiting for a fix in the dev version?
Title: Re: Dev version 0.8.0.4152
Post by: cameni on November 08, 2013, 04:17:33 pm
Have you perhaps set a special projection mode in graphics settings (spherical or cylindrical)? Those are known not to work properly in cockpits yet.
Title: Re: Dev version 0.8.0.4152
Post by: yusupov on November 08, 2013, 04:24:03 pm
thanks, that was the issue. i did think to change it but mustve forgot to reset.

i just found out about this project & am astounded, please keep up the great work!
Title: Re: Dev version 0.8.0.4152
Post by: Gamerpro40 on November 10, 2013, 01:58:22 pm
Why is the land blue on this island? Location: Bermuda, 32°18′N 64°47′W (http://i.imgur.com/2A23HfW.jpg)
Title: Re: Dev version 0.8.0.4152
Post by: ZeosPantera on November 10, 2013, 02:11:32 pm
The new coloring of the earth reads in 500meter squares. That small chunk of land is being counted as ocean. It will all be sorted later on.
Title: Re: Dev version 0.8.0.4152
Post by: Gamerpro40 on November 11, 2013, 03:43:31 pm
Is there anyway to down grade outerra to an older version?
Title: Re: Dev version 0.8.0.4152
Post by: cameni on November 11, 2013, 04:56:23 pm
You can install some previous full version, and then prevent it from updating by renaming the outerra.exe (or running it with -noupdate switch from the command line).
Title: Re: Dev version 0.8.0.4152
Post by: Gamerpro40 on November 11, 2013, 05:54:30 pm
Ok thank you.
Title: Re: Dev version 0.8.0.4152
Post by: lloxdg on November 13, 2013, 06:47:42 am
How the speed of falling is calculated when turning simple fps mode on at high altitude?
Title: Re: Dev version 0.8.0.4152
Post by: KelvinNZ on November 16, 2013, 01:31:48 am
7zip archive contained wrong files, so it behaved like that for a different reason. Ok, please try this - after you unpack the data, set the time for the base.desc files in Total commander (Files -> Change attributes) by changing the hour to 11, leaving other time values intact.

What I did to avoid any issues is downloaded a file attribute editor and then changed the files to the nearest even time i.e 7:00:00 instead of 7:23:44 and it worked. Just used the recursive option to go through the whole directory. It was really quick and painless; i'll do it this way until a proper fix is available out of the box.

You can download the program here if you are having issues and just want to get into OT and fly, walk, drive etc... the file is called ac.zip

http://sdrv.ms/1d4eGHJ (http://sdrv.ms/1d4eGHJ)
Title: Re: Dev version 0.8.0.4152
Post by: YummyNoodles on November 23, 2013, 01:59:54 pm
Looks amazing! :D so what are you working on next? Anyway keep up the fantastical work!
Title: Re: Dev version 0.8.0.4152
Post by: Ryan10427 on December 09, 2013, 05:18:12 pm
GAHH!!!!!!!!!! waiting for a new update is killing me but if i must wait, i shall!! take your time.
Title: Re: Dev version 0.8.0.4269
Post by: cameni on December 15, 2013, 09:23:23 am
Version 0.8.0.4269


¹ Terrain data (elevation and biome) are now downloaded from faster servers, and the downloader selects the one with the minimum latency. Currently there are two servers, located in US East and in EU.

² We changed the built-in raw video capture from YOG to the better known Y4M format. These raw video files are slightly bigger, but can be open by several programs directly, for example VLC or Mplayer. However, you actually don't have to use the raw files at all - after you quit the application, a dialog box offering automatic conversion of previously captured videos will appear. It will convert raw video files into compressed Webm (http://www.webmproject.org/users/ (http://www.webmproject.org/users/)) format, suitable for direct upload to YouTube. Note that the input files (*.y4m, *.wav) will be deleted after a successful conversion.
If you want to use the raw files instead, just press cancel in the initial dialog.

(https://lh6.googleusercontent.com/-nKoSSrbXFI4/Uq3CxK4pp5I/AAAAAAAAApk/lb_WFbE5CEk/w1280-h720-no/screen_1387119252.jpg)
Title: Re: Latest version: 0.8.0.4269
Post by: dpt on December 15, 2013, 10:42:53 am
getting this error after latest upgrade:

Exception msg: OpenGL error: shader compilation failed
objshaders
last RL:eng::draw_frame_internal@eng\eng.cpp(736)


---------------------------------------------------------------
my spec:
windows 7 version 6.1.7600
GPU: AMD radeon HD7750
Opengl :4.2.12002
-------------------------------------------------------

 :( :( :( :( :( :( :(
Title: Re: Latest version: 0.8.0.4269
Post by: cameni on December 15, 2013, 10:46:25 am
What driver version is it? Updating the drivers should help, but I need to install the version you have got to see what's the problem there. If you don't know the version, the atioglxx.dll version build number should be listed in eng.log too.
Title: Re: Latest version: 0.8.0.4269
Post by: dpt on December 15, 2013, 11:14:52 am
 :D
I updated the driver to 6.14.10.12430 ( latest)
and Outerra is running smoothly again ,
I should have tried that before posting it here .. Thanks .
Title: Re: Latest version: 0.8.0.4269
Post by: ZeosPantera on December 15, 2013, 01:25:55 pm
Progress is good. Was hoping for clouds or 3D trees.. But it is only christmas.. No biggy.

(http://media.tumblr.com/tumblr_lzpl35YiSs1qgacym.jpg)
Title: Re: Latest version: 0.8.0.4269
Post by: James on December 15, 2013, 01:30:53 pm
Maybe he plans to surprise us with an update on Christmas day? Probably not, but I sure hope so. :3
Title: Re: Latest version: 0.8.0.4269
Post by: PytonPago on December 15, 2013, 02:36:19 pm
Bollocks fellas ! ... were on the Santas "No newer! He will not get an present from me ewer again!" list. Did you forgot all our devilish criticisms ?! ;D

 ... but i would like to get the plasma canon force-limiter turned off for Silvester. A great show has to be done that day !  :)
Title: Re: Latest version: 0.8.0.4269
Post by: Skipper on December 15, 2013, 02:41:31 pm
Good evening.
I am a new user and have a little problem after last update. Everytime I try to spawn a ship application immediately CTD.
Anything to do with the ocean changes or something I should check on my system? (win8.1 , NVidia 331.82).
Thank you.Your work so far is admirable.
Title: Re: Latest version: 0.8.0.4269
Post by: HoralkaEU on December 15, 2013, 02:55:52 pm
Running on the newest update, looking good! You guys really made some progress from last time I played. I finally managed to learn how to fly that Mig on my gamepad, but I'm missing one thing. The ability to bind view controls on it. Is it possible? I'd like to also use POV keys on my gamepad, since using mouse and gamepad is bit hard when flying... :D
Also, are any major updates planned? I guess this was asked hundreds of times already, but what about lakes?
Title: Re: Latest version: 0.8.0.4269
Post by: cameni on December 15, 2013, 03:43:40 pm
I am a new user and have a little problem after last update. Everytime I try to spawn a ship application immediately CTD.
Sorry that was our fault, an untested late change. An updated patch is out.
Title: Re: Latest version: 0.8.0.4269
Post by: cameni on December 15, 2013, 04:44:16 pm
Running on the newest update, looking good! You guys really made some progress from last time I played. I finally managed to learn how to fly that Mig on my gamepad, but I'm missing one thing. The ability to bind view controls on it. Is it possible? I'd like to also use POV keys on my gamepad, since using mouse and gamepad is bit hard when flying... :D
I'll probably have to steal the gamepad from Angrypig and check how it works, and how it should work - I never had one myself.

Quote
Also, are any major updates planned? I guess this was asked hundreds of times already, but what about lakes?
We'll get there, lake support depends on the vector layer engine, which is used also for lots of other stuff - currently the roads and craters, later rivers and fields and other civilization changes of the default biome distribution. That's still some work, but we went through some successful simulation demos lately and we'll be likely expanding our team very soon to be able to cover all these things faster.
Title: Re: Latest version: 0.8.0.4269
Post by: Skipper on December 15, 2013, 04:50:30 pm
Sorry that was our fault, an untested late change. An updated patch is out.
Ships spawn normally now. Thanks!
Title: Re: Latest version: 0.8.0.4269
Post by: James on December 15, 2013, 05:49:38 pm
That's still some work, but we went through some successful simulation demos lately and we'll be likely expanding our team very soon to be able to cover all these things faster.

That's good to hear! I wish I could join you guys, but you probably have a fancy office and everything, and I'm only 15 with only beginner's knowledge of C++ and PHP. I know tons of Lua, but that probably wouldn't be useful anyways.
Title: Re: Latest version: 0.8.0.4269
Post by: cameni on December 25, 2013, 03:45:23 am
Version 0.8.0.4298
Title: Re: Latest version: 0.8.0.4269
Post by: ZeosPantera on December 25, 2013, 01:26:15 pm
Merry Christmas to you too Cameni.
Title: Re: Latest version: 0.8.0.4269
Post by: James on December 25, 2013, 01:31:00 pm
Merry Christmas to you too Cameni.

You hurt my feelings with your religious beliefs.
Title: Re: Latest version: 0.8.0.4269
Post by: John514 on December 25, 2013, 01:38:05 pm
Merry Christmas to all members of the Forum and the Outerra team! :D
Title: Re: Latest version: 0.8.0.4269
Post by: cameni on December 25, 2013, 01:58:22 pm
Merry Christmas/Gravmass/Saturnalia/whatever to everybody, and have a nice end of the year too!
Title: Re: Latest version: 0.8.0.4269
Post by: Abc94 on December 25, 2013, 03:54:33 pm
Merry X-mas!  Make sure you guys take at least a little break.
Title: Re: Latest version: 0.8.0.4269
Post by: Linux_Shines on December 25, 2013, 05:10:55 pm
Merry Christmas and have a nice end of year.

And... I think that these wishes aren't for me, because with latest update I started to get this weird message after run of Anteworld:
(http://img836.imageshack.us/img836/59/hob4.png)

And as always logs in attachment.
Title: Re: Latest version: 0.8.0.4301
Post by: cameni on December 27, 2013, 02:56:57 am
Version 0.8.0.4301

Title: Re: Latest version: 0.8.0.4301
Post by: PytonPago on December 27, 2013, 07:46:16 am
Version 0.8.0.4301
  • fixed snow biome colors
  • boat contact points not added when there are wheels
  • fixed intel shader compilation
  • workaround for terrain broken on intel
  • fixed installer icons and shortcuts
... perfect, fixed the amphibious vehicle problem really nice ! Thanks for the speedy update.
Title: Re: Latest version: 0.8.1.4444
Post by: cameni on February 15, 2014, 10:43:26 am
Version 0.8.1.4444
(http://3.bp.blogspot.com/-QZzF-BbjRZI/Uvaxctz2fBI/AAAAAAAAAzw/pWcjOgXno1k/s1600/pipeline.jpg)
Title: Re: Latest version: 0.8.0.4301
Post by: James on February 15, 2014, 10:44:12 am
Yay! Thanks for all the work! :D
Seeing these updates makes me incredibly excited!!!
Title: Re: Latest version: 0.8.1.4444
Post by: John514 on February 15, 2014, 10:56:00 am
Awesome! :D
Title: Re: Latest version: 0.8.1.4444
Post by: John514 on February 15, 2014, 11:18:59 am
Hm...It seems that you may have mixed the LODs of two different rifle models.
Notice the scope as I move the camera away.
(http://i1107.photobucket.com/albums/h398/John1731997/screen_1392480951_zpse4fd505c.jpg) (http://s1107.photobucket.com/user/John1731997/media/screen_1392480951_zpse4fd505c.jpg.html)
(http://i1107.photobucket.com/albums/h398/John1731997/screen_1392480955_zps48473dec.jpg) (http://s1107.photobucket.com/user/John1731997/media/screen_1392480955_zps48473dec.jpg.html)

Also, I can`t fire the RPG, if its possible! :P
Title: Re: Latest version: 0.8.1.4444
Post by: cameni on February 15, 2014, 11:24:38 am
LOL, how we did not notice that  ::)

Also other known issues - shadows sometimes partially vanishing and lagging one frame.

Material system changes will be documented soon, matlib files are automatically converted to a new mtl format, which also contains better names for material parameters.
Title: Re: Latest version: 0.8.1.4444
Post by: John514 on February 15, 2014, 11:26:05 am
Also, what is the *tick* sound following every gunshot? Is it suposed to be the echo or something?
Title: Re: Latest version: 0.8.1.4444
Post by: exadeci on February 15, 2014, 11:35:23 am
 The jump goes from "hovering" to real jump but really nice update !
Title: Re: Latest version: 0.8.1.4444
Post by: DeanosBeano on February 15, 2014, 11:44:20 am
Fantastic !!!!
 I never dreamed this patch would be here so early , this is the best thing that ever happened after i threw money at the screen :)
Title: Re: Latest version: 0.8.1.4444
Post by: konrad72 on February 15, 2014, 11:50:00 am
Might I suggest adding a non-invasive ambient soundtrack, perhaps a simple piano piece. Right now Anteworld is eerily quiet and this is brought into stark relief with the new addition of being able to walk around. The addition of a relaxing music track would do a great deal in making the exploration aspect of Anteworld more appealing and immersive.
Title: Re: Latest version: 0.8.1.4444
Post by: PytonPago on February 15, 2014, 12:13:44 pm
Might I suggest adding a non-invasive ambient soundtrack, perhaps a simple piano piece.

 ... joking ? I choose just hard rock and roll some vehicle wheels around ... :D

 I think it would go on nerves in due time anyway. Also, there is no problem to start winamp ...
Title: Re: Latest version: 0.8.1.4444
Post by: DeanosBeano on February 15, 2014, 12:21:00 pm
Might I suggest adding a non-invasive ambient soundtrack, perhaps a simple piano piece.

 ... joking ? I choose just hard rock and roll some vehicle wheels around ... :D

 I think it would go on nerves in due time anyway. Also, there is no problem to start winamp ...
To save memmory on youtube flash and 3rd party prog , you can goto sound folder in root and change ambient noise to personal choice music by replacing file ?  Untried but often thought

On topic , seems two bugs so far with mercenaries
1 gun does not return to cam angle after extremity up and down without cam goint to oposite extremity to center it as a fix

2 if mercenary and then change location , camera would not move  to ground , spawned as mercenary which dropped to ground but gun sound echo repeats infinitely if shot fired on way to ground .
Title: Re: Latest version: 0.8.1.4444
Post by: konrad72 on February 15, 2014, 12:46:19 pm
Not joking, and yes I am aware that I could just play my own music.

I'm speaking from the viewpoint of Anteworld as a whole package. If Skyrim had been sold and Bethesda had said "Well you can look up some nice Nordic music on youtube, or go to steamapps/skyrim/sound/ambient and put your own music in there" they would have been roundly mocked. Having background music (with a volume slider so that people who want hard rock can have it) is a crucial part of presenting a holistic experience to the consumer.
Title: Re: Latest version: 0.8.1.4444
Post by: PytonPago on February 15, 2014, 12:58:45 pm

Might I suggest adding a non-invasive ambient soundtrack, perhaps a simple piano piece.

On topic , seems two bugs so far with mercenaries
1 gun does not return to cam angle after extremity up and down without cam goint to oposite extremity to center it as a fix

2 if mercenary and then change location , camera would not move  to ground , spawned as mercenary which dropped to ground but gun sound echo repeats infinitely if shot fired on way to ground .

Also, if you look at him at certain angles, his optics is switched for another far back on the RIS rail. :D
Cameni, how is the shooting done ? .. would like to try it on the BTR ...
Title: Re: Latest version: 0.8.1.4444
Post by: Foxiol on February 15, 2014, 02:00:57 pm
Lovely update. Need to look out for bugs and such but one thing that I like from the FPS is how the scope looks and the movement, even without all the movements that are missing.

More polys to that weapon, textures, animations, an inventory system, clouds, 3D trees, some structures and Arma III will look like garbage. ;)
Title: Re: Latest version: 0.8.1.4444
Post by: ZeosPantera on February 15, 2014, 04:15:13 pm
My characters gun seems to have more reach than my mouse movement. So if I look up the gun takes more mouse movement to catch up. Same with down.

EDIT: Also my rebound "Speed Up" key doesn't work (Num 1) only shift causes him to run.
Title: Re: Latest version: 0.8.1.4444
Post by: 2eyed on February 15, 2014, 04:24:06 pm
Flying over caucasian wilderness with the Cessna in glory stereoscopic 3d, all I can say is... wow!
It's already the best looking "flight sim" out there with this update. Fantastic!
Tweaking the sliders, as reducing global scattering, alt+f8 for updated model lighting and it really shines.
I found that now working SBS stereo gives much better result than top/bottom.
It is more natural and as it should be. I had to reduce convergence to one third from previous top/bottom mode.
So the two stereo modes seem to treat rendering different.
Title: Re: Latest version: 0.8.1.4444
Post by: DeanosBeano on February 15, 2014, 04:56:11 pm
bit of a slefish question i know ;)
 BUT , how long you think before we can get a breakdown of the skeleton and maybe a look at the model of the character  ?

 i see with quick look already it uses the ValveBiped set up BIP_ ? (guessing here)  maybe existing trools from there will help ?
Title: Re: Latest version: 0.8.1.4444
Post by: soulunite on February 15, 2014, 05:00:43 pm
Great update, thanks team
Title: Re: Latest version: 0.8.1.4444
Post by: PaulMoffat on February 15, 2014, 05:05:45 pm
This is awesome but here are a few character based bugs I found.

(First/Third Person View)
 * While running you can still fire the gun, the sound effect works but there is no associated animation
 * Sometimes the gun sound effect will continue playing after releasing the trigger but at a slower pace, it will continue for a while and then stop on its own.
 * Changing views doesn't maintain the character pitch orientation and resets to horizontal
 * The jump key (space) can cause the player to move above the ground if pressed repeatitively (air-jump) - gravity doesn't seem to work as fast as it should either
(First Person View)
* The character shadow has no head... freaky
(Third Person View)
 * Looking up will cause the camera to hold against the ground, where looking back down will cause the camera to rise where the camera is now looking down at the character when he is pointing horizontally forward as normal
 * You can use the middle mouse button to view the front of the character. But trying to bring the view back to behind the character automatically snaps the view back to the front. The change camera 'c' key has to be pressed to overcome this.
 * While the menu is visible, trying to enter the character by pressing 'enter' will make their head dissapear. The entering sequence will continue once you press 'esc' and hide the menu items
 * The head loss also happens when already in the character, the menu is brought up and then the 'c' key is pressed whilst the menu is still visible.
* Pressing 'ESC' to bring up the menu doesn't entirely pause the character animation. They seem to be stuck bouncing between the last two playing frames and are slightly vibrating. This continues until the menu is hidden again.
* The scope on the gun shifts location depending on your view distance.
* The forward/backward and side leg animations are well synced but when pressing forward/backward and sideways simultaenous (diagonal movement) the player slides along the ground quite a bit.
Title: Re: Latest version: 0.8.1.4444
Post by: Jonathan on February 15, 2014, 05:39:51 pm
How do you get the soldier? It doesn't seem like it is in the inventory! and yes I have the full version of Outerra to date.
Title: Re: Latest version: 0.8.1.4444
Post by: PaulMoffat on February 15, 2014, 05:41:51 pm
Press '8' it should spawn like other vehicle objects
Title: Re: Latest version: 0.8.1.4444
Post by: Jonathan on February 15, 2014, 06:23:20 pm
Awesome thank you!
But how do you get a first person view?
Title: Re: Latest version: 0.8.1.4444
Post by: PaulMoffat on February 15, 2014, 06:24:50 pm
Press 'c' it works in vehicles as well :)
Title: Re: Latest version: 0.8.1.4444
Post by: zzz on February 15, 2014, 08:21:11 pm
Material system changes will be documented soon, matlib files are automatically converted to a new mtl format, which also contains better names for material parameters.

Placed new objects don't have any textures. This is the mtl file it created:

Quote
{
   "version" : 512,
   "mats" : [
   {
      "name" : "",
      "color" : ".725,.725,.725,1.0",
      "f0" : ".027",
      "roughness" : ".498",
      "no_light" : false,
      "alpha_masked" : false,
      "tex_albedo" : "1_2gb1_t1_2_d.dds",
      "tex_normal" : "",
      "tex_roughness" : "",
      "tex_opacity" : "",
      "tex_reflectance" : "",
      "tex_environment" : ""
   },
      }]

Obviously no name attribute. I can go into the history text file and manually copy the material names and they'll appear.
Title: Re: Latest version: 0.8.1.4444
Post by: Spudly on February 15, 2014, 11:11:54 pm
Wow, I've been having way too much fun just making big hordes of running dudes by spawning one and exiting out repeatedly.
Title: Re: Latest version: 0.8.1.4444
Post by: cameni on February 16, 2014, 01:25:12 am
Placed new objects don't have any textures.
A bug when you go through the Collada importer. A fix coming soon.
Title: Re: Latest version: 0.8.1.4444
Post by: aWac9 on February 16, 2014, 10:38:20 am
thank you very much
Title: Re: Latest version: 0.8.1.4444
Post by: Raze on February 16, 2014, 10:42:11 am
Great piece of software, I have been busy laying gravel highways throughout Mirkwood so far, just because.

Also anyone notice in the new update, when you go first person with a mercenary, his shadow is missing a head!! At least it was for me. I'm guessing the head causes artifacts if it's drawn 1st person, any case keep up the great job. Looking forward to future versions.
Title: Re: Latest version: 0.8.1.4444
Post by: cameni on February 22, 2014, 10:32:48 am
Version 0.8.1.4457
Title: Re: Latest version: 0.8.1.4457
Post by: Jagerbomber on February 22, 2014, 11:22:50 am
lol... I still love how far down the progress bar is at the bottom.... I can watch it through my W8 Taskbar while doing other things.  ;D
Title: Re: Latest version: 0.8.1.4457
Post by: PatB on February 22, 2014, 01:15:06 pm
Thanks for this update, but I can't import DAE files anymore  (just a simple cube exported from Stektchup)

ERROR: Package "C:/Users/Patrice/Outerra/packages/Patrice/test/test.pkg" load failed! (err: Package "C:/Users/Patrice/Outerra/packages/Patrice/test/test.pkg" failed integrity check!)

I noticed that the .objdef file is missing the final "}", but it seems there is another problem with the .pkg file.

The dae files imported from the previous version are OK.
Title: Re: Latest version: 0.8.1.4457
Post by: DeanosBeano on February 22, 2014, 01:16:46 pm


 Hi same here , i reported in other thread too sorry for that

 
Code: [Select]
import: writing package info...
INFO: import: writing geom data...
INFO: import: copying textures...
DEBUG: job "import_job" processed in 61ms
DEBUG: tex widget updated: 529,585,58,25
INFO: Loading package "DeanosBeano/mercenary"...
DEBUG: tex widget updated: 3,6,586,604
ERROR: Package "C:/Users/Deanos/Outerra/packages/DeanosBeano/mercenary/mercenary.pkg" load failed! (err: Package "C:/Users/Deanos/Outerra/packages/DeanosBeano/mercenary/mercenary.pkg" failed integrity check!)
Title: Re: Latest version: 0.8.1.4457
Post by: professorx on February 22, 2014, 02:00:15 pm
So I had the driver issues with 0.8.1.4444.
and it was fixed on 0.8.1.4457
but I have to reinstall 4301 and it updates to 4444 and then I can't update to 4457 because of the driver issue not letting me launch.
Title: Re: Latest version: 0.8.1.4457
Post by: cameni on February 22, 2014, 02:28:08 pm
Until the new full installer is uploaded, please download and run the 4444-4457 patch (http://planet.anteworld.com/appdata/Anteworld/Anteworld-0.8.1.4444.patch-4457.exe) manually.
Title: Re: Latest version: 0.8.1.4457
Post by: HoralkaEU on February 22, 2014, 02:56:42 pm
After latest update, I'm stuck at "Initializing the world .."
But pressing ESC makes the cursor pop out (like in game when it brings up the menu), and task managed says program is responding and running. Weird
Title: Re: Latest version: 0.8.1.4457
Post by: cameni on February 22, 2014, 03:01:22 pm
If you updated earlier, please delete the precomp.lst file. I've updated the patch to fix that issue, but it you caught the older version you may have that problem. If it doesn't help, please upload the eng.log.
Title: Re: Latest version: 0.8.1.4457
Post by: HoralkaEU on February 22, 2014, 03:04:55 pm
I just closed it and started again. Works fine now!  :)
Title: Re: Latest version: 0.8.1.4457
Post by: angrypig on February 22, 2014, 04:25:02 pm
Thanks for this update, but I can't import DAE files anymore  (just a simple cube exported from Stektchup)

ERROR: Package "C:/Users/Patrice/Outerra/packages/Patrice/test/test.pkg" load failed! (err: Package "C:/Users/Patrice/Outerra/packages/Patrice/test/test.pkg" failed integrity check!)

I noticed that the .objdef file is missing the final "}", but it seems there is another problem with the .pkg file.

The dae files imported from the previous version are OK.

Can you give me the DAE file for test because my test cube from Blender works without any problems...
Title: Re: Latest version: 0.8.1.4457
Post by: PatB on February 22, 2014, 05:04:06 pm
Thanks for this update, but I can't import DAE files anymore  (just a simple cube exported from Stektchup)

ERROR: Package "C:/Users/Patrice/Outerra/packages/Patrice/test/test.pkg" load failed! (err: Package "C:/Users/Patrice/Outerra/packages/Patrice/test/test.pkg" failed integrity check!)

I noticed that the .objdef file is missing the final "}", but it seems there is another problem with the .pkg file.

The dae files imported from the previous version are OK.

Can you give me the DAE file for test because my test cube from Blender works without any problems...

Here is the DAE file, and a zip archive with the packagecreated by the importer  (+log). Thanks
Title: Re: Latest version: 0.8.1.4457
Post by: PaulMoffat on February 22, 2014, 05:05:10 pm
Hi same here , i reported in other thread too sorry for that
Me as well. I exported the default cube scene from Blender and tried to import it into Anterra after updating. It failed.

Code: [Select]
ERROR: Package "h:/games/Anteworld/packages/PaulMoffat/cubetest/cubetest.pkg" load failed! lerr Package "h:/games/Anteworld/packages/PaulMoffat/cubetest/cubetest.pkg" failed integrity check")
Oh man!, the importers broken  :'(
Title: Re: Latest version: 0.8.1.4457
Post by: John514 on February 22, 2014, 05:07:45 pm
Oh man! I love the First Person feature on the latest patch! I`m running around like a madman in New Zealand!
I`d love to have some varied vegetation around or some fallen trees/old logs..
Title: Re: Latest version: 0.8.1.4457
Post by: ZeosPantera on February 22, 2014, 05:26:08 pm
I have to reset all my keybinds before I verify this but my view constantly tilts up slowly in UFO and down slowly in vehicles and characters.

I rebound my look up down left and right keys and it still does it.
Title: Re: Latest version: 0.8.1.4457
Post by: PaulMoffat on February 22, 2014, 05:34:50 pm
I have to reset all my keybinds before I verify this but my view constantly tilts up slowly in UFO and down slowly in vehicles and characters.

I rebound my look up down left and right keys and it still does it.

I got this too, my view was constantly rotating to the left when the game was first updated, I moved all view controls to the keyboard, recalibrated the joysticks then disconnected them. Quit the game, reconnected the joysticks then restarted Outerra. Problem solved.
Title: Re: Latest version: 0.8.1.4457
Post by: cameni on February 22, 2014, 05:55:06 pm
Clear the binding in the "look left/right/up/down" axis (click with the middle mouse button). It's by default bound to some xbox controller axes, but those also map with other joysticks - I have to remove the default binding.
Title: Re: Latest version: 0.8.1.4457
Post by: ZeosPantera on February 22, 2014, 07:04:05 pm
Yeah that fixed it.
Title: Re: Latest version: 0.8.1.4457
Post by: bugsblake on February 22, 2014, 08:21:09 pm
thanks for the update! i cant get shadows to go over 2k though? and can the shadow distance be put to 50000 as to 20000! i have a monster rig and can hack anything i chuck at it! :D can i do this by cfg for now? thanks
Title: Re: Latest version: 0.8.1.4457
Post by: mercenar1e on February 23, 2014, 03:39:31 am
i can't seem to change any of the settings using windows 8.1.. after it restarts the game would load and it would crash right at pre load data.
Title: Re: Latest version: 0.8.1.4457
Post by: cameni on February 23, 2014, 04:23:35 am
i can't seem to change any of the settings using windows 8.1.. after it restarts the game would load and it would crash right at pre load data.
Can you send the crash report or upload the eng.log?

thanks for the update! i cant get shadows to go over 2k though? and can the shadow distance be put to 50000 as to 20000! i have a monster rig and can hack anything i chuck at it! :D can i do this by cfg for now? thanks
You can try editing the eng.cfg, but shadows are in the state of being reworked and they have some internal limits too.
Title: Re: Latest version: 0.8.1.4457
Post by: mercenar1e on February 23, 2014, 04:38:03 am
i can't seem to change any of the settings using windows 8.1.. after it restarts the game would load and it would crash right at pre load data.
Can you send the crash report or upload the eng.log?

thanks for the update! i cant get shadows to go over 2k though? and can the shadow distance be put to 50000 as to 20000! i have a monster rig and can hack anything i chuck at it! :D can i do this by cfg for now? thanks
You can try editing the eng.cfg, but shadows are in the state of being reworked and they have some internal limits too.


can you tell me how to find these files and where to send it to? is the file CrashRpt.dll?
Title: Re: Latest version: 0.8.1.4457
Post by: cameni on February 23, 2014, 04:49:05 am
If it crashes, you should see a crash reporter window popping up, and send the crash report from there. In certain situations the crash reporter does not appear, for example when the crash happens inside the graphics driver. That usually means a hw problem or a problem with other drivers.

The eng.log file can be found in the Outerra data directory, chosen during the installation. By default that's c:\users\[yourwinname]\Outerra\eng.log

You can send it to support at outerra.com
Title: Re: Latest version: 0.8.1.4457
Post by: mercenar1e on February 23, 2014, 04:57:25 am
ok i sent the file.. is there anyway i can get the latest 0.8.1.4457 stand alone download? also if you get to read the log file can you tell me what went wrong?
Title: Re: Latest version: 0.8.1.4457
Post by: cameni on February 23, 2014, 05:16:00 am
There's a newer Nvidia driver than you have got, version 334.89

Are you running an aggressive anti-virus sw or something such? Because it downloads the patch, but before it can run it, it vanishes from C:\Users\Administration\outerra\update\appdata\Anteworld\Anteworld-0.8.0.4301.patch-4444.exe

You can download and run the patches manually from here:
Anteworld-0.8.0.4301.patch-4444.exe (http://planet.anteworld.com/appdata/Anteworld/Anteworld-0.8.0.4301.patch-4444.exe)
Anteworld-0.8.0.4444.patch-4457.exe (http://planet.anteworld.com/appdata/Anteworld/Anteworld-0.8.0.4444.patch-4457.exe)
Title: Re: Latest version: 0.8.1.4457
Post by: mercenar1e on February 23, 2014, 05:33:35 am
No I don't have an anti virus program or aggressive firewall. I will try updating my driver later today and if that doesn't work I'll try the manual patch before getting back to you
Title: Re: Latest version: 0.8.1.4457
Post by: zzz on February 23, 2014, 07:24:02 am
Is there an ETA on the importer fix?
Title: Re: Latest version: 0.8.1.4457
Post by: zzz on February 23, 2014, 11:26:40 am
Can we at least have the option of a rollback until the next update. This latest patch seems to have broken more things than it's fixed.
Title: Re: Latest version: 0.8.1.4457
Post by: DeanosBeano on February 23, 2014, 11:36:53 am
 Hi ZZZ,
 I am using FBX , i export it from instead of .dae from blender until colada fix , it works a bit better for me at moment than the Collada used to

 CTRL + F7  is the shortcut in game .

 
Title: Re: Latest version: 0.8.1.4457
Post by: cameni on February 23, 2014, 01:11:57 pm
That's a bit problematic, but can be done. If you reinstall the last full version, and let it update first to 4444, then you can rename outerra.exe to something like outerra-4444.exe, it won't autoupdate then.

Still haven't found where the problem is with the importer ...
Title: Re: Latest version: 0.8.1.4457
Post by: DeanosBeano on February 23, 2014, 03:45:52 pm


 Hi Cameni

 I have sent files from problematic  Import of Collada  incase it helps finding problem .
 Windows 8 64 Bit  if the Log doesnt say so and Fsecure AntiVirus , altho i have turned off Deepguard so it wont watch the outerra exe with FShook. dll it uses to monitor exe so the test is not broke due to AV on my side 

 
Title: Re: Latest version: 0.8.1.4457
Post by: angrypig on February 23, 2014, 03:53:24 pm
I just found the problem...
Title: Re: Latest version: 0.8.1.4459
Post by: cameni on February 23, 2014, 04:47:37 pm
Version 0.8.1.4459
Title: Re: Latest version: 0.8.1.4459
Post by: DeanosBeano on February 23, 2014, 05:06:02 pm

 Fantastic
 Thanks for the quick fix ,  Can confirm the Collada now works on my end :)
Title: Re: Latest version: 0.8.1.4459
Post by: PatB on February 23, 2014, 05:43:22 pm
Great !
Thanks for this update. The dae importer works better now  ;)
Title: Re: Latest version: 0.8.1.4459
Post by: zzz on February 23, 2014, 06:02:26 pm
Thanks a lot.  :)
Title: Re: Latest version: 0.8.1.4459
Post by: ZeosPantera on February 24, 2014, 02:20:35 am
There is a way to roll back with an edit of the shortcut syntax but I can't remember it.
Title: Re: Latest version: 0.8.1.4459
Post by: PaulMoffat on February 24, 2014, 02:57:51 am
Oh yeah, cheers guys, the importer is back!
Title: Re: Latest version: 0.8.1.4459
Post by: Unsurt on February 25, 2014, 03:22:02 pm
Thanks for the updates, i will try the FPS mode now  ;)
Title: Re: Latest version: 0.8.1.4459
Post by: Jagerbomber on February 27, 2014, 05:27:21 pm
Could we possibly have an option to not pause time when we open the menu?
Title: Re: Latest version: 0.8.1.4459
Post by: ZeosPantera on February 27, 2014, 05:42:44 pm
That does get a bit annoying having the whole world come to a stop.
Title: Re: Latest version: 0.8.1.4459
Post by: Jagerbomber on February 27, 2014, 08:06:51 pm
Yeah, but I agree that it should pause by default, but there should be an option to not have it pause.
Title: Re: Latest version: 0.8.1.4459
Post by: M7 on February 27, 2014, 09:16:20 pm
Is it possible that environment map doesnt load? or that they are disable? I am testing  textures with all types  of mapping available. Normally when  i update a texture in photoshop and save it (thanks for having this back) , the texture gets update ingame in a few seconds. With environment map, it never gets updated, at least it doesnt show in the status window and no effect is visible.
Title: Re: Latest version: 0.8.1.4459
Post by: cameni on February 28, 2014, 01:57:56 am
You mean the env maps from textures/env? Those aren't used anymore, actually they were never used in public versions and just leaked there. Env maps are generated when you first load the world or when you F2 jump, or if you force it manually with alt+F8
Title: Re: Latest version: 0.8.1.4459
Post by: M7 on February 28, 2014, 02:09:03 am
I mean "tex_environment" : ""  in the .mtl file. Those are not used anymore?
Title: Re: Latest version: 0.8.1.4459
Post by: angrypig on February 28, 2014, 05:02:39 am
It's reserved for local environment reflections like cockpits but isn't implemented yet.
Title: Re: Latest version: 0.8.1.4459
Post by: M7 on March 01, 2014, 03:58:08 pm
Think i found where i got this environment thing confused. In the old .matlib, tex_env was actually what is now tex_roughness in the .mtl and not tex_environment. Make sense now.

"name" : "mig29_2",
      "diffuse" : "1.0,1.0,1.0,1.0",
      "Ax" : "1.0",
      "Ay" : "0.04",
      "m" : "0.25",
      "tex_diffuse" : "mig29_2_4096.dds",
      "tex_normal" : "mig29_2_nml.dds",
      "tex_env" : "mig29_2_en.dds",
      "tex_opacity" : "",
      "tex_reflectance" : "mig29_2_ref.dds"

      "name" : "mig29_2",
      "color" : "1.0,1.0,1.0,1.0",
      "f0" : "1.0",
      "roughness" : ".4",
      "no_light" : false,
      "alpha_masked" : false,
      "tex_albedo" : "mig29_2_4096.dds",
      "tex_normal" : "mig29_2_nml.dds",
      "tex_roughness" : "mig29_2_en.dds",
      "tex_opacity" : "",
      "tex_reflectance" : "mig29_2_ref.dds",
      "tex_environment" : ""
Title: Re: Latest version: 0.8.1.4459
Post by: Milamber on March 08, 2014, 10:14:06 pm
Anyone know where I can source a link to the latest, my downloader is having problems updating with a fatal error, the latest exe I have dates back to Anteworld-0.7.16.3782.exe.

Thanks
Title: Re: Latest version: 0.8.1.4459
Post by: cameni on March 09, 2014, 01:10:50 am
http://demo.outerra.com (http://demo.outerra.com)
Title: Re: Latest version: 0.8.1.4480
Post by: cameni on March 12, 2014, 10:34:45 am
Version 0.8.1.4480


Note previously the AOpen event in script contained value 1/0 for the key press and release, respectively. In this version it contains the door id (for now always 0), so the vehicles that have controllable doors have to have the scripts changed.

(http://i.minus.com/jj77L3EjqkyKc.jpg) (http://minus.com/i/j77L3EjqkyKc)
Title: Re: Latest version: 0.8.1.4459
Post by: bugsblake on March 12, 2014, 12:07:37 pm
thanks for the update! :)
Title: Re: Latest version: 0.8.1.4459
Post by: ZeosPantera on March 12, 2014, 01:51:18 pm
Quote
fixed space flying boats

You just love making this game worse don't you..
Title: Re: Latest version: 0.8.1.4459
Post by: PytonPago on March 12, 2014, 02:04:46 pm
Quote
fixed space flying boats

You just love making this game worse don't you..

 ... i told ya all ... gods get angry when you kick that beeping thingy !! :D :D :D
Title: Re: Latest version: 0.8.1.4459
Post by: ZeosPantera on March 12, 2014, 02:24:47 pm
OK a few issues.

1. The vehicles seem to fall through the ground again. I have to reset them to get them back to the surface.

2. I start with the rear camera off by 90° and can't get it strait on the dude.

3. The bus has no go. It starts and steers and that is it. I had to push it around.
Title: Re: Latest version: 0.8.1.4459
Post by: Levi on March 12, 2014, 02:32:08 pm

3. The bus has no go. It starts and steers and that is it. I had to push it around.
hmm... Weird, "my" bus works pretty well.
Title: Re: Latest version: 0.8.1.4459
Post by: ZeosPantera on March 12, 2014, 02:53:52 pm
odd. The other vehicles I spawn work fine. Is it a manual tranny only? Do I need to shift it into gear?

Also my in-game recorded videos are sped up.

https://www.youtube.com/watch?v=RmVIK_pIjAU (https://www.youtube.com/watch?v=RmVIK_pIjAU)
Title: Re: Latest version: 0.8.1.4459
Post by: Levi on March 12, 2014, 03:06:13 pm
odd. The other vehicles I spawn work fine. Is it a manual tranny only? Do I need to shift it into gear?
No idea, I just spawned the bus, and only by pressing "W" key, it starts to accelerate just like the other vehicles.

EDIT: Funny video btw. lol
Title: Re: Latest version: 0.8.1.4459
Post by: PytonPago on March 12, 2014, 03:09:41 pm
Why does the vid seem to run normal speed at first second ? ... or is it going up hill too slowly there ?
Title: Re: Latest version: 0.8.1.4459
Post by: ZeosPantera on March 12, 2014, 03:12:48 pm
I recorded four videos.. They all do the same thing.. Start off normal then accelerate to like 175% speed. It is odd.
Title: Re: Latest version: 0.8.1.4459
Post by: PytonPago on March 12, 2014, 03:26:43 pm
I recorded four videos.. They all do the same thing.. Start off normal then accelerate to like 175% speed. It is odd.

 ... and you are sure, you didnt do something to angry Cameny or AngryPig so they coded a special line just for you ? ... you know, like Skynet ... just - Zeosnet. I think you should not use any transferable media for a half year on other PC stations. Especially none hooked to some explosive stuff, or programmable biotic limbs, or tech-industry arm-robotics. Just in case ..
Title: Re: Latest version: 0.8.1.4459
Post by: cameni on March 12, 2014, 03:58:13 pm
Also my in-game recorded videos are sped up.

https://www.youtube.com/watch?v=RmVIK_pIjAU (https://www.youtube.com/watch?v=RmVIK_pIjAU)
What's your vertical refresh setting and monitor refresh rate?
Title: Re: Latest version: 0.8.1.4459
Post by: ZeosPantera on March 12, 2014, 04:14:48 pm
Vertical Sync is off in game. My monitor runs at 85Hz.
Title: Re: Latest version: 0.8.1.4459
Post by: cameni on March 12, 2014, 04:46:50 pm
Is there any problem listed in the eng.log? Anything with the audio, for example.
Title: Re: Latest version: 0.8.1.4459
Post by: ZeosPantera on March 12, 2014, 05:10:04 pm
Have a look. I have tried with and without external programs (fraps etc).

Too big to attach http://www.mediafire.com/view/lnyk367pd5nzbd0/eng.log (http://www.mediafire.com/view/lnyk367pd5nzbd0/eng.log)
Title: Re: Latest version: 0.8.1.4459
Post by: cameni on March 12, 2014, 05:41:59 pm
The log is full of "WARNING: out of video buffers, disk can't keep up"
Without an intermediate compression it needs a good bandwidth to the disk ...
Title: Re: Latest version: 0.8.1.4459
Post by: Jagerbomber on March 12, 2014, 07:48:52 pm
The follow cam on the bus isn't in the rear...
and are those authentic bus brakes?!....  :P lol

And... the bus doesn't seem to slowly turn to the right on its own....  Where's that authenticity?  :P

 ;D
Title: Re: Latest version: 0.8.1.4459
Post by: Foxiol on March 17, 2014, 05:40:40 am
Bus simulator incoming! ;)

I love the sense of scale in general while using Outerra...I put the bus in one place and walked around with the guy to see the size, and it was really like being there in front of an actual bus. It is really cool to see it standing on the main door (front door)...it just needs the driver saying "Hey dude come in, I have a route to finish you know". lol

Can´t wait for the clouds, more biomass and whatever you have for us.

Great job guys.   
Title: Re: Latest version: 0.8.1.4459
Post by: M7 on March 21, 2014, 01:07:21 am
I tried to make a video and i got similar results as Zeos. Early in the  video all looks fine for 10-15 sec, then playback accelarate till the end of the video. I did use a separate disk to record and i did use the conv.bat to convert to .avi

Also for some reason, i dont get the automatic conversion message when i leave the game so i do it the old way.
Title: Re: Latest version: 0.8.1.4459
Post by: cameni on March 21, 2014, 01:52:00 am
A separate disk on SATA or an external one?
The bandwidth for raw video is currently higher, we have to add an intermediate compression there to lower it. I guess the log is full of messages that the disk can't keep up ...
Title: Re: Latest version: 0.8.1.4459
Post by: PytonPago on March 21, 2014, 01:53:33 am
... , more biomass and whatever you have for us.

Hmm ... a composter and bioreactor simulator. We need to import some big-ass refinery.

(http://photo.vivo.sk/jpeg/2876/92411/_n/0fbd44/slovnaft)

Will be bus-simulator approved too ... :D
Title: Re: Latest version: 0.8.1.4459
Post by: M7 on March 21, 2014, 10:46:55 am
A separate disk on SATA or an external one?
The bandwidth for raw video is currently higher, we have to add an intermediate compression there to lower it. I guess the log is full of messages that the disk can't keep up ...

Yeah i used an external one, pretty sure its on USB3 and you're right, had a lot of ''WARNING: out of video buffers, disk can't keep up'' in eng.log.

I did another recording a week ago and i used same disk for video recording as where the  outerra folder is (C:) and the video playback was exactly the same as when i was recording, beginning was smooth then after a minute it would start to lose frames most likely because the disk cant keep up but no accelarated playback.

I know i changed the video setting to Vsync for that last recording. I wonder if it have anything to do with the fast forward playback. I will try to record another video tonight without Vsync just to see.
Title: Re: Latest version: 0.8.1.4459
Post by: ZeosPantera on March 21, 2014, 02:01:11 pm
I am doing it on a USB2 drive with loads of space. I can switch the videos drive to the smaller USB3 one and see if it eliminates the issue.

Is there a way to make it not record my microphone and instead just record the games sound? (Or ideally record the games sound + my mic when I press a modifier key like Fraps does.) Also 1/2 size recordings would allow it to work on the slower drives. I very rarely need 1080p (or in my case 1200p) videos for re-coding.
Title: Re: Latest version: 0.8.1.4459
Post by: cameni on March 21, 2014, 02:58:34 pm
You must set the recording device to "stereo mix" in Windows.
Title: Re: Latest version: 0.8.1.4459
Post by: ZeosPantera on March 21, 2014, 03:17:50 pm
The problem with doing that is it breaks my other programs like Ventrilo, google hangouts where the default device is microphone. A creative solution may need to be put in place where the OT recorder has options to pick and choose the audio source.
Title: Re: Latest version: 0.8.1.4459
Post by: cameni on March 21, 2014, 03:26:13 pm
Unfortunately that's not possible with the audio library we are currently using, but we'll be swapping it for another one soon, there are more issues with the existing one.
Title: Re: Latest version: 0.8.1.4459
Post by: M7 on March 21, 2014, 03:42:51 pm
I've made another video using external ubs drive without Vsync and it still did a fast forward playback.

I edited the eng.cfg  to have the video recording path back to C: drive (same as outerra folder) and there was no accelarated playback  in the avi. Though after one minute of recording the framerate start to break badly (i have 32 gig of ram, that's probably why i can have one smooth minute) I downloaded a disk speed test and C: gets 80MB/s while the external USB gets 40MB/s thoughput.

So the accelerated playback seems to be related to saving the recording to different drive than where Outerra is installed and the fact that that disk isn't fast enough to  keep up.
Title: Re: Latest version: 0.8.1.4459
Post by: PaulMoffat on March 21, 2014, 07:21:03 pm
I've made another video using external ubs drive without Vsync and it still did a fast forward playback.

I edited the eng.cfg  to have the video recording path back to C: drive (same as outerra folder) and there was no accelarated playback  in the avi. Though after one minute of recording the framerate start to break badly (i have 32 gig of ram, that's probably why i can have one smooth minute) I downloaded a disk speed test and C: gets 80MB/s while the external USB gets 40MB/s thoughput.

So the accelerated playback seems to be related to saving the recording to different drive than where Outerra is installed and the fact that that disk isn't fast enough to  keep up.

Hey M7 with 32gigs of ram have you tried creating a virtual RAM disk to use for recording? RAM is a hell of a lot faster then harddrives.
Title: Re: Latest version: 0.8.1.4459
Post by: M7 on March 22, 2014, 12:43:08 am
I definatly check the ram disk option. I just found out about dimmdrive which is more game oriented than others and seems to have a lot of options.
Title: Re: Latest version: 0.8.1.4495
Post by: cameni on March 22, 2014, 09:24:11 am
Version 0.8.1.4495
Title: Re: Latest version: 0.8.1.4495
Post by: Jagerbomber on March 22, 2014, 10:27:26 am
Was just driving the bus around just in my town for a while after this update and eventually crashed with an "Out of Memory" "Bad allocation" window while my system was using 3.0GB/8.0GB W8.1 64bit (though this is 32bit right?)

Don't know if this is new or not.

Log too big to upload and out of characters.... rar'd it  :-\

Title: Re: Latest version: 0.8.1.4495
Post by: cameni on March 22, 2014, 11:28:59 am
Out of memory usually happens when you have Google Maps window open. It leaks somewhere, won't be fixed until a new Chromium version is working. To avoid it, once in a while close the map window.
Title: Re: Latest version: 0.8.1.4495
Post by: Jagerbomber on March 22, 2014, 12:38:18 pm
Ah ok.
Title: Re: Latest version: 0.8.1.4495
Post by: ZeosPantera on March 22, 2014, 01:03:32 pm
Is there an unusual new difference with the reflections / glow? It may have been from a while ago but it is starting bother me. I assume this needs to be fixed on the model/vehicles end.

(http://i4.minus.com/ibnvqhR7t3ubmN.jpg)

(http://i2.minus.com/iiSQpOxylryfg.jpg)
Title: Re: Latest version: 0.8.1.4495
Post by: M7 on March 22, 2014, 02:00:45 pm
I dont think much can be done on the models itself except maybe  bake an occlusion map into the  diffuse texture. The fact that reflections doesnt reflect objects and  their shadow can make for exagerated reflection. Like in this case, the dark inside of the hangar should reflect   on the car and it would make a huge difference on the cars' shadow side. The dark asphalt doesnt reflect on the bumpers either, instead you have the terrain light dirt reflections.

I find the new reflections still makes the shadow side of objects so much better than before.
Title: Re: Latest version: 0.8.1.4495
Post by: Jagerbomber on March 22, 2014, 02:41:16 pm
Yeah, the reflection looks lighter on the tatra with a bed as well.  Noticed that a while ago, just assumed it was because of the texture/reflection updates.
Title: Re: Latest version: 0.8.1.4495
Post by: 2eyed on March 23, 2014, 04:33:25 am
Only a screen space reflection can save us! ;)
For now, reflections are static, based on cube maps, and thus show no objects nor shadows.
Ambient lighting is still a bit problematic though.
Title: Re: Latest version: 0.8.1.4495
Post by: eke2000 on April 19, 2014, 04:51:13 am
Where can i download this latest version ....4495?
From download section i see only Anteworld 0.8.1.4480.
I can`t installed vesrsion...4480 with my last Nvidia drivers (the process hangs) and i have uninstalled and deleted all Anterworld/Outerra files and nothing can help.
I want to try the latest version (...4495) but i can`t find this!
Title: Re: Latest version: 0.8.1.4495
Post by: cameni on April 19, 2014, 05:06:00 am
Normally 4480 autoupdates to 4495. You can download the patch (http://planet.anteworld.com/appdata/Anteworld/Anteworld-0.8.1.4480.patch-4495.exe) manually, but Nvidia beta drivers are buggy and it likely wont work with them, and you'll have to use WHQL drivers.
Title: Re: Latest version: 0.8.1.4495
Post by: Jagerbomber on April 19, 2014, 07:17:12 am
Yeah, I haven't tried the newest Nvidia beta drivers with Outerra yet, but they come with the performance improvements for DirectX, to compete with Mantle or something, and I know Outerra is OpenGL, but the new beta drivers are buggy as hell in DirectX games.  Texture glitches n such all over the place. (Or at least I hope my card or power supply aren't dying lol)
Title: Re: Latest version: 0.8.1.4495
Post by: Chay Hawk on April 24, 2014, 08:34:16 am
I had the newest Nvidia Beta Drivers and Outerra wouldn't work with them so I wouldn't suggest downloading them. I couldn't even play Outerra it just loaded forever and gave me red errors on the main menu.
Title: Re: Latest version: 0.8.1.4495
Post by: saccara18 on May 13, 2014, 06:01:50 am
where is the next big update? :)
Title: Re: Latest version: 0.8.1.4495
Post by: Krutan on May 13, 2014, 07:51:41 am
where is the next big update? :)
Damn you for bumping this thread! Thought it was a new update with some awesome features :P
Title: Re: Latest version: 0.8.1.4495
Post by: zzz on May 14, 2014, 08:46:07 am
have also been keeping an eye out for updates.
Title: Re: Latest version: 0.8.1.4495
Post by: cameni on May 14, 2014, 12:24:05 pm
The next update is undergoing testing ... crashing like mad right now   ::)
Title: Re: Latest version: 0.8.1.4495
Post by: John514 on May 14, 2014, 12:25:37 pm
But is it big?
Title: Re: Latest version: 0.8.1.4495
Post by: cameni on May 14, 2014, 03:30:27 pm
No, it won't be big. Many things are simply still unfit for general release, not working globally yet or problems across different GPU vendors.

Last week we submitted bug reports to all three graphics vendors ...
Title: Re: Latest version: 0.8.1.4495
Post by: zzz on May 17, 2014, 09:16:33 am
shoot, new version crashes to desktop. Goes past login screen, make it to "Initialising the World" and then crashes with the error report option. Log doesn't seem to have any errors.
Title: Re: Latest version: 0.8.1.4495
Post by: cameni on May 17, 2014, 09:29:25 am
Version 0.8.2.4577
(http://i.minus.com/jbuagP3wTywp4P.jpg) (http://minus.com/i/buagP3wTywp4P)

Update 1:
I pulled the auto-update down temporarily, apparently the new audio library is causing some issues. Anyone who feels adventurous can still install the update by running
outerra.exe -forceupdate 0.8.1.4495-4577

Preferably backing up the old version first. Investigating what's the problem.


Update 2:
Seems like an older version got into the release, put a new one there. For those who already downloaded previous version, please download and replace openal-mob.dll (http://outerraworld.com/appdata/Anteworld/openal-mob.dll) file.
Title: Re: Latest version: 0.8.1.4495
Post by: Acetone on May 17, 2014, 10:10:46 am
  • detail terrain textures colorized by biome, rocks textured with color between dirt and gray colors + relative material coloring
  • adjusted biome colors, suppressed erroneous blue component in source data
In snow-covered areas, rocks are almost completely white. It's a bit strange.

  • true geographic and mercator projection for full-screen map overlays (ctrl+shift+G,M), road/object editors work on top of that mode
This one is awesome for accurate road placement. Some strange rendering bugs at hight altitude (white squares, ATI Catalyst 14.4), but nothing bad.

Great update  :)


Title: Re: Latest version: 0.8.1.4495
Post by: cameni on May 17, 2014, 10:50:27 am
In snow-covered areas, rocks are almost completely white. It's a bit strange.
The problem is that snow should not be baked into the biome color data. "Real" snow is procedural, the baked one is smoothly blended and holds on the slopes. We are going to filter it out of the source data.
Title: Re: Latest version: 0.8.2.4577
Post by: cameni on May 17, 2014, 11:31:28 am
Version 0.8.1.4578, fixed crash with disabled shadows.
Title: Re: Latest version: 0.8.2.4577
Post by: John514 on May 17, 2014, 12:25:56 pm
WOW! I`ll use the hell out of this overlay!
Title: Re: Latest version: 0.8.2.4577
Post by: Jagerbomber on May 17, 2014, 01:28:34 pm
I'm gonna hold off on this one until Nvidia releases their new drivers this week (well... at least probably before the 27th I'm guessing).
Title: Re: Latest version: 0.8.2.4577
Post by: John514 on May 17, 2014, 01:49:34 pm
Hey I guess after the 27th (Watch_Dogs release)
Title: Re: Latest version: 0.8.2.4577
Post by: aspiringAnimator on May 17, 2014, 01:56:47 pm
Having issues with the stars in this update; I'm not sure if they're supposed to look like this, but I'm fairly certain these weird boxes around them aren't supposed to be there.

http://i.imgur.com/IZRLekM.png (http://i.imgur.com/IZRLekM.png)

Running Windows 8.1 with an AMD A8-4500M APU with Radeon HD Graphics 1.90 GHz. 64-bit.
Title: Re: Latest version: 0.8.2.4577
Post by: cameni on May 17, 2014, 02:09:51 pm
Wow. Are you using MSAA?
Title: Re: Latest version: 0.8.2.4577
Post by: cameni on May 17, 2014, 02:13:02 pm
The new OpenAL audio library (with HRTF support) is causing all the random crashes. I'm trying to fix it or get a fallback until it's resolved.
Title: Re: Latest version: 0.8.2.4577
Post by: 2eyed on May 17, 2014, 02:19:55 pm
I always get a CTD after a few seconds, when moving, with the new version.
560ti/335.23 win7/64.

Edit: toggling HRTF cured crashing.
I really like the dampened grass colors but not the white painted mountain tops ;)
Title: Re: Latest version: 0.8.2.4577
Post by: ZeosPantera on May 17, 2014, 02:26:56 pm
It looks like the end of days in your sky.
Title: Re: Latest version: 0.8.2.4577
Post by: Jagerbomber on May 17, 2014, 03:02:31 pm
Hey I guess after the 27th (Watch_Dogs release)
That's exactly my point.  It will be released BEFORE Watch Dogs.

http://i.imgur.com/IZRLekM.png (http://i.imgur.com/IZRLekM.png)
lol That's awesome.
Title: Re: Latest version: 0.8.2.4577
Post by: aspiringAnimator on May 17, 2014, 03:25:15 pm
Took a look and it seemed I was using FXAA. I turned it off and the problem persisted; so I went with MSAA x2 and it continued (yes I restarted outerra each time). I'll try to reinstall.

EDIT: Same results after reinstalling. I am running the outdated graphics drivers, and AMD is being finicky about letting me update them, if that helps any.
Title: Re: Latest version: 0.8.2.4579
Post by: cameni on May 17, 2014, 04:31:39 pm
Version 0.8.2.4579
Title: Re: Latest version: 0.8.2.4579
Post by: SpaceFlight on May 17, 2014, 05:01:24 pm
This looks better with every update.  :D
Title: Re: Latest version: 0.8.2.4579
Post by: aWac9 on May 17, 2014, 07:26:40 pm
reporting errors;
star - twinkling lights
Snow - fading
recording - I can not record
slowness and block Pc

Was the I should uninstall and then reinstall?

https://drive.google.com/file/d/0B2E8HxvVunwscGpFaE4tc3NEOUU/edit?usp=sharing

driver updated to version 14.100.00 still same error  :(
Title: Re: Latest version: 0.8.2.4579
Post by: cameni on May 18, 2014, 03:44:09 am
Snow - fading
recording - I can not record
slowness and block Pc
Can you elaborate? Also, what GPU, driver version ...
Title: Re: Latest version: 0.8.2.4579
Post by: 2eyed on May 18, 2014, 04:34:09 am
The snowy mountainous regions look much better now. Maybe gray is a little to bland sometimes, but I think is has to do also with the lack of larger scale features on rocky cliffs (like strata, erosive geometry).

I noticed a somewhat degraded performance with the new builds (slow terrain loading/ low fps). Can HRTF sound cause this?
The shadow lod switching bug with disappearing shadows when approaching objects, is persistent.
In general object shadows degrade too soon with distance.
560ti/335.23/ win7/64.
Title: Re: Latest version: 0.8.2.4579
Post by: Acetone on May 18, 2014, 04:36:17 am
Version 0.8.2.4579
  • suppressed baked-in snow, changed to gray rock color
Looks perfect now :)

I also noticed few lakes (not blue texture but real waters) in north Africa and North-west USA. One of them have the correct shape to be the Chott el Jerid lake (https://www.google.fr/maps/@33.771207,8.8730854,10z (https://www.google.fr/maps/@33.771207,8.8730854,10z)) but is located a bit more to the west. The other is a massive lake in north Egypt that doesn't exist on any known map :)
Sub-oceans level areas?
Title: Re: Latest version: 0.8.2.4579
Post by: cameni on May 18, 2014, 04:45:04 am
I noticed a somewhat degraded performance with the new builds (slow terrain loading/ low fps). Can HRTF sound cause this?
HRTF is more demanding on the CPU, but you can easily test what effect it has by toggling it on/off.
Title: Re: Latest version: 0.8.2.4579
Post by: cameni on May 18, 2014, 04:48:02 am
I also noticed few lakes (not blue texture but real waters) in north Africa and North-west USA. One of them have the correct shape to be the Chott el Jerid lake (https://www.google.fr/maps/@33.771207,8.8730854,10z (https://www.google.fr/maps/@33.771207,8.8730854,10z)) but is located a bit more to the west. The other is a massive lake in north Egypt that doesn't exist on any known map :)
Sub-oceans level areas?
Yes, there are several places in the world where dry land is under the sea level. The Dead Sea region is flooded as well
It will be resolved with lake support - these regions will be treated as areas/lakes with the water level pushed lower, instead of higher as is typical for lakes.
Title: Re: Latest version: 0.8.2.4579
Post by: M7 on May 18, 2014, 09:37:20 am
Biome colors looks much better. GJ on these!
Cant see a difference in FPS with or without HRTF. I think it makes even more obvious now when a vehicle still has stereo sound.
I did notice a drop of FPS at ground level when in forest. Not sure if it's related to the latest version but i get 150 at altitude, 100 at ground level in desert and 50 at ground level in forest.
Title: Re: Latest version: 0.8.2.4579
Post by: cameni on May 18, 2014, 09:46:57 am
Hm might be related to some changes in grass.
Title: Re: Latest version: 0.8.2.4579
Post by: M7 on May 18, 2014, 10:23:19 am
Yep you're right it's the grass distance . i have it at 40M so i guess it's normal to have these FPS numbers.
Title: Re: Latest version: 0.8.2.4579
Post by: aWac9 on May 18, 2014, 12:01:07 pm
Why do I see the stars as colored and illuminated points?
thanks.   


not record (F9)
Title: Re: Latest version: 0.8.2.4579
Post by: ZeosPantera on May 18, 2014, 12:26:34 pm
I'm having some odd shadow glitches. At certain distances the shadows just disappear. Is that a bug we know about?
Title: Re: Latest version: 0.8.2.4579
Post by: cameni on May 18, 2014, 01:22:46 pm
Why do I see the stars as colored and illuminated points?
thanks
Seems to be a bug on all older AMD graphics card series (<7000)
Title: Re: Latest version: 0.8.2.4579
Post by: cameni on May 18, 2014, 01:31:24 pm
I'm having some odd shadow glitches. At certain distances the shadows just disappear. Is that a bug we know about?
Yes, will be fixed with a slightly different shadowing algo that's supposed to solve some perf issues in shadowing as well.
Title: Re: Latest version: 0.8.2.4582
Post by: cameni on May 18, 2014, 04:02:40 pm
Version 0.8.2.4582
Title: Re: Latest version: 0.8.2.4582
Post by: 2eyed on May 18, 2014, 04:16:34 pm
4582 crashing at startup.

Sounds like this:" "@Tex2DArray:textures/terrain/ground/15n.dds" processed in 3803ms
ERROR: error compiling the program `trees'
0(271) : error C7011: implicit cast from "int" to "uint"
 
ERROR: failed to precompile shader: OpenGL error: shader compilation failed: : trees
ERROR: error compiling the program `trees'
0(271) ..."
Title: Re: Latest version: 0.8.2.4582
Post by: cameni on May 18, 2014, 04:35:58 pm
Damn ... I don't have an Nvidia card at hand, and their shader compiler produces some stupid casting errors. Hopefully located that, please let me know if the update works.
Title: Re: Latest version: 0.8.2.4582
Post by: zzz on May 18, 2014, 06:52:32 pm
Workable. Main program functions but I took a massive framerate hit and there are large artifacts on the login screen.

Also can hear cicadas in space.
Title: Re: Latest version: 0.8.2.4582
Post by: HiFlyer on May 18, 2014, 11:22:40 pm
Space Cicadas!!!!!  :o

Don't mess with them, they'll rip you a new one!!!!

(http://i1287.photobucket.com/albums/a625/Multitesseract/p4_zps09cbdb23.jpg)
Title: Re: Latest version: 0.8.2.4582
Post by: djankoDK on May 19, 2014, 05:44:12 am
This is probably nice. Now how do i get the update driver for this???
Title: Re: Latest version: 0.8.2.4582
Post by: djankoDK on May 19, 2014, 05:47:46 am
This is probably very nice... Now, how do i get the update file???
Title: Re: Latest version: 0.8.2.4582
Post by: fsxthai on May 19, 2014, 09:29:12 am
This is probably very nice... Now, how do i get the update file???

Just start the game and it should download!
Title: Re: Latest version: 0.8.2.4582
Post by: zzz on May 19, 2014, 09:45:15 am
This is probably very nice... Now, how do i get the update file???

There's a force update command but you need to know the specific version the patch is patching from and to.
Title: Re: Latest version: 0.8.2.4582
Post by: 2eyed on May 19, 2014, 10:04:57 am
4583 works again for me too, with the above mentioned garbage stars login screen.
Performance is probably not so good. Btw how to enable frame counter?
Title: Re: Latest version: 0.8.2.4582
Post by: cameni on May 19, 2014, 12:10:57 pm
FPS is ctrl+F12, but many people have it blocked and need to remap to something else in iomap.cfg
What GPU?
Title: Re: Latest version: 0.8.2.4582
Post by: 2eyed on May 19, 2014, 01:05:12 pm
Thanks, I have a 560ti/1gb.
I consider to upgrade my gfx. What would you recommend for OT? Does 4gb vram give an advantage over 2gb?
400w power supply is the limit.
Title: Re: Latest version: 0.8.2.4582
Post by: cameni on May 19, 2014, 01:58:12 pm
OT is quite memory hungry, especially if you boost quality and tile limits, so it's always good to go for more memory, as far as OT is concerned.

If you are experiencing some unusual slowdowns, especially when initially it runs ok but after turning around and running a bit it the fps drops, most often it is because all graphics memory has been consumed and the GPU started swapping it with the main memory.
Title: Re: Latest version: 0.8.2.4582
Post by: HiFlyer on May 19, 2014, 02:02:38 pm
OT is quite memory hungry, especially if you boost quality and tile limits, so it's always good to go for more memory, as far as OT is concerned.

If you are experiencing some unusual slowdowns, especially when initially it runs ok but after turning around and running a bit it the fps drops, most often it is because all graphics memory has been consumed and the GPU started swapping it with the main memory.

I know it had been mentioned that you intended to go 64bit maybe by the end of the year. Is that still an ongoing possibility?
Title: Re: Latest version: 0.8.2.4582
Post by: cameni on May 19, 2014, 02:35:22 pm
Yes, finishing the 64 bit build of our Chromium browser wrapper, other libs should be easier.
Title: Re: Latest version: 0.8.2.4582
Post by: 2eyed on May 19, 2014, 02:53:09 pm
When loading a few different locations one after another I always see severe performance drops down to slide show fps, so I'm forced to restart OT. Is this behavior memory related?
Title: Re: Latest version: 0.8.2.4582
Post by: cameni on May 19, 2014, 03:06:38 pm
Likely. Try resetting terrain settings to defaults and see if it changes anything. Also, if you have debug_keys=true in eng.cfg, alt+3 will give you some GPU memory statistics.
Title: Re: Latest version: 0.8.2.4589
Post by: cameni on May 19, 2014, 05:26:53 pm
Version 0.8.2.4589


People with Nvidia <400 series cards that got stuck please download the patch manually:
http://planet.anteworld.com/appdata/Anteworld/Anteworld-0.8.2.4577.patch-4589.exe (http://planet.anteworld.com/appdata/Anteworld/Anteworld-0.8.2.4577.patch-4589.exe)
Title: Re: Latest version: 0.8.2.4589
Post by: Rudeboy1988 on May 20, 2014, 03:03:39 am
Thank u for update! but have some error on startup: (gtx460 1 gb)
Title: Re: Latest version: 0.8.2.4589
Post by: cameni on May 20, 2014, 04:13:22 am
Please make sure you are not using Nvidia beta drivers.
Title: Re: Latest version: 0.8.2.4589
Post by: Rudeboy1988 on May 20, 2014, 05:21:08 am
Please make sure you are not using Nvidia beta drivers.
Oh, sorry... I`m installed beta drivers yesterday.
Title: Re: Latest version: 0.8.2.4589
Post by: Jagerbomber on May 20, 2014, 09:33:26 am
Should be new Nvidia drivers this week, hopefully.  Not that that means that they'll fix anything.  ::)
Title: Re: Latest version: 0.8.2.4589
Post by: aWac9 on May 20, 2014, 02:09:19 pm
I get error when recording,
any ideas?
https://www.flickr.com/photos/awac9/14044907928/ (https://www.flickr.com/photos/awac9/14044907928/)

videomarke.exe stopped working  :o

"Note: the amount of snow is not related to the time of year (month)
So is it correct little snow? "  :-X
Title: Re: Latest version: 0.8.2.4589
Post by: cameni on May 20, 2014, 02:24:27 pm
Can you see vp8 and wav file created for the video you captured? Should be in the same directory where the y4m raw videos are captured.
Title: Re: Latest version: 0.8.2.4589
Post by: aWac9 on May 20, 2014, 03:36:17 pm
https://drive.google.com/file/d/0B2E8HxvVunwsR214X2wxc1RuT1k/edit?usp=sharing
Title: Re: Latest version: 0.8.2.4589
Post by: cameni on May 20, 2014, 04:06:18 pm
vp8 plays fine, but do you have capture_1400439196.wav file there? I think that videomaker crashes when there's no wav file.
Title: Re: Latest version: 0.8.2.4589
Post by: aWac9 on May 20, 2014, 04:19:53 pm
https://drive.google.com/file/d/0B2E8HxvVunwsamZGSHkwMC1BNlU/edit?usp=sharing


is possible that the problem is mine, from my pc.
I will look if I lost some library

thanks
Title: Re: Latest version: 0.8.2.4589
Post by: cameni on May 20, 2014, 04:56:35 pm
The audio file seems to be corrupted, it has 0 channels. Make sure you set stereo mix in audio recording devices as the default one.

Also, here's webmuxer that doesn't crash on bad audio:
http://outerraworld.com/appdata/Anteworld/webmuxer.exe (http://outerraworld.com/appdata/Anteworld/webmuxer.exe)
Title: Re: Latest version: 0.8.2.4589
Post by: aWac9 on May 20, 2014, 05:30:48 pm
fantastic ... problem solved ... I do not know how he does it but always hits the target.
thank you very much

""" stereo mix """
Title: Re: Latest version: 0.8.2.4589
Post by: aspiringAnimator on May 21, 2014, 08:00:30 am
That update fixed the, uh, "Doomsday Star" problem, so there's no need to worry about that anymore, probably. Nice job!
Title: Re: Latest version: 0.8.2.4589
Post by: aWac9 on May 21, 2014, 10:36:37 am
I would like to comment on the good work carried out outerra team, have managed to solve, and respond quickly to problems,.
I think I can say in a way, I personally enjoy this community, as we watch as the baby grows .. (Outerra)

:)
Title: Re: Latest version: 0.8.2.4589
Post by: 2eyed on May 21, 2014, 12:02:05 pm
Outerra  is my favorite engine too and I'm so eager to see it progressing. Please cameni, angrypig, hire a few more talented people, so we don't have to wait forever for all the planned features. 
Title: Re: Latest version: 0.8.2.4589
Post by: Unsurt on May 22, 2014, 08:14:44 pm
Hello, my game crash since the last update with this error :

(http://i.imgur.com/GXar23o.jpg)

I have a gtx 780, a i5 2500k and 12Gb RAM and the last drivers 337.50
Title: Re: Latest version: 0.8.2.4589
Post by: cameni on May 22, 2014, 11:31:43 pm
Buggy Nvidia beta drivers - won't work with OT.
Title: Re: Latest version: 0.8.2.4589
Post by: James on May 23, 2014, 07:34:12 pm
I am not sure if you are aware of this glitch, but I found that some stars and the atmosphere don't blend too well.

(http://i.imgur.com/OOKYzVB.jpg)
Image Link (http://i.imgur.com/OOKYzVB.jpg)
Title: Re: Latest version: 0.8.2.4589
Post by: Unsurt on May 23, 2014, 08:04:46 pm
Thanks Cameni i will downgrade my drivers  :)
Title: Re: Latest version: 0.8.2.4589
Post by: Jagerbomber on May 26, 2014, 10:29:16 am
Yup, new Nvidia drivers out now, ahead of WD.
Title: Re: Latest version: 0.8.2.4589
Post by: bongodriver on May 26, 2014, 02:22:30 pm
new 337.88 driver gives me the same error
Title: Re: Latest version: 0.8.2.4589
Post by: PRiME on May 26, 2014, 08:12:01 pm
Yep same, official drivers spit a openGL error, can't even update Anteworld :(
Title: Re: Latest version: 0.8.2.4589
Post by: PytonPago on May 27, 2014, 01:57:11 am
Adding myself to that Nvidia-Bugged group -

(http://dibujostv.estaticos.net/series/bugged/25-intercambio_640.jpg)

But installing the older one (335.) is going well ... need to stick whyte it till the new one goes.
Title: Re: Latest version: 0.8.2.4589
Post by: allx_90 on May 27, 2014, 02:43:45 am
So, last night I played a little with Anteworld, and I was like OMG. This looks so freaking awesome, the quantity of vegetation that this engine can manage is unbelievable( I specially looked at the grass it's so dense that you can almost say it is real), and the fps level it's stable and more than decent. I always look for vegetation's realism when I try a new engine, and this one has all my respect from this point of view. I already tried other engines like Unigine but the FPS  was very low( 5-6 fps ) and the grass , the texture was awesome but it wasn't dense enough, if you got a top view with the camera all looked 'indecent'.
 But with Outerra there was no such problems, the top view was astonishing. The density of grass, it's amazing.

My question is: will this be launched as an SDK sometime in the future? Meaning will I be able to obtain the engine(buying it) and create my own terrain/plant models etc... and implement my own gameplay...
 I look forward to it's launch :). Nice work guys
Title: Re: Latest version: 0.8.2.4589
Post by: PytonPago on May 27, 2014, 02:48:44 am
So, last night I played a little with Anteworld, and I was like OMG. This looks so freaking awesome, the quantity of vegetation that this engine can manage is unbelievable( I specially looked at the grass it's so dense that you can almost say it is real), and the fps level it's stable and more than decent. I always look for vegetation's realism when I try a new engine, and this one has all my respect from this point of view. I already tried other engines like Unigine but the FPS  was very low( 5-6 fps ) and the grass , the texture was awesome but it wasn't dense enough, if you got a top view with the camera all looked 'indecent'.
 But with Outerra there was no such problems, the top view was astonishing. The density of grass, it's amazing.

My question is: will this be launched as an SDK sometime in the future? Meaning will I be able to obtain the engine(buying it) and create my own terrain/plant models etc... and implement my own gameplay...
 I look forward to it's launch :). Nice work guys

Its a fully-use planned Engine, so yes - there were also few posts about possible future licensing posibilityes, etc. ... just look around the forum a bit, you're find a lot ..
Title: Re: Latest version: 0.8.2.4624
Post by: cameni on June 03, 2014, 02:54:08 pm
Version 0.8.2.4624


Note: if you are stuck with Nvidia driver error and cannot update, please run the full installer from http://demo.outerra.com (http://demo.outerra.com)

(http://i.minus.com/j26lEh0i4sreg.jpg) (http://minus.com/i/26lEh0i4sreg)
Title: Re: Latest version: 0.8.2.4624
Post by: John514 on June 03, 2014, 02:56:01 pm
Trees! :D
Title: Re: Latest version: 0.8.2.4624
Post by: John514 on June 03, 2014, 03:20:09 pm
Much Much better!

Is there something new with the self-shadowing as well? (notice the shadows on the person)
(http://i1107.photobucket.com/albums/h398/John1731997/screen_1401822957_zps35f17bdc.jpg) (http://s1107.photobucket.com/user/John1731997/media/screen_1401822957_zps35f17bdc.jpg.html)
Title: Re: Latest version: 0.8.2.4624
Post by: cameni on June 03, 2014, 03:21:17 pm
Shadows seem to be much darker for some reason ... something happened with the ambient light.
Title: Re: Latest version: 0.8.2.4624
Post by: John514 on June 03, 2014, 03:23:04 pm
I like it better this way! Also, it seems that the smoke feature on the craters has been removed, but its ok.
Title: Re: Latest version: 0.8.2.4624
Post by: 2eyed on June 03, 2014, 04:09:33 pm
Tree variety is very welcome. Great. Is the tree species distribution totally random? Would be nice to have some kind of clusters of specific trees.
We need someone, who could make good looking tree textures and it will be perfect.
Btw: seems like global warming is a problem in Outerra too: even Himalaya is snow-free now!
Title: Re: Latest version: 0.8.2.4624
Post by: cameni on June 03, 2014, 04:22:08 pm
It is random at the moment, but clustering will be implemented soon. Missing snow .. seems I forgot to return back some temporary hacks.
Title: Re: Latest version: 0.8.2.4624
Post by: PRiME on June 03, 2014, 06:07:01 pm
Nice patch.

Do you still plan to implement 3D-trees at some point or is that a major performance hurdle?
Title: Re: Latest version: 0.8.2.4624
Post by: soulunite on June 03, 2014, 06:12:28 pm
Looks really good guys! Nice work. Loving the new trees
Title: Re: Latest version: 0.8.2.4624
Post by: Revolver on June 03, 2014, 06:48:41 pm
Very nice patch. Thanks! :)
Title: Re: Latest version: 0.8.2.4624
Post by: HiFlyer on June 03, 2014, 10:39:01 pm
Coolness!

I noticed the relative lack of snow as, well but assumed it was being deliberately suppressed for some reason. Oh, well, still looks great.
Title: Re: Latest version: 0.8.2.4624
Post by: Rudeboy1988 on June 04, 2014, 02:20:32 am
Awesome! Thanks!
Can't wait for a clouds :)  ::)
Title: Re: Latest version: 0.8.2.4624
Post by: cameni on June 04, 2014, 05:36:49 am
Is the tree species distribution totally random? Would be nice to have some kind of clusters of specific trees.
I have just implemented some clustering there:

(http://i.minus.com/jDknvNMgIq1K2.jpg) (http://minus.com/i/DknvNMgIq1K2)

Do you still plan to implement 3D-trees at some point or is that a major performance hurdle?
I can't imagine OT not ending up with 3D trees :)
But there's also a lot of work and research to have their rendering efficient on this large scale, switching of detail levels seamless as possible etc.
Title: Re: Latest version: 0.8.2.4624
Post by: Jonathan on June 04, 2014, 07:45:52 am
I click on my Outerra icon and it says "Checking for new version" and it doesn't download the new update for some reason. It just skips it. Anyone have a remedy or experiencing the same problems?
Title: Re: Latest version: 0.8.2.4624
Post by: monks on June 04, 2014, 07:53:37 am
Yes, me too. Similar. Outerra launches. I'm on 0.8.0 I think...there's a red entry in the log but it scrolls off too quickly for me to read it.

monks
Title: Re: Latest version: 0.8.2.4624
Post by: Jonathan on June 04, 2014, 08:13:04 am
Yes, me too. Similar. Outerra launches. I'm on 0.8.0 I think...there's a red entry in the log but it scrolls off too quickly for me to read it.

monks

Yes I have the same version as you and when I try to go to manually download the new version off this forum I get a 404 error.
Title: Re: Latest version: 0.8.2.4624
Post by: 2eyed on June 04, 2014, 09:31:51 am
Is the tree species distribution totally random? Would be nice to have some kind of clusters of specific trees.
I have just implemented some clustering there:

(http://i.minus.com/jDknvNMgIq1K2.jpg) (http://minus.com/i/DknvNMgIq1K2)


Clustering looks nice. Can we get it (together with snowy mountain tops)?
I counted 7 different species, though all quite low-rez. Is this for performance reasons?
Title: Re: Latest version: 0.8.2.4624
Post by: cameni on June 04, 2014, 10:03:19 am
I click on my Outerra icon and it says "Checking for new version" and it doesn't download the new update for some reason. It just skips it. Anyone have a remedy or experiencing the same problems?
There was a problem with the US data server after OS upgrade, should be resolved now.

Yes, me too. Similar. Outerra launches. I'm on 0.8.0 I think...there's a red entry in the log but it scrolls off too quickly for me to read it.
Interesting that UK is closer to the US NY server than to Amsterdam, latency-wise ???
Title: Re: Latest version: 0.8.2.4624
Post by: cameni on June 04, 2014, 10:08:37 am
Clustering looks nice. Can we get it (together with snowy mountain tops)?
I counted 7 different species, though all quite low-rez. Is this for performance reasons?
They should be on par with the resolution of the previous single tree, though there are some issues with DXT compression and filtering. We have also better resolutions, might be released extra. Concern is only for the amount of GPU memory they will take, but people with 2GB+ should be fine.

New build will be released ... maybe tonight.
Title: Re: Latest version: 0.8.2.4624
Post by: aWac9 on June 04, 2014, 01:00:10 pm
I suppose it's a matter of taste ..
but not convinced by these trees.
 ::)
Title: Re: Latest version: 0.8.2.4624
Post by: PytonPago on June 04, 2014, 01:48:09 pm
I suppose it's a matter of taste ..
but not convinced by these trees.
 ::)

 just wait for such low-vegetation too :D
Title: Re: Latest version: 0.8.2.4624
Post by: aWac9 on June 04, 2014, 04:37:23 pm
http://youtu.be/euQv8M9da30 (http://youtu.be/euQv8M9da30)
;)

Title: Re: Latest version: 0.8.2.4624
Post by: zzz on June 05, 2014, 09:46:19 am
neato.

When do you think features like glows or simplified ufo-based flight models might be added?
Title: Re: Latest version: 0.8.2.4624
Post by: Jagerbomber on June 05, 2014, 03:49:20 pm
Finally got to use the full Google Map overlay.  Damn, that's awesome! 

But it's a bit unwieldy (also, took me a while to figure out how to change the opacity), but it syncs great.  But models disappearing is gonna need to be fixed (I believe this happens when the object isn't being rendered/is out of view before you open the map overlay).  Most importantly for buildings. 

Is it possible to make panning the map work smoother?  Also, there's still my old complaint that you can't zoom in as far in satellite mode, so if that's fixable, that would be awesome.  Like allowing it to zoom to distances in between what Google Maps snaps to.  I know it does that for image quality, etc... and... probably other reasons.

Also, I'm not sure what the purpose of having what shift+G does is.

And Map mode when using the minimap should probably default to having terrain on, so it's not transparent and hard to read.
Title: Re: Latest version: 0.8.2.4624
Post by: 2eyed on June 07, 2014, 01:47:35 pm
I've got half cut spruces. What I have done wrong?
Title: Re: Latest version: 0.8.2.4624
Post by: cameni on June 07, 2014, 02:45:48 pm
What I have done wrong?
Have you done anything? Right now the used texture height is hardcoded (upper transparent part is not rendered), it may do this if you changed the textures.
Title: Re: Latest version: 0.8.2.4624
Post by: cameni on June 07, 2014, 02:51:32 pm
Is it possible to make panning the map work smoother?  Also, there's still my old complaint that you can't zoom in as far in satellite mode, so if that's fixable, that would be awesome.  Like allowing it to zoom to distances in between what Google Maps snaps to.  I know it does that for image quality, etc... and... probably other reasons.
If anything can be done with it, it's in the html file and its Javascript that controls the maps API. Engine uses its zoom ranges. Smoothness .. I think we skip some frames to lessen the load from the maps when panning. Should be made configurable or adaptive.
Title: Re: Latest version: 0.8.2.4624
Post by: 2eyed on June 07, 2014, 03:19:41 pm
What I have done wrong?
Have you done anything? Right now the used texture height is hardcoded (upper transparent part is not rendered), it may do this if you changed the textures.
I actually did a test with altered tree textures(but changed not the height or dimension), but I reverted to the original ones, which gave me the above results. I also tried to replace the subalpine fir with the old austrian pine when I got a texture error.

Edit: Problem solved! An additional tree texture named with  ...copy in the tree texture folder produced the error.
Title: Re: Latest version: 0.8.2.4624
Post by: cameni on June 07, 2014, 03:53:44 pm
Ah yes, changed the ordering and shifted the textures.
Title: Re: Latest version: 0.8.2.4624
Post by: kwise on June 07, 2014, 06:48:58 pm
Since this last update, I developed a problem with the textures and shadows of objects and all vehicles.., is anyone else having this problem?  See photo.  Am I missing a fix for this?  Before the update shadowing was fine.  It also seems now that midday sun position is a lot brighter than it used to be.  I have not changed any graphics settings.  the new trees look fine, and the last update fixed the flight recorder, just messed with the shadows!  thanks in advance for any help!

HP Pavilion 500b23w
Windows 8 64 bit
AMD Radeon HD 8400
1366 X 768 res.  refresh rate 60
Graphics Memory  2,010 MB
System Memory 4 GB

Outerra Graphics  1280 X 720 @60
version 0.8.2.4624
Title: Re: Latest version: 0.8.2.4624
Post by: cameni on June 08, 2014, 01:41:07 am
What Catalyst drivers version?
Title: Re: Latest version: 0.8.2.4624
Post by: kwise on June 09, 2014, 03:07:03 am
Thank you Cameni!!  After upgrading to Windows 8.1 to install a new AMD catalyst driver, trying to re-install Outerra 5 or six times, with and without the cache, trying to install an older version of Outerra, putting back the new one, it looks like it finally came down to the fact I was not paying enough attention and downloaded a 32-bit catalyst on a 64-bit system.  After 7 hours of frustration and fatal error boxes, the problem was right where you always say... Check the Driver!  The catalyst is now an AMD 14.4 version and seems to work well.  Shadows and trees look great now.  Thanks for taking the time...
Title: Re: Latest version: 0.8.2.4624
Post by: josem75 on June 09, 2014, 02:39:26 pm
I am reading here, and after two days having problems, and whriting it on facebook outerra page, i am just seeing i have the exact problem as kwise had!!

I am seeing his first images so overbright, exactly as i had. Then i installed catalyst 14.4 and when trying to open outerra nothing occur.. nothing opened.
Then i decided to reinstal outerra with Anteworld 0.8.0.4301 installer, and then 'syntax error, format invalid'..

I think i downloaded the right Driver (windows 7 64 bits). So really dont know what to do.
I am trying to download directly the very last outerra version Anteworld-0.8.2.4624 from the page.
And i think this will solve the problem as they said on facebook outerra support (great and fast).

Thank you
Title: Re: Latest version: 0.8.2.4624
Post by: Honcho on June 09, 2014, 05:02:57 pm
The new trees are awesome!  8)

I had no issues with this version.
Title: Re: Latest version: 0.8.2.4624
Post by: josem75 on June 11, 2014, 01:23:50 pm
Finally, it was driver problems. With the last version of drivers unistalled and the new installed, now Outerra run perfectly as in the previous version, with the right bright and constrast.
Very nice improvement. Thank you guys.

I think that now having trees system (it will be improving for sure from here), now we need a system of little bushes because in the places where no trees, the ground is too empty, and the green is not enough.
In this system we can have some diferent bushes for diferent colours of terrain. So in the same area, green for example, we can have 2 or 3 diferent bushes who change also size.
And in red terrains like gran canyon another types. Same with yellow desertic terrains, etc.
Those bushes can cover some part of the terrain strategically placed and diversified. And if the system is good made, it will be the thing which will add the total real aspect to the engine.
Title: Re: Latest version: 0.8.2.4624
Post by: werewolves08 on June 12, 2014, 08:12:25 am
Hi everyone !
Since the last update (0.8.2.4624) i dont have any snow.

What should i do the get it again ?

Btw, thanks a lot for this incredible engine !
Title: Re: Latest version: 0.8.2.4624
Post by: Levi on June 12, 2014, 08:27:08 am
Hi everyone !
Since the last update (0.8.2.4624) i dont have any snow.

What should i do the get it again ?

Btw, thanks a lot for this incredible engine !

It is random at the moment, but clustering will be implemented soon. Missing snow .. seems I forgot to return back some temporary hacks.
Title: Re: Latest version: 0.8.2.4624
Post by: werewolves08 on June 12, 2014, 08:29:22 am
Oh thanks ! ^^'
Title: Re: Latest version: 0.8.2.4665
Post by: cameni on June 15, 2014, 04:50:50 am
Version 0.8.2.4665
Title: Re: Latest version: 0.8.2.4665
Post by: Levi on June 15, 2014, 05:41:45 am
Thanks for the Update!

You didn't mentioned it, but the FBX's file explorer is working again! I use Autodesk 3Ds Max 2015, and there's no Open Collada for it yet, so I can only use FBX. Thanks for fixing it!
Title: Re: Latest version: 0.8.2.4665
Post by: 2eyed on June 15, 2014, 08:42:39 am
Outerra looks now better than ever.
Had to tweak the poplar and oak textures though, to make them look less striking.
I also lowered the snowline (to snowmin = 3600.0, snowsat = 4500.0) to cover the somewhat dull high-region gray.
Fantastic result! Noticed snowy roads and runways. Nice!
Title: Re: Latest version: 0.8.2.4665
Post by: cameni on June 15, 2014, 08:51:53 am
Fantastic result! Noticed snowy roads and runways. Nice!
LOL, I didn't :D
Title: Re: Latest version: 0.8.2.4665
Post by: Rudeboy1988 on June 15, 2014, 09:41:27 am
Thank u for update!
Now trees looks a really cool. You fixed many and many bugs, but this bug still exist:
near the Juneau and Sitka (on Alaska) still not loading very large area... it make me angry :)
please, if you have a time... fix this issue...

Title: Re: Latest version: 0.8.2.4665
Post by: 2eyed on June 15, 2014, 09:48:24 am
So it's a bug and not a feature? Now I'm dissappointed! :D
Title: Re: Latest version: 0.8.2.4665
Post by: HiFlyer on June 15, 2014, 09:49:46 am
Nice update!

I do notice that with maximum trees you can get trees at the end of runways, though.
Title: Re: Latest version: 0.8.2.4665
Post by: cameni on June 15, 2014, 10:11:33 am
Hmm, there should be a leading/trailing segment on the runways that keeps the trees off, but it's probably too short. Should be moveable in the road editor.
Title: Re: Latest version: 0.8.2.4665
Post by: 2eyed on June 15, 2014, 04:57:28 pm
Again: snow patches on the road. Bug or feature?
Title: Re: Latest version: 0.8.2.4665
Post by: aWac9 on June 15, 2014, 07:41:45 pm
http://youtu.be/azZXxNRNSOo (http://youtu.be/azZXxNRNSOo)
Title: Re: Latest version: 0.8.2.4665
Post by: cameni on June 16, 2014, 01:51:31 am
Again: snow patches on the road. Bug or feature?
Unexpected feature, of course :)
Title: Re: Latest version: 0.8.2.4665
Post by: Rudeboy1988 on June 16, 2014, 02:53:04 am
Dear Cameni! What about my post?  >:(
Title: Re: Latest version: 0.8.2.4665
Post by: PytonPago on June 16, 2014, 02:55:41 am
Again: snow patches on the road. Bug or feature?
Unexpected feature, of course :)

It actually doesnt look bad ... maybe if the road-strife would be "cowered too". I mean, if the effect of standing out of the road would be somehow reduced ( not sure if there is a way to selectively reduce the bump-texture effect trough the snow color layer placement ) where snow goes trough it and some sort of wheel-track added for all the different surfaces (where the roads could have separate too, for better reality-effect) - it might just push the environment a lithe further ...
Title: Re: Latest version: 0.8.2.4665
Post by: PytonPago on June 16, 2014, 03:14:25 am
Dear Cameni! What about my post?  >:(

(http://t3.aimg.sk/pokec/fotoalbumy/02/o_459353146_3f0076de65a68cd6ce24fed4fbae700e.png?t=L2ZpdC1pbi8xOTIweDE5MjA=&h=SGhtH2OeZK0W8F1utN4EVA&e=2145916800)

(http://t1.aimg.sk/pokec/fotoalbumy/03/o_459353139_21269be28849750ba85f1270cd7d0595.png?t=L2ZpdC1pbi8xOTIweDE5MjA=&h=1SEqalbaFPq6a0I4wjDTfw&e=2145916800)

... that looks aether as a data-corruption or really big missing part of the global data - also, the way the edges decline somewhere down is strange (but thats probably the chunk-blending if im not wrong). But, maybe the data has some bad or undefined LOD setting or something making it ignored during data download ? (dont know witch data-name corresponds to witch region during data download, so not sure if it doesnt download, or doesnt render).

 P.S.: Isnt it true, that Rubidiums atomic numbers are 37 / 85.5 ? :D
Title: Re: Latest version: 0.8.2.4665
Post by: Rudeboy1988 on June 16, 2014, 03:26:39 am
Thanks for the answer. I tried to download all the elevation data but it does not solve the problem. I hope the developers will solve this problem soon  ::)
Title: Re: Latest version: 0.8.2.4665
Post by: cameni on June 16, 2014, 03:44:01 am
We will take a look at it. Might be the metric used to determine if terrain chunks need to be refined fail there for some reason, or the original data are corrupted.
Title: Re: Latest version: 0.8.2.4665
Post by: Rudeboy1988 on June 16, 2014, 03:58:56 am
Thank you so much... :)
Title: Re: Latest version: 0.8.2.4711
Post by: cameni on June 29, 2014, 02:17:21 pm
Version 0.8.2.4711

Title: Re: Latest version: 0.8.2.4711
Post by: Jagerbomber on June 29, 2014, 04:13:06 pm
Seems to have noticeably increased the amount of trees spreading out into previously open areas... though they're more spread out.
But then there's a lot of spots that should be denser, but of course the data isn't that precise... and we don't have 3D tree canopies yet.  (Though a lot of the 2D tree trunks do/can appear on top of thinner dirt roads already).

Also, it seems that you can't select a road when using the road editor with the map overlay.  Or at least the outline doesn't show up.  You have to pre-select a road, then open the overlay for the lines to appear.  And it doesn't let you select a different road either.

The map arrow rotation when driving a vehicle in first person still needs to be fixed again.
Title: Re: Latest version: 0.8.2.4711
Post by: josem75 on June 29, 2014, 05:28:03 pm

Also, it seems that you can't select a road when using the road editor with the map overlay.  Or at least the outline doesn't show up.  You have to pre-select a road, then open the overlay for the lines to appear.  And it doesn't let you select a different road either.


This what u are saying is very important. Because the tool is so great, but without the posibility of doing that, can be useless much times. For example i wanted to build a "road" for make some lines (are water torrents) in a known mountain near my place.
As long as we still dont have tools for modify that (i am sure in the future the engine will have tarrain modificator for users), i though in make those torrents with roads. Using that map. But here are the problems...

When you select roads and then open the map, you cant modify that map (or i dont know how). And also, you cant change the map for use photo satelite option, so i cant see the real terrain, and i also cant use the zoom so i cant go to the place and build the roads i want.

Also as Jagerbomber said, you cant choose the road builder when you have the map opened.. Then you also cant put the satelite and use the zoom, and then open roads.

Then in any both ways, you cant use that map hability for build roads on photo with zoom.

 
Title: Re: Latest version: 0.8.2.4711
Post by: Jagerbomber on June 29, 2014, 09:12:55 pm
I was able to use satellite mode and move around and zoom.
Title: Re: Latest version: 0.8.2.4711
Post by: Acetone on June 30, 2014, 06:08:10 am

Also, it seems that you can't select a road when using the road editor with the map overlay.  Or at least the outline doesn't show up.  You have to pre-select a road, then open the overlay for the lines to appear.  And it doesn't let you select a different road either.


I'm not sure if it still works after this update, but you can select a road : you just need to zoom out a little in the overlay. 
Title: Re: Latest version: 0.8.2.4711
Post by: Acetone on June 30, 2014, 06:12:16 am
And also, you cant change the map for use photo satelite option, so i cant see the real terrain, and i also cant use the zoom so i cant go to the place and build the roads i want.


Use ctrl+shift+g (default) for Google map overlay, then you have just to select satellite from the upper right corner :)

Title: Re: Latest version: 0.8.2.4711
Post by: hhrhhr on June 30, 2014, 08:12:41 pm
Version 0.8.2.4711
new clean install, CTD when place a "mercenary" model. crashdump sended.
Title: Re: Latest version: 0.8.2.4711
Post by: Mottomi on June 30, 2014, 10:58:44 pm
Is it possible to create new roads while using the overlay with satellite imagery? I was able to in the previous build but not in this current one (.4711).
Title: Re: Latest version: 0.8.2.4711
Post by: Krutan on July 01, 2014, 04:56:40 am
Finally my HOTAS Warthog acts normal :) Can't seem to set POV properly though. It maps the buttons (even though one of the hat switches registers as unknown), but nothing happens when I'm playing. Can't look around using any of the hat switches.

Not that big a deal for me personally since I'll be getting my Oculus DK2 soon, but it might be a problem for someone else?
Title: Re: Latest version: 0.8.2.4711
Post by: cameni on July 01, 2014, 05:04:01 am
Is it possible to create new roads while using the overlay with satellite imagery? I was able to in the previous build but not in this current one (.4711).
There are some issues with the sandbox mode vs the map overlay mode, will be fixed in upcoming patch.
Title: Re: Latest version: 0.8.2.4725
Post by: cameni on July 01, 2014, 05:53:07 am
Version 0.8.2.4725


Note that if you combine map overlay and sandbox, you can click on map buttons with right mouse button - the left one is eaten by the sandbox.
Title: Re: Latest version: 0.8.2.4725
Post by: Jagerbomber on July 01, 2014, 12:08:12 pm
Still having some map control issues depending on what windows I have open (transparency and map mode mostly).  You just gotta do things in the right order and whatnot.  (Use hotkeys to open the windows... and don't use the Esc key...)

And could the road outliner show 100% through the map no matter the transparency setting?  That'd be cool.
Title: Re: Latest version: 0.8.2.4725
Post by: Planets on July 11, 2014, 11:00:53 pm
  • vehicles can be placed as static objects in the builder (see the help tab), converted to live vehicles on enter
Awesome, this opens up some new possibilities!  ;D

I'm wondering is it possible to let us in the future select objects once they've been placed way high up above the Earth, as well as allow slower movement in this space? Currently when you get as high as I mention the movement parameters are ignored and you just speed really fast no matter how slow you set it to be with scroll wheel and this makes placing things in space and high altitudes, very challenging.
Title: Re: Latest version: 0.8.2.4725
Post by: zzz on July 12, 2014, 05:02:47 am
  • vehicles can be placed as static objects in the builder (see the help tab), converted to live vehicles on enter
Awesome, this opens up some new possibilities!  ;D

I'm wondering is it possible to let us in the future select objects once they've been placed way high up above the Earth, as well as allow slower movement in this space? Currently when you get as high as I mention the movement parameters are ignored and you just speed really fast no matter how slow you set it to be with scroll wheel and this makes placing things in space and high altitudes, very challenging.

Selecting objects has become more forgiving in recent versions. Have the Ojbjects menu open (F7) and then click the model.

For slow speeds in space find a speed on the ground you want and press End to keep it.

Finding objects in space once you've placed them is still hard so I save the position of something once I've placed it and delete it once I'm done.
Title: Re: Latest version: 0.8.2.4725
Post by: Planets on July 12, 2014, 07:37:42 pm
For slow speeds in space find a speed on the ground you want and press End to keep it.

Oh yes thank you so much for that, now I can go spawn an object, raise it up however high and get myself within distance of it, save the location, and select the low speed at ground level and press end and load that position and then maneuver myself with full control of the speed I can use, being able to alter it freely unless I press end again. This is a huge help, it doesn't work when in build mode sadly though, no matter if I set the simulation to stop or not in build mode.

I still have trouble selecting objects in space once they've been placed as before though, with F7 open I can click all over the object from any distance yet still am unable to select it again sadly, especially the greeble parts compilation as some pieces like the gigantic long bridge piece have an incredibly small selection radius even on the ground, and once you mess up the placement or accidentally mis-click, it's near impossible to select it again to delete or reposition - very frustrating but that's probably just because of its sheer size I suppose. Though even with something like the Arleigh Burke the same selection points that work on the ground don't work in space.

However now that I know about the end key it's significantly easier to view things in space now, and maybe slightly easier to build in space too, thanks.
Title: Re: Latest version: 0.8.2.4725
Post by: zzz on August 10, 2014, 10:54:43 am
Just curious if there's a set development roadmap being used. If there is, what's the next big feature planned to be implemented?
Title: Re: Latest version: 0.8.2.4725
Post by: Krutan on August 10, 2014, 04:10:17 pm
Just curious if there's a set development roadmap being used. If there is, what's the next big feature planned to be implemented?
Check here to see some of the new features that they are working on
http://forum.outerra.com/index.php?board=6.0 (http://forum.outerra.com/index.php?board=6.0)

You can also read cameni's post on upcoming features.
http://forum.outerra.com/index.php?topic=1995.msg22632#msg22632 (http://forum.outerra.com/index.php?topic=1995.msg22632#msg22632)
Title: Re: Latest version: 0.8.2.4725
Post by: zzz on August 11, 2014, 05:47:27 pm
Just curious if there's a set development roadmap being used. If there is, what's the next big feature planned to be implemented?
Check here to see some of the new features that they are working on
http://forum.outerra.com/index.php?board=6.0 (http://forum.outerra.com/index.php?board=6.0)

You can also read cameni's post on upcoming features.
http://forum.outerra.com/index.php?topic=1995.msg22632#msg22632 (http://forum.outerra.com/index.php?topic=1995.msg22632#msg22632)

I've seen all that but things like the cloud vids have been there way before other features that have already been added to the client. That info's a little out of date.
Title: Re: Latest version: 0.8.2.4725
Post by: bongodriver on August 11, 2014, 06:05:45 pm
I wouldn't say it's out of date, all those features are still eventually being implemented, there is no rule that they must come in the order promoted, as Cameni said 'there's a road but not much of a map'
Title: Re: Latest version: 0.8.2.4725
Post by: zzz on August 11, 2014, 06:49:47 pm
I know, that's why I asked if they had anything specific in mind for the near future.
Title: Re: Latest version: 0.8.2.4725
Post by: cameni on August 12, 2014, 05:29:41 am
Right now the closest to the release are visual things like SSAO, lights, terrain & tree shadows.
Title: Re: Latest version: 0.8.2.4725
Post by: PytonPago on August 12, 2014, 05:52:29 am
Right now the closest to the release are visual things like SSAO, lights, terrain & tree shadows.

 ... we should model a "promo hangar" to test the lights and promo our models.   
Title: Re: Latest version: 0.8.2.4725
Post by: Levi on August 12, 2014, 06:25:55 am
Post deleted: Duplicated by error.  :-\
Title: Re: Latest version: 0.8.2.4725
Post by: Levi on August 12, 2014, 06:26:38 am
Right now the closest to the release are visual things like SSAO, lights, terrain & tree shadows.

 ... we should model a "promo hangar" to test the lights and promo our models.
+1
Also the hangar should be large enough to fit the A380 in, right? :D ;D
Title: Re: Latest version: 0.8.2.4725
Post by: zzz on August 12, 2014, 07:04:52 am
Right now the closest to the release are visual things like SSAO, lights, terrain & tree shadows.

Thanks.
Title: Re: Latest version: 0.8.2.4725
Post by: PytonPago on August 12, 2014, 07:12:52 am
Whyte some animated light movement on the roof so light in movement could be done (positioned on the roof-cranes or something like that) and maybe with a script changing the lights colors too (lets say a script for a normal light source of a defined collor and a second with a changing light variation, where the speed of the light change could be defined too - would be cool).


 ...  making something of the size of Aircraft assembly-line industry complexes should be enough to fit three of them too ...  ;)

(http://upload.wikimedia.org/wikipedia/commons/3/30/A321_final_assembly_%289351765668%29.jpg)
Title: Re: Latest version: 0.8.2.4725
Post by: Levi on August 12, 2014, 07:36:43 am
with some animated light movement on the roof so light in movement could be done (positioned on the roof-cranes or something like that) and maybe with a script changing the lights colors too (lets say a script for a normal light source of a defined collor and a second with a changing light variation, where the speed of the light change could be defined too - would be cool).
That would be cool indeed!

...  making something of the size of Aircraft assembly-line industry complexes should be enough to fit three of them too ...  ;)
That's a big hangar!
If I had detailed plans/blueprints for something similar, maybe I could try to model it myself... :P
Title: Re: Latest version: 0.8.2.4725
Post by: ZeosPantera on August 12, 2014, 09:16:26 am
I think to show off lighting we should have either a street light model or have the ability to have it auto place with the road maker.
Title: Re: Latest version: 0.8.2.4725
Post by: HiFlyer on August 12, 2014, 09:20:28 am
Right now the closest to the release are visual things like SSAO, lights, terrain & tree shadows.

The biggest thing for me would definitely be lights. i think a lot of us have been waiting for that for a lo-ooooong time.

People would be retro-fitting lights to...... everything!

Massive burst of unleashed creativity.
Title: Re: Latest version: 0.8.2.4725
Post by: PytonPago on August 12, 2014, 09:39:06 am
 ... maybe just simple things :

(http://www.thatcreativefeeling.com/wp-content/uploads/green-city-lights.jpg)

 ... doe, im sure this will be an impossibility to have so many light-sources. Normally, they switch to a ground-texture whyte lighted streets at bigger distances. Also, so many sources ... im not sure how much OT can handle.
Title: Re: Latest version: 0.8.2.4725
Post by: M7 on August 12, 2014, 11:24:29 am
I dont think each lighten object at night needs to be a light source. I remember maybe last year you could have object be fully light up at night using the env map i think.
 
So i think here you would just need a separate albido map with a night texture so that windows for example, could be bright at night but wouldn't emit light to the surrounding. Now i dont know about thousands of street lights and car lights....
Title: Re: Latest version: 0.8.2.4725
Post by: cameni on August 12, 2014, 11:41:12 am
Distant lights will become just points, with halo if they are strong enough. But from certain distance they'll stop lighting the environment, as the halo usually becomes larger than the lighted area anyway, and reflected light at that distance becomes weak too.
Title: Re: Latest version: 0.8.2.4725
Post by: PytonPago on August 12, 2014, 12:24:54 pm
Distant lights will become just points, with halo if they are strong enough. But from certain distance they'll stop lighting the environment, as the halo usually becomes larger than the lighted area anyway, and reflected light at that distance becomes weak too.

 ... could there be some addition for city lights for orbital-level observations ? ... will be a little cheeky to get it nicely blend the urban structuring, but it would be really something new to see such blended transitions to the space-level.
Title: Re: Latest version: 0.8.2.4725
Post by: cameni on August 12, 2014, 12:33:25 pm
I was thinking about it too. We could easily use a light density map there, but one problem is how to make the transition to city lights map ... and then to individual lights.
Title: Re: Latest version: 0.8.2.4725
Post by: HiFlyer on August 12, 2014, 01:36:52 pm
Driving down a road at night with lights. A bush landing on a barely lit field at night, Out on a boat, with a faithful lighthouse in the distance, flashing out its timeless message........

Lit cockpits, and the ability to fly at night.....

Title: Re: Latest version: 0.8.2.4725
Post by: PytonPago on August 12, 2014, 02:13:23 pm
I was thinking about it too. We could easily use a light density map there, but one problem is how to make the transition to city lights map ... and then to individual lights.


... the texture overlay may be even used to reversely place the light-sources (not for a created location, but lets say as a possibility to displace urban areas by this "light distribution texture" at the further developed Urban area generator -- i just write this, cause there may be people, that would like to create worlds by its orbital night-light distribution, like recreating planets from StarWars, where cities are trough half of the planet, but little known on ground, witch could be taken by the procedural city-generation on the "light-distribution map" basis). 

 ... also, i dont think, that if the map is generated at so 6-10 kilometers height, blending wouldnt be as bad, if the texture projection will be on the surface (that is, with all the terrain deformations).

Problem might be another - light-pollution as an effect of greater clusters of light hidden behind a mountain. This will be some interesting thing to include to OT. Specially when the light should affect clouds too !

Title: Re: Latest version: 0.8.2.4725
Post by: Acetone on August 12, 2014, 03:29:42 pm
I was thinking about it too. We could easily use a light density map there, but one problem is how to make the transition to city lights map ... and then to individual lights.

Looking at pictures of cities from space (example below), it seems that majority of visible lights came from roads lights. The light then "bleed-out" of this visible grid, making urban areas clearly visible.

(http://upload.wikimedia.org/wikipedia/commons/2/23/ISS-35_Night_image_of_Paris,_France.jpg)



Only problem is, can roads be handeled at such a distance in outerra? Maybe by making a specific road profile for main roads and highways/freeways?

(http://thezombieblognet.files.wordpress.com/2014/02/europe-at-night-from-space-nasa-zombie-population-map-europe.jpg)

Title: Re: Latest version: 0.8.2.4725
Post by: professorx on August 13, 2014, 11:55:39 am
I was thinking about it too. We could easily use a light density map there, but one problem is how to make the transition to city lights map ... and then to individual lights.

Do it like it does in real life.
It blurs out as you get further away.
Title: Re: Latest version: 0.8.2.4725
Post by: PRiME on August 13, 2014, 03:33:08 pm
Tricky topic, maybe there is some way to have basic cheap light sources (cant think of name, its late) and as you zoom out some algorithm joins them together (2 become 1 source etc...) as they get closer to within 5 pixels of each other in the screenspace? This joining effect would allow you to minimize the number of actual basic lights when observed from space for example? 

It probably won't look fantastic but be a start.
Title: Re: Latest version: 0.8.2.4725
Post by: PytonPago on August 23, 2014, 03:00:40 pm
Is there some terrain shadow misfit ? ... it kinda looks, like it renders shadow, like the sun where higher at dawn. (was testing it in HighTatras) It then makes some mountains illuminated, witch are actually behind some other higher ( if ya stand on the edge of the shadow of a second mountain, the sun is actually much lower then the mountain-top of the one, that should cast the shadow on it ).
Title: Re: Latest version: 0.8.2.4725
Post by: cameni on August 23, 2014, 03:57:27 pm
There's no terrain self-shadowing yet (not in the public release), only terrain shading, which only shades the terrain if it faces the opposite way from the sun. It looks like shadow, except it doesn't take shadow casters into account (and is very cheap to implement, compared to real shadows).
Title: Re: Latest version: 0.8.2.4725
Post by: saccara18 on September 02, 2014, 04:46:05 am
when comes the next update?
Title: Re: Latest version: 0.8.2.4725
Post by: sniperwolfpk5 on September 02, 2014, 11:57:34 pm
Driving down a road at night with lights. A bush landing on a barely lit field at night, Out on a boat, with a faithful lighthouse in the distance, flashing out its timeless message........

Lit cockpits, and the ability to fly at night.....
wow my mouth is full of water lol.
Title: Re: Latest version: 0.8.2.4725
Post by: cameni on September 07, 2014, 10:20:15 am
when comes the next update?

A few days to iron out a couple of remaining issues, mostly with Oculus DK2 support.
In the mean time find 5 differences:

(http://i.minus.com/jBjHHrI7xAMNQ.jpg) (http://minus.com/i/BjHHrI7xAMNQ)

(http://i.minus.com/jia6r2kBNLHfQ.jpg) (http://minus.com/i/ia6r2kBNLHfQ)

Though the fifth is hard to spot at this angle.
Title: Re: Latest version: 0.8.2.4725
Post by: M7 on September 07, 2014, 10:45:55 am
Wow those 2d trees look some much better. Think i got what you did with them. There's a gradiant shade effect that mimick shadow on the 2d trees. It works very well!
Title: Re: Latest version: 0.8.2.4725
Post by: 2eyed on September 07, 2014, 10:56:11 am
Let me guess:
1. tree shadows
2. tree shading
3. AO implemented
4. terrain shadows
5. clouds (somewhere above the shot)

OMG it looks really promising!
Title: Re: Latest version: 0.8.2.4725
Post by: Krutan on September 07, 2014, 11:09:10 am
Looks amazing! Great job, guys! :)
Title: Re: Latest version: 0.8.2.4725
Post by: HiFlyer on September 07, 2014, 11:16:47 am
Great stuff!
Title: Re: Latest version: 0.8.2.4725
Post by: monks on September 07, 2014, 12:08:19 pm
Looking awesome!

monks
Title: Re: Latest version: 0.8.2.4725
Post by: Jagerbomber on September 07, 2014, 01:40:24 pm
All I see are tree shadows and AO.  :P

No, it doesn't look like the terrain shadows changed.

AO (?) on billboards kind of makes me laugh as a concept,  :P but it's needed.

I'm assuming the shading on the trees changes with the sun position and it's not just baked on.
Title: Re: Latest version: 0.8.2.4725
Post by: HiFlyer on September 07, 2014, 02:19:00 pm
All I see are tree shadows and AO.  :P

No, it doesn't look like the terrain shadows changed.

AO (?) on billboards kind of makes me laugh as a concept,  :P but it's needed.

I'm assuming the shading on the trees changes with the sun position and it's not just baked on.

I think terrain shadows have changes as well. Look at the base of the hill beyond the trees..........
Title: Re: Latest version: 0.8.2.4725
Post by: ZeosPantera on September 07, 2014, 02:29:26 pm
Terrain shadows are there. The mountain in the back shows it.

Title: Re: Latest version: 0.8.2.4725
Post by: bongodriver on September 07, 2014, 02:56:42 pm
it's all shadows and shadowing.......seriously disappointed that each individual blade of grass is not casting it's own shadow though..:P

Need to be put out of my misery for the 5th difference though.
Title: Re: Latest version: 0.8.2.4725
Post by: Jagerbomber on September 07, 2014, 03:11:43 pm
Ahh... I missed that.
Title: Re: Latest version: 0.8.2.4725
Post by: Acetone on September 07, 2014, 03:12:25 pm
In the mean time find 5 differences:

It's just totally obvious that you have updated the truck tires. Also, there is a rabbit somewhere. I can feel it.
Title: Re: Latest version: 0.8.2.4725
Post by: Jagerbomber on September 07, 2014, 04:56:07 pm
In the mean time find 5 differences:

It's just totally obvious that you have updated the truck tires. Also, there is a rabbit somewhere. I can feel it.

-Removed Lumpmen
-Added Herobrine
Title: Re: Latest version: 0.8.2.4725
Post by: ZeosPantera on September 08, 2014, 12:23:21 am
I am letting the reddit folks have a go. http://redd.it/2fqjbk (http://redd.it/2fqjbk)  So far so good.
Title: Re: Latest version: 0.8.2.4725
Post by: thx_nb on September 08, 2014, 06:34:33 am
Maybe it's just me, but I don't have that truck. Is it a model that has been uploaded here on the forum, or is that one of the changes cameni mentioned?
Title: Re: Latest version: 0.8.2.4725
Post by: werewolves08 on September 08, 2014, 07:14:35 am
Link of this truck : http://forum.outerra.com/index.php?topic=1714.0 (http://forum.outerra.com/index.php?topic=1714.0)

Anyway, Great new ! :D
Title: Re: Latest version: 0.8.2.4725
Post by: thx_nb on September 08, 2014, 07:27:30 am
Thanks a lot. Missed that one for some reason.
Title: Re: Latest version: 0.8.2.4725
Post by: aWac9 on September 08, 2014, 10:30:39 am
like "thx_nb"

* tatra t815-7 not bed
* tatra t815-7
I do not have that truck

trying to help find the fifth difference.
the first four,, bah¡¡¡ fifth,, however must have imagination. ;)

finding differences in outerra   (http://www.youtube.com/watch?v=ygn5Li_WZ3Y&feature=youtu.be#ws)

" awesome"  :)
Title: Re: Latest version: 0.8.2.4725
Post by: soulunite on September 08, 2014, 05:21:26 pm
Really looking forward to this next update! Keep up the great work :)
Title: Re: Latest version: 0.8.2.4725
Post by: Krutan on September 10, 2014, 05:40:15 am
like "thx_nb"

* tatra t815-7 not bed
* tatra t815-7
I do not have that truck

trying to help find the fifth difference.
the first four,, bah¡¡¡ fifth,, however must have imagination. ;)

finding differences in outerra   (http://www.youtube.com/watch?v=ygn5Li_WZ3Y&feature=youtu.be#ws)

" awesome"  :)

If you want the truck, go ahead and download it :)

http://forum.outerra.com/index.php?topic=1714.0 (http://forum.outerra.com/index.php?topic=1714.0)
Title: Re: Latest version: 0.8.2.4725
Post by: aWac9 on September 10, 2014, 09:50:52 am
thank you very much sir .. how come you never saw this post.?
Title: Re: Latest version: 0.8.2.4725
Post by: thx_nb on September 10, 2014, 09:53:30 am
how come you never saw this post.?

What do you mean? The same link was posted by werewolves08 a few replies earlier in this thread in response to me asking the same question.
Title: Re: Latest version: 0.8.3.4853
Post by: cameni on September 11, 2014, 11:18:52 am
Version 0.8.3.4853
(http://i.minus.com/jKtSGZeFehA5q.jpg) (http://minus.com/i/KtSGZeFehA5q)
Title: Re: Latest version: 0.8.3.4853
Post by: fsxthai on September 11, 2014, 12:00:09 pm
Version 0.8.3.4853
  • Oculus DK2 initial support (SDK 0.4.2)
    - extended mode only
    - uses patched chroma correction (*0.7)
    - UI windows are not chroma-corrected yet
  • adjusted min_obj_size in Oculus mode to account for the deformation
  • screen-space ambient occlusion
  • terrain self shadowing
  • tree shadows
  • tree cylindrical shadowing (3D effect)
  • auto-flight mode (toggle by Home key)
    - speed adjustable by mouse scroll or pgup/pgdown
    - turns using keyboard or mouse
    - in Oculus mode, turn by tilting the head
  • grass coverage increases when looking down, darker ground AO
  • enhanced rock fractal shading
  • configurable HUD units
  • added time-of-day and day-of-year adjustment shortcuts (alt+arrows)
  • added global/pause event (alt+space)
  • added FPS counter into the main menu to see effect of changed config
  • pov hat event handling unified with keys/mouse
  • look action handling implemented in cam_ctrl, pan or switch modes
  • fixed webmuxer/videomaker when no audio is present
  • video frame packing (LZ4) can be turned off in config
(http://i.minus.com/jKtSGZeFehA5q.jpg) (http://minus.com/i/KtSGZeFehA5q)

Awww yissss gonna test this right now!
Title: Re: Latest version: 0.8.3.4853
Post by: John514 on September 11, 2014, 12:01:26 pm
Tested already! I have some things to ropert over at the bug forum!
Title: Re: Latest version: 0.8.3.4853
Post by: M7 on September 11, 2014, 12:18:01 pm
Outerra doesn't automaticly update for me  :'(
Title: Re: Latest version: 0.8.3.4853
Post by: John514 on September 11, 2014, 12:19:29 pm
Outerra doesn't automaticly update for me  :'(
Uninstall and download again?
Title: Re: Latest version: 0.8.3.4853
Post by: M7 on September 11, 2014, 12:31:08 pm
Really? Hope not...
Title: Re: Latest version: 0.8.3.4853
Post by: Ryan10427 on September 11, 2014, 12:34:07 pm
Really? Hope not...

Same not Updating... and im not reinstalling..
Title: Re: Latest version: 0.8.3.4853
Post by: jskoker on September 11, 2014, 12:35:42 pm
Its not auto updating for me either.  Will try again after class.
Title: Re: Latest version: 0.8.3.4853
Post by: exadeci on September 11, 2014, 12:55:38 pm
You could download it from: http://forum.outerra.com/index.php?topic=637.0 (http://forum.outerra.com/index.php?topic=637.0)
And install over
Title: Re: Latest version: 0.8.3.4853
Post by: cameni on September 11, 2014, 01:02:52 pm
Seems there's a problem with DNS.
Try downloading the patch from here: Anteworld-0.8.2.4725.patch-4853.exe (http://planet.anteworld.com/appdata/Anteworld/Anteworld-0.8.2.4725.patch-4853.exe)
Title: Re: Latest version: 0.8.3.4853
Post by: costersall on September 11, 2014, 01:09:58 pm
Thank you thank you thank you for DK2 support!
Title: Re: Latest version: 0.8.3.4853
Post by: Acetone on September 11, 2014, 01:12:00 pm
Works fine for me   :)

Tree cylindrical shadowing seems to be the holy unexpected feature : unless you are very close to it, vegetation seems to have a real volume, as if trees where in 3D and not just billboards. Awesome job!
Title: Re: Latest version: 0.8.3.4853
Post by: jskoker on September 11, 2014, 01:43:09 pm
Seems there's a problem with DNS.
Try downloading the patch from here: Anteworld-0.8.2.4725.patch-4853.exe (http://planet.anteworld.com/appdata/Anteworld/Anteworld-0.8.2.4725.patch-4853.exe)
Well that just broke everything for me...   :-\

It just loads a black screen for the log in screen.
Title: Re: Latest version: 0.8.3.4853
Post by: Jagerbomber on September 11, 2014, 01:53:50 pm
The normal update download and gameplay worked for me.  ;D

My framerate gets down to 15-10 at sunrise and sunset, but that had already started happening I believe.  And of course I'm using Minecraft time, so I'm sure that isn't helping.  I'm sure there's somethings I can turn down that I've already had above default.

Now I'm wondering if it's really necessary to have the circular tree shadows at close range anymore.  Or maybe not when 3D trees are finally added.
Title: Re: Latest version: 0.8.3.4853
Post by: M7 on September 11, 2014, 02:00:01 pm
It works!!! So beautifull!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: Latest version: 0.8.3.4853
Post by: pedropp222 on September 11, 2014, 02:55:49 pm
This game has become even more beautiful than it was!
(http://i.imgur.com/9e6ZLAb.jpg)
Title: Re: Latest version: 0.8.3.4853
Post by: Jagerbomber on September 11, 2014, 03:10:20 pm
That reminds me, I wish the framerate was on the bottom left.  It tends to blend with the sky often on my screen.  :P

Oh and I noticed we have different measurement units for the HUD now.  When did that happen?  :P
Title: Re: Latest version: 0.8.3.4853
Post by: exadeci on September 11, 2014, 03:11:24 pm
Yeah it really looks awesome !

(http://i.imgur.com/j1MPrAE.jpg)
Title: Re: Latest version: 0.8.3.4853
Post by: jskoker on September 11, 2014, 03:14:29 pm
Going to try a reinstall because I can't fix the black screen.  Will I lose my progress/can I back it up some how?
Title: Re: Latest version: 0.8.3.4853
Post by: Haydz192 on September 11, 2014, 03:22:17 pm
Oh. My. God. Tree shadows. Nice work devs, this engine is coming along brilliantly. If I had a hat on, I'd be taking it off to you.
Title: Re: Latest version: 0.8.3.4853
Post by: Acetone on September 11, 2014, 03:22:47 pm
Going to try a reinstall because I can't fix the black screen.  Will I lose my progress/can I back it up some how?

Copy and keep somewhere packages/screenshots/videos/campos and cache folders in Users/Yourname/Outerra. You can save iomap.cfg too, if you have change keybindings :) Reinstall, then past them back where they belong. Hope I don't miss any important file/folder.
Title: Re: Latest version: 0.8.3.4853
Post by: Levi on September 11, 2014, 04:00:23 pm
Awesome update, anything looks so beautiful now!
Thank you very much :)
Title: Re: Latest version: 0.8.3.4853
Post by: Varldsligist on September 11, 2014, 04:17:00 pm
The Dk2/Outerra combo is awesome once you're airborne, in fact my mom just piloted a cessna across Hawaii. The grass also look really neat in the Rift for some reason, albeit not a 100 % realistic. Same goes for forrests, which have very odd looking cardboard trees. There is a slight judder/blur going present if you move your head too fast, this is especially apparent in wooded areas. Not sure if this is due to the engine or just my graphics settings (I'm currently running with graphics set at 10/10 powered by i5 4670, GTX780, 16 gb ddr3). All in all it's a fantastic experience flying in Outerra now and the shadows look stunning.


Title: Re: Latest version: 0.8.3.4853
Post by: PRiME on September 11, 2014, 06:03:59 pm
Very nice update, good job. Can't wait for your cloud implementation, also are you guys planning to overhaul vehicle collision with terrain a bit more so when you flip something it doesn't just sink into ground? maybe a primitive collision hitbox can be used that loosely resembles the model yet won't cost too much in the physics calculation department?
Title: Re: Latest version: 0.8.3.4853
Post by: zzz on September 11, 2014, 06:17:31 pm
maybe a primitive collision hitbox can be used that loosely resembles the model yet won't cost too much in the physics calculation department?

If you add a "fake" wheel to the car chassis I think it does that.
Title: Re: Latest version: 0.8.3.4853
Post by: HiFlyer on September 11, 2014, 06:25:59 pm
This update produces major frame-rate jittering for me, in general. Changing settings can mitigate it a bit, but its still very distracting. The only thing that actually seems to restore things is turning off tree shading.

Having got my frame-rate back, I now notice some major tile-popup.

Restore defaults does not work on some new settings, and can crash Outerra.

The settings for raising and lowering selected objects are also reversed, now.

As mentioned before, planes spawn pointing in odd directions from where you were looking when pressing "spawn"

I'm sure it will all get sorted, eventually.

Title: Re: Latest version: 0.8.3.4853
Post by: aWac9 on September 11, 2014, 06:33:35 pm
It did not go well but at least we present the latter and magnificent renovation Outerra Anteworld - V: 0.8.3.4853

Outerra Anteworld - V: 0.8.3.4853  (http://www.youtube.com/watch?v=xE0_T-YKXIc&feature=youtu.be#ws)
Title: Re: Latest version: 0.8.3.4853
Post by: PRiME on September 11, 2014, 06:48:00 pm
There is a obvious shading render line (around 1k infront of player) that moves with player to render tree shadows etc.. That needs to somehow be smoothed, I also appear to suffer terrain detail update delays/issues where the terrain texture and poly detail doesn't update when turning around or coming closer to rock etc and will stay in low detail form (have high end PC with 4gb vidmem).

Maybe this is a bug I dunno, just thought I point it out incase anyone else has similar issue.
Title: Re: Latest version: 0.8.3.4853
Post by: soulunite on September 11, 2014, 07:03:22 pm
Team - this is amazing! Excellent work to all involved! This Engine just gets better and better. Cannot wait to check it out tonight. Cheers!
Title: Re: Latest version: 0.8.3.4853
Post by: HiFlyer on September 11, 2014, 10:34:11 pm
Team - this is amazing! Excellent work to all involved! This Engine just gets better and better. Cannot wait to check it out tonight. Cheers!

Agreed! Fiddling with my machine has got most of the issues under control.
Title: Re: Latest version: 0.8.3.4853
Post by: M7 on September 11, 2014, 10:53:22 pm
Team - this is amazing! Excellent work to all involved! This Engine just gets better and better. Cannot wait to check it out tonight. Cheers!

Totally agree!  It visually just look amazing especially when flying low and slow.
Title: Re: Latest version: 0.8.3.4853
Post by: gordo on September 11, 2014, 11:34:31 pm
I didn't see this posted anywhere, so I'll ask: Is there a way to get DK2 to support 75Hz in Outerra currently? I set DK2 as my primary screen which usually forces Unity-based games to go 75Hz, but that trick doesn't sem to work with Outerra, as it still seems stuck @60Hz. This results in judder when you move your head in the DK2.
Title: Re: Latest version: 0.8.3.4853
Post by: cameni on September 12, 2014, 03:44:07 am
Try editing eng.cfg, refresh_rate. It probably overrides monitor's settings.
Title: Re: Latest version: 0.8.3.4853
Post by: gordo on September 12, 2014, 04:13:58 am
Well, that certainly makes it report 1920X1080@75Hz in the menu resolution dropdown, but the FPS in the bottom right corner still says 60fps. I can't see what the FPS is outside of the menu though...

Title: Re: Latest version: 0.8.3.4853
Post by: cameni on September 12, 2014, 05:44:05 am
I found the bug, the refresh rate gets overwritten. Now I'm getting 75 even if the Rift isn't primary. In Windows 7 anyway.
Title: Re: Latest version: 0.8.3.4853
Post by: murkz on September 12, 2014, 06:01:10 am
Excellent update... Thank you.
Title: Re: Latest version: 0.8.3.4853
Post by: Revolver on September 12, 2014, 06:09:00 am
Huhu..., finally, HUD in km and not in foot etc. :P :D Thanks Brano & Co... hammer updates!



Title: Re: Latest version: 0.8.3.4853
Post by: pico on September 12, 2014, 06:31:20 am
Wow, Thank you.  8)
Title: Re: Latest version: 0.8.3.4853
Post by: tanker737 on September 12, 2014, 08:19:23 am
Thank you, Great up date.
Title: Re: Latest version: 0.8.3.4853
Post by: Varldsligist on September 12, 2014, 08:28:52 am
I found the bug, the refresh rate gets overwritten. Now I'm getting 75 even if the Rift isn't primary. In Windows 7 anyway.
How did you achieve that? Also, is a fix coming?
Title: Re: Latest version: 0.8.3.4853
Post by: cameni on September 12, 2014, 08:40:28 am
Well, to tell the truth I didn't even attempt to test it back then, reading everywhere that it didn't work. But when I specifically set fullscreen 1920x1080@75 mode on the display device where Rift is attached, it puts it into 75Hz mode while my primary monitor works normally.

Fix probably later today, along with some perf fixes.
Title: Re: Latest version: 0.8.3.4853
Post by: 2eyed on September 12, 2014, 11:45:06 am
So pleased to see the update! The whole shadow/shading thing adds a lot to the overall experience. Thanks to the Outerranians. You're terrific!
And of course DK2 support! :)
A few comments and questions:
IQ in the Rift: I know Dk2 res is fairly low, but there is need for better filtering or AA since I got a lot of "marching jaggies" kind of unsteady visuals. No AA setting in OT seem to have an effect. Forcing it through gfx panel doesn't work too.
I found in particular the dk2 enabled UE4 demos (hang gliding demo highly recommended) having a superior smoothness in terms of image quality. Afaik, there is used some sort of temporal AA.
Scale: the Cessna should be larger at least one third. Trunks of trees are too big and so on... . Is there a way to adjust the scale? Maybe ingame?
Apparently the controls have undergone some changes. Vertical mouse movement (panning) does not work in rift mode. No more view  to the plane from above or below. Now, there is no Ufo "flight mode" ( the one I used most) anymore. How to get it back?
Performance: simply too low for the rift even with low or mid settings. No way to get 75fps (It's more in the forties or fifties with i5 770gtx win7). How to optimize?
Title: Re: Latest version: 0.8.3.4853
Post by: cameni on September 12, 2014, 11:59:07 am
Performance - there are some bugs, esp. trees are currently eating too much for some reason, we are working on it.
UFO flight mode is still there, except that it also automatically flies forward, but that can be stopped.
Vertical mouse in rift - I assume you mean in 3rd person? That would be a bug, I disabled vertical mouse in fps only.
Scale - cockpit should be the right size, Rift should give the right size feeling - not sure why you think so. MiG is ok?

AA other than FXAA is currently ignored.
Title: Re: Latest version: 0.8.3.4853
Post by: 2eyed on September 12, 2014, 02:15:47 pm
Ok, checked again, no vertical mouse movement for 3rd person view of planes, boats or vehicles with dk2 and no ufo flight mode with dk2 possible. On normal monitor it works as ever. Must be a bug.
Mig cockpit appears to be a bit to small too. In former versions there was a scale setting for the rift dk1. What was it for?
Title: Re: Latest version: 0.8.3.4853
Post by: cameni on September 12, 2014, 02:53:29 pm
no ufo flight mode with dk2 possible
You mean no mouse control in ufo flight mode with dk2? Because in rift mode the mouse is intentionally disabled, and you turn by tilting head.

Quote
Mig cockpit appears to be a bit to small too. In former versions there was a scale setting for the rift dk1. What was it for?
It was a scale from source image to Rift, it could be used to compensate stretching of pixels in the center, in exchange for shrinking the lit area at the borders, since DK1 did not utilize the display fully. It didn't alter FOV nor the perceived scale of things though.
Title: Re: Latest version: 0.8.3.4853
Post by: gordo on September 12, 2014, 02:59:03 pm
Let me try to explain... When in Rift mode, looking around works fine, but forward movement only works in the x-axis. When you look up or down and move forward simultaenously, you still only move in the x-axis. If I encounter a hill, I move up with the terrain of that hill, but then once I'm at the top of that hill, I continue to move horizontally regardless of where I look.
Title: Re: Latest version: 0.8.3.4853
Post by: gordo on September 12, 2014, 03:04:39 pm
Another issue I noticed (and this may be due to the 75Hz refresh_rate cfg hack), but when I start Outerra having forgot to turn the Rift on first, it (I believe) tries to set my primary monitor 1920x1080@75Hz which is doesn't support, and so the monitor shuts down. I then had to turn on the rift, hit ctrl-alt-delete and use task manager through the rift to kill the Outerra process to get my monitor back.

This probably gets resolved after supporting Direct-to-Rift mode, but in the meantime I guess there should be a check (or some other method) for making sure we send 75Hz signal only to the Rift.
Title: Re: Latest version: 0.8.3.4853
Post by: 2eyed on September 12, 2014, 03:47:21 pm
The head movement should be independent from flight direction in Ufo flight mode. Just looking around with head tracking via rift and steering the flight path with the mouse. Not tilting the head for ascending or descending, which btw is not what I get.
Title: Re: Latest version: 0.8.3.4861
Post by: cameni on September 12, 2014, 04:13:18 pm
Version 0.8.3.4861

Title: Re: Latest version: 0.8.3.4861
Post by: Varldsligist on September 12, 2014, 04:32:36 pm
Version 0.8.3.4861
  • fix for rift mode not setting 75Hz refresh rate
  • quality levels for tree range
  • optimizations for tree rendering and tree shadows
  • fixed SSAO in stereo mode
  • fixed aircraft rotation on placement
  • FPS counter rendered with translucent background for better visibility on the sky
  • added buggy Nvidia 331.65 driver check
It's not working for me. Though it has changed from 1920x1080 50Hz to 1080x720 50Hz. And as far as I can see there is no 1920x1080 75Hz option in the graphics settings menu.
Title: Re: Latest version: 0.8.3.4861
Post by: cameni on September 12, 2014, 04:38:40 pm
Oculus Rift mode does not use screen resolution settings from the resolution page. If you have "use if present" in stereoscopic settings checked, and you do not automatically get into the Rift mode, then the problem is that Oculus is not detected.

Make sure you have 0.4.2 Oculus runtime installed, and updated the firmware.
Set Rift to extended mode, rotate the screen.
If the Rift is still not detected, restart Oculus service.
Title: Re: Latest version: 0.8.3.4861
Post by: HiFlyer on September 12, 2014, 05:23:12 pm
Nice update!  ;D
Title: Re: Latest version: 0.8.3.4861
Post by: Varldsligist on September 12, 2014, 05:55:45 pm
Happy to report that it works great now!  :) Checking "override resolution" seems to have done the trick.
Title: Re: Latest version: 0.8.3.4861
Post by: Jagerbomber on September 12, 2014, 08:17:35 pm
  • FPS counter rendered with translucent background for better visibility on the sky
;D

huh... Smiley broke...

Google Map arrow still isn't aligning with vehicle cam.  ;)
Title: Re: Latest version: 0.8.3.4861
Post by: gordo on September 12, 2014, 08:21:55 pm
Screen now locked to 75Hz nicely! UFO mode still stuck to x-axis movements in Rift though...

Title: Re: Latest version: 0.8.3.4861
Post by: aaronin93313 on September 13, 2014, 05:27:53 am
Thanks for the update! Works great!
Title: Re: Latest version: 0.8.3.4853
Post by: aaronin93313 on September 13, 2014, 05:30:14 am

Mig cockpit appears to be a bit to small too. In former versions there was a scale setting for the rift dk1. What was it for?

To make the cockpit look larger, lower the eye separation in the stereoscopic settings.  That worked for me.  Increasing made everything look smaller, decreasing made everything bigger.  I agree.  The cockpits did look a little small so I changed the setting.
Title: Re: Latest version: 0.8.3.4853
Post by: 2eyed on September 13, 2014, 05:54:21 am

To make the cockpit look larger, lower the eye separation in the stereoscopic settings.  That worked for me.  Increasing made everything look smaller, decreasing made everything bigger.  I agree.  The cockpits did look a little small so I changed the setting.

Does it apply for the rift mode aswell? The size feeling in rift  is a tricky thing and is influenced even by sitting or standing when inVR.
Title: Re: Latest version: 0.8.3.4861
Post by: whitav8 on September 13, 2014, 10:24:33 pm
I really like using cylindrical mode with my three monitors - no distortion - but "freezes" sometimes. Would like to be able to fly in Mig29 in the cylindrical mode - the seat (or something) is in the way for cockpit view. Would really like an outside camera view that rolls and pitches with the aircraft (a chase mode) so you can feel like you are flying in formation. Also, the terrain shadows of the new release (very cool!!!) seem to move (as if the sun has moved) as I fly along - especially with the chase views. Thanks for all the improvements!
Title: Re: Latest version: 0.8.3.4861
Post by: 2eyed on September 14, 2014, 05:36:45 am
I'm really happy with the update so far. But there is always demand for more and better. ;D
What special optimizations were done to make dk2 version more fps friendly? Tree range seem significantly reduced and the cutoff is quite visible even with the highest setting even in rift. Same with tree shadows. Any ideas for further improvements?
Could you please reenable vertical mouse movement in rift mode?
And mapping for the "c" key to a controller button. Always pulling  rift on and off is tedious.

Surprisingly, adjusting eye separation to only 5cm fixed the " too small feeling" in rift. Thanks to aaronin who pointed that out.
Title: Re: Latest version: 0.8.3.4861
Post by: Levi on September 14, 2014, 07:46:06 am
Anyone noticed this? It only happens at certain coordinates...

(http://i.minus.com/ippoI5VibLtJ8.jpg)

And what about this? I think it looks kinda cool! ;D

Cubemap generated at ground level:
(http://i.minus.com/iqrZyHcAqCxij.jpg)

Cubemap generated at the same location the screenshot was taken from:
(http://i.minus.com/ibdLYMepV8ghN7.jpg)

I didn't touch any settings in Environment settings btw.

To test it yourself, go to the same location using the screenshots, and set the sun position like this:
(http://i.minus.com/idZyXwyE1tPdl.jpg)

It seems that this only happens at the poles and at certain sun position...
Title: Re: Latest version: 0.8.3.4861
Post by: cameni on September 14, 2014, 08:01:06 am
I suspect the tree cutoff is now more visible because of the tree shading and some changes in tree lighting. Just to be sure, can you give me your terrain quality settings?

I'll look at the mouse handling, because I'm not sure why the vertical pitch control was disabled. I think something with the mouse was affecting roll instead, and I blocked it there. But when I think about it, it should not have been the vertical movement.

Camera should be bindable to buttons - in movement tab, toggle camera action.
Title: Re: Latest version: 0.8.3.4861
Post by: 2eyed on September 14, 2014, 09:05:37 am
Tree cutoff distance in rift mode is definitely closer than in normal monitor view. Tested with same settings. Also tree shadows seem to have the "Oculus tradeoff".
Camera is indeed bindable. I falsely had the same button for gear assigned.
Zooming with the controller (mouse wheel function) would be helpful too.
Title: Re: Latest version: 0.8.3.4861
Post by: twizzstyle on September 14, 2014, 11:25:18 am
I really like using cylindrical mode with my three monitors - no distortion - but "freezes" sometimes. Would like to be able to fly in Mig29 in the cylindrical mode - the seat (or something) is in the way for cockpit view. Would really like an outside camera view that rolls and pitches with the aircraft (a chase mode) so you can feel like you are flying in formation. Also, the terrain shadows of the new release (very cool!!!) seem to move (as if the sun has moved) as I fly along - especially with the chase views. Thanks for all the improvements!

Here's a thread where I was trying to do the same.  I figured out how to move the camera position, and I place it just forward enough to be outside the cockpit in all of my aircraft, and then I get a "cockpit" view without the airplane model getting in the way (there are tesselation limitations with the cockpit models that cause the weird artifacts you're seeing).  See the last few posts in this thread:

http://forum.outerra.com/index.php?topic=2332.0 (http://forum.outerra.com/index.php?topic=2332.0)
Title: Re: Latest version: 0.8.3.4861
Post by: twizzstyle on September 14, 2014, 11:27:13 am
I just got the new updates, and the shadows are really gorgeous - but they move all over the place as I pan the view?  Is that intentional?  Could there be something screwy with my installation?  It's like the sun is moving with my view.
Title: Re: Latest version: 0.8.3.4861
Post by: cameni on September 14, 2014, 11:35:52 am
Shadows aren't working correctly in special projection modes yet.
Title: Re: Latest version: 0.8.3.4861
Post by: twizzstyle on September 14, 2014, 11:41:16 am
First thing I tried was switching back to flat projection, and the shadows are still acting funny.  I think I'm going to do a clean install... first time I opened it with the update, I noticed the options for changing the HUD units.  I closed it, re-opened it, and now that menu is gone?  I also thought I saw a checkbox somewhere for AO, and now that's gone, like it's using an old version of the menus... weird.  Time to re-install.
Title: Re: Latest version: 0.8.3.4861
Post by: HiFlyer on September 14, 2014, 11:51:47 am
You can kind of reset Outerra back to "default" settings if you get in trouble, by deleting eng.cfg and world.cfg (while Outerra is closed, then start it up again)
Title: Re: Latest version: 0.8.3.4861
Post by: twizzstyle on September 14, 2014, 12:14:56 pm
Thanks for the tip, I'll try that next time.

Did a fresh install - shadows appear to be working normally now, but my menu is still missing the new stuff?

I also noticed when I updated for the first time, the login screen was a pretty mid-day forest picture.  Now the login screen shows the old sunset image - does that give any clues? It does say version 0.8.3.4861
Title: Re: Latest version: 0.8.3.4861
Post by: cameni on September 14, 2014, 01:19:44 pm
Did it update twice? Or did it update after you got the green login screen, or it just came up back after the restart?
There was probably a problem installing new files by the patch, or something restored the old files. What are your Windows user access control settings?
Title: Re: Latest version: 0.8.3.4861
Post by: clawhammer on September 15, 2014, 04:37:17 am
I'm loving this! I loved OT in 2D, but now with the DK2 on my head, it's so awesome! :) I do notice a slight delay when I turn my head quickly. Is there any chance of direct mode, or is it a bit too early for that. Besides that, the feeling is just EPIC!

Also want to thank Levi for his perfect aircraft conversions! :)
Title: Re: Latest version: 0.8.3.4861
Post by: SnapperOrgan on September 16, 2014, 10:42:35 am
I'm having some strange troubles.
Trying to get 4861 working on DK2 yesterday, but it always showed the Outerra viewport offset upwards and to the left in the HMD.
I then disabled 'override resolution' and it started working!

Today I try and run Outerra, and I get a Fatal error:

Quote from: Fatal Error
exception msg: OpenGL error: shader compilation failed: : objshaders
last RL:eng::main_loop_begin@eng\eng.cpp(721)

Which is strange because nothing has changed overnight.
I updated nVidia drivers to the latest, still the same.

Help.. I can't run Outerra at all, with or without Rift!
Title: Re: Latest version: 0.8.3.4861
Post by: cameni on September 16, 2014, 11:11:25 am
That error is because of a bug, when you disable shadows. There will be a fix tonight, in the mean time please edit eng.cfg and set shadow_quality = 1 and terrain_shadows and tree_shadows to false. This won't turn the shadows off completely, but should be sufficient.
Title: Re: Latest version: 0.8.3.4861
Post by: SnapperOrgan on September 16, 2014, 12:03:41 pm
Thanks! That solved the crash  :)

I'm still baffled by the override resolution thing... The offset screen is something I've not encountered before, and it seems not many people have this problem.
Title: Re: Latest version: 0.8.3.4861
Post by: cameni on September 16, 2014, 12:55:42 pm
Normally you do not want to have the override resolution checked. Default is unchecked, in which case it takes the resolution from Rift.
Title: Re: Latest version: 0.8.3.4861
Post by: pico on September 16, 2014, 01:04:42 pm
I miss the right-left Slide with the easy Fly Mode. Will you bring it back?
Up and down movement works fine.
Title: Re: Latest version: 0.8.3.4870
Post by: cameni on September 16, 2014, 02:52:33 pm
Version 0.8.3.4870
Title: Re: Latest version: 0.8.3.4870
Post by: HiFlyer on September 16, 2014, 03:07:34 pm
Thanks guys!  :)
Title: Re: Latest version: 0.8.3.4870
Post by: Jagerbomber on September 16, 2014, 03:35:30 pm
  • grass coverage reduced in deep forest
Interesting... I haven't seen it yet, but I hope there's more to come with that in the future.

I love forests and the ground cover is important to get right imo... Maybe even covered in the dead long light-brown pine needles in Western White Pine forests (or is it Ponderosa Pine?) that give it kind of an orange glow in the right sunlight.  8)  Those are probably my favorite ones.  But they're rare in New England I think, but I know of some in Massachusetts, even though they're both more native to the far Western US.
Title: Re: Latest version: 0.8.3.4861
Post by: cameni on September 18, 2014, 03:38:37 am
I'm loving this! I loved OT in 2D, but now with the DK2 on my head, it's so awesome! :) I do notice a slight delay when I turn my head quickly. Is there any chance of direct mode, or is it a bit too early for that. Besides that, the feeling is just EPIC!

Direct mode in OpenGL requires some support from Oculus. But right now the latency in Outerra is a bit higher than it could be due to some caching in the rendering pipeline, so there's a bit of space for optimizations on our side too.
Title: Re: Latest version: 0.8.3.4883
Post by: cameni on September 20, 2014, 03:12:18 pm
Version 0.8.3.4883


Download and run the patch manually in case of problems with the updater: Anteworld-0.8.3.4870.patch-4883.exe (http://planet.anteworld.com/appdata/Anteworld/Anteworld-0.8.3.4870.patch-4883.exe)
Title: Re: Latest version: 0.8.3.4883
Post by: pedropp222 on September 20, 2014, 05:50:36 pm
It would be better to disable Aero only when the oculus rift was detected, because i dont like the way my desktop looks when it is disabled :)
Title: Re: Latest version: 0.8.3.4883
Post by: bongodriver on September 20, 2014, 05:52:48 pm
it turns aero back on when you exit outerra.
Title: Re: Latest version: 0.8.3.4883
Post by: ZeosPantera on September 21, 2014, 01:07:27 pm
Have a direct download for this last update? It failed to install automatically and now OT just black screens and closes when I click.
Title: Re: Latest version: 0.8.3.4883
Post by: cameni on September 21, 2014, 01:16:53 pm
Yes it's at http://demo.outerra.com (http://demo.outerra.com)
Title: Re: Latest version: 0.8.3.4883
Post by: M7 on September 21, 2014, 01:33:00 pm
I know with the last 2 updates, i got a failed to update message in the DOS window. But then i just load Outerra and it seems to have update alright.
Title: Re: Latest version: 0.8.3.4883
Post by: cameni on September 21, 2014, 01:36:08 pm
Yes, there was a bug in the updater that asserted that the operation failed even though it succeeded normally.
Title: Re: Latest version: 0.8.3.4883
Post by: werewolves08 on October 26, 2014, 10:21:22 am
Hi !

What will add the next update ?
Title: Re: Latest version: 0.8.3.4883
Post by: rockme on October 27, 2014, 03:16:50 pm
Hi Cameni,
when can we expect clouds and landwater like rivers and lakes??? I really miss it flying with the Mig29
greets!
Title: Re: Latest version: 0.8.3.4883
Post by: sniperwolfpk5 on October 27, 2014, 11:47:23 pm
Hi Cameni,
when can we expect clouds and landwater like rivers and lakes??? I really miss it flying with the Mig29
greets!
Yes plz any info on clouds?
Title: Re: Latest version: 0.8.3.4883
Post by: zzz on October 28, 2014, 08:47:25 am
I'd prefer to see increased functionality over another graphical update, but anything new would be good.
Title: Re: Latest version: 0.8.3.4883
Post by: cameni on October 29, 2014, 04:30:14 am
Closest to the release is the support for collision shapes for vehicles and static objects, and lights.
People wanting to prepare for the collisions support can read a brief doc (https://docs.google.com/document/d/1hazxl5cZqoJOSgF6Az7O9j1tbX-i5jU2JqTaD-SC5zc/edit?usp=sharing) about the requirements for the models.

We would like to get clouds and rivers into Outerra soon as well, as it would be great also for an important milestone and showcase for OT this year, but there being tons of other work related to that we can't really guarantee any dates yet.
Title: Re: Latest version: 0.8.3.4883
Post by: soulunite on October 29, 2014, 04:41:04 am
Outerra has always delivered in each individual update  :-)
It's great watching it grow. Keep up the great work
Title: Re: Latest version: 0.8.3.4883
Post by: PytonPago on October 29, 2014, 08:12:54 am
So COL_CONVEX are prefixes for the collision meshes ? Like COL_CONVEX_cabin ....
Title: Re: Latest version: 0.8.3.4883
Post by: cameni on October 29, 2014, 10:04:17 am
Yes, similarly how you can add BONE_ prefix for automatic recognition.
Title: Re: Latest version: 0.8.3.4883
Post by: werewolves08 on October 29, 2014, 11:53:33 am
This sound like realy awesome ! :D

Thanks Cameni, keep up the good work !
Title: Re: Latest version: 0.8.3.4883
Post by: sniperwolfpk5 on October 29, 2014, 11:50:43 pm
Well it looks like next update will have hidden surprise if it is not bug fix update. Looking forward for good news
Title: Re: Latest version: 0.8.3.4883
Post by: PytonPago on October 30, 2014, 02:40:59 am
Yes, similarly how you can add BONE_ prefix for automatic recognition.

 ... the bone prefixes are left out too for the script use ? (hope i dont have to rename stuff in script too after changing mesh names in blender whyte them prefixes)
Title: Re: Latest version: 0.8.3.4883
Post by: cameni on October 30, 2014, 04:36:16 am
Yes, prefixes are stripped away.
Title: Re: Latest version: 0.8.3.4883
Post by: PytonPago on October 30, 2014, 06:28:42 am
Yes, prefixes are stripped away.

 ... thanks cameny ! Ill try those collision meshes out. Doe, still last questions, in my urals, there are several versions of back-section stuff, where many will have different collision meshes, can i disengage those not needed in a selected version by theyr _id-s set to false, or is there some other way to disable those non fitting for version specific selections of the vehicle ? And, are those collision meshes working on vehicle parts in-between themselves, or are some for this stuff collision meshes in plans ? (like the turret on the BTR-80 - it has some armature at 6´o clock that should block it to dive the gun into it) Personally to say - there are ways to script in those restrains, but im interested if such things were in discussion among you guys ...
Title: Re: Latest version: 0.8.3.4883
Post by: cameni on October 30, 2014, 10:37:59 am
They do not collide with themselves (I think), it's just a compound shape of the whole rigid body. Anyway, things like blocking the turret movement should be done in script, rather than relying on collisions.
Title: Re: Latest version: 0.8.3.4883
Post by: PytonPago on November 05, 2014, 11:34:43 am
Hope the collision-mesh hits OT soon, did a set of obstacles similar to those in the russian arms EXPO arena (exept water-tanks dont think it will be able till seas are implemented) to test vehicles and their suspension !

Also, what did ya figure out for lights placement and color selection for vehicles  at the end Cameny ? ( just found out a way to make blinkers / turning lights work and am eager to implement them )
Title: Re: Latest version: 0.8.3.4883
Post by: JAM3SwithGAM3S on November 13, 2014, 05:51:51 pm
My problem is the mirrors of the jet shown in the picture is displaying the mirrors of another jet that is on the ground.
Title: Re: Latest version: 0.8.3.4883
Post by: thx_nb on November 13, 2014, 06:55:50 pm
My problem is the mirrors of the jet shown in the picture is displaying the mirrors of another jet that is on the ground.

This is because currently the reflection (environment?) map is not updated automatically, to update it press Alt + F8.
Title: Re: Latest version: 0.8.3.4883
Post by: JAM3SwithGAM3S on November 14, 2014, 08:06:46 am
Ah ok thanks for letting me know.
Title: Re: Latest version: 0.8.3.4883
Post by: PytonPago on November 20, 2014, 08:43:44 am
Yes, prefixes are stripped away.

... hey Cameny (or AngryPig), should the collada importer strippe away prefixes for script use too, or is it an FBX importer thing only ?
Title: Re: Latest version: 0.8.3.4883
Post by: angrypig on November 20, 2014, 09:25:53 am
Currently it's done in FBX import only. Collada importer needs a little refactoring first to make it compatible with FBX importer UI. Then they will have both the same features and the same UI.
Title: Re: Latest version: 0.8.3.4883
Post by: PytonPago on November 20, 2014, 02:25:34 pm
Currently it's done in FBX import only. Collada importer needs a little refactoring first to make it compatible with FBX importer UI. Then they will have both the same features and the same UI.

That will be great ! Thanks AngryPig.
Title: Re: Latest version: 0.8.3.4883
Post by: zzz on December 03, 2014, 01:05:53 pm
Anything?
Title: Re: Latest version: 0.8.3.4883
Post by: f3n3k on December 07, 2014, 02:42:57 pm
no news about future update or a hypothetique game ?

thanks
Title: Re: Latest version: 0.8.3.4883
Post by: John514 on December 07, 2014, 02:51:02 pm
no news about future update or a hypothetique game ?

thanks
;)
http://outerra.blogspot.gr/2014/12/titanim-outerra-based-military.html
Title: Re: Latest version: 0.8.3.4883
Post by: f3n3k on December 07, 2014, 03:55:04 pm
no news about future update or a hypothetique game ?

thanks
;)
http://outerra.blogspot.gr/2014/12/titanim-outerra-based-military.html

I don't understand your reply, your link is just a news about a other company bought and use the engine for professional domain and not for us... nothing else
Not a news about a update or a game created by outerra founder with the engine...
Can we hope we have a game in the futur with the money we give it to them few years ago( 3 years ago if my memory is good) or not ?

thanks
Title: Re: Latest version: 0.8.3.4883
Post by: John514 on December 07, 2014, 03:59:06 pm
no news about future update or a hypothetique game ?

thanks
;)
http://outerra.blogspot.gr/2014/12/titanim-outerra-based-military.html

I don't understand your reply, your link is just a news about a other company bought and use the engine for professional domain and not for us... nothing else
Not a news about a update or a game created by outerra founder with the engine...
Can we hope we have a game in the futur with the money we give it to them few years ago( 3 years ago if my memory is good) or not ?

thanks

What I mean is that they must have been busy working with that company, so no updates here. Also, the article states that many of the new features that are in the Simulation will be available to us in the Alpha soon™!
Title: Re: Latest version: 0.8.3.4883
Post by: f3n3k on December 07, 2014, 04:05:49 pm
no news about future update or a hypothetique game ?

thanks
;)
http://outerra.blogspot.gr/2014/12/titanim-outerra-based-military.html

I don't understand your reply, your link is just a news about a other company bought and use the engine for professional domain and not for us... nothing else
Not a news about a update or a game created by outerra founder with the engine...
Can we hope we have a game in the futur with the money we give it to them few years ago( 3 years ago if my memory is good) or not ?

thanks

What I mean is that they must have been busy working with that company, so no updates here. Also, the article states that many of the new features that are in the Simulation will be available to us in the Alpha soon™!


Haaa ok, thanks you very much for your reply and precision
I hope to have great news in few days or weeks ;)

cya and thanks again
Title: Re: Latest version: 0.8.3.4883
Post by: John514 on December 07, 2014, 04:08:12 pm
You`re welcome!
Title: Re: Latest version: 0.8.3.4883
Post by: zzz on December 07, 2014, 05:18:05 pm
What I mean is that they must have been busy working with that company, so no updates here. Also, the article states that many of the new features that are in the Simulation will be available to us in the Alpha soon™!

Will they? I'd have thought the company would have kept those to themselves as they paid for it.
Title: Re: Latest version: 0.8.3.4883
Post by: cameni on December 07, 2014, 05:36:50 pm
I'm not allowed to disclose the exact agreement, but generally what we develop we can also reuse, except for some very specific interfaces (that can be under NDA because of some third parties). What Titan develops is of course theirs, but that's mostly product specific.
Title: Re: Latest version: 0.8.3.4883
Post by: PRiME on December 07, 2014, 06:39:36 pm
Outerra feels like a engine in perpetual development mode with slow progress. I still get terrain update issues when moving around/turning around and the tree shadowing has nasty linear lines in its LOD render.

Was hoping for some minor updates to physics, clouds, and basic netcode by now. It won't be long before other companies notice what Outerra is doing and pump out something better in a much shorter time, just something to think about devs ;)

Don't go all military exclusive on us and leave the public in the dust.
Title: Re: Latest version: 0.8.3.4883
Post by: leifgiering on December 14, 2014, 02:04:57 am
Outerra feels like a engine in perpetual development mode with slow progress. I still get terrain update issues when moving around/turning around and the tree shadowing has nasty linear lines in its LOD render.

Was hoping for some minor updates to physics, clouds, and basic netcode by now. It won't be long before other companies notice what Outerra is doing and pump out something better in a much shorter time, just something to think about devs ;)

Don't go all military exclusive on us and leave the public in the dust.

This.  They have been focusing too much on military contracting, haven't they?

I'm disappointed at how slow Outerra is developing.  For example, 3D trees have been 'in development' for a couple years now, yet no apparent progress.  I follow lots of developing games (Kerbal Space Program, Space Engine, Project Zomboid, etc, etc) and have lots of patience for them.  But Outerra has taken slow development to a whole new level IMO.
Title: Re: Latest version: 0.8.3.4883
Post by: Sam on December 15, 2014, 03:40:57 am
Yeah, the kiddies in the sandbox to grow older and older. But the sandbox will be always the same.  Welcome, your kiddies from the next generation.  :-*
Title: Re: Latest version: 0.8.3.4883
Post by: zzz on December 20, 2014, 07:26:51 am
Can we expect anything over Christmas?
Title: Re: Latest version: 0.8.3.4883
Post by: cameni on December 20, 2014, 07:37:39 am
Trying hard, but still having some ugly issues ...
Title: Re: Latest version: 0.8.3.4883
Post by: PRiME on December 20, 2014, 08:44:54 am
Maybe just do your best to get enough content to last a 30-40day kickstarter for the game proposal so that you can perhaps raise enough to hire more help and work on it full time.

Trying to do it all by yourself is going to turn into development hell.
Title: Re: Latest version: 0.8.3.4883
Post by: Varldsligist on December 20, 2014, 09:55:41 am
Trying hard, but still having some ugly issues ...
Excitement level 200! Can you tell us more? Can you give us a hint at what we can expect in the form of a x-mas rhyme?

Christmas
Rivers, springs, the birds they all sing
of Outerra...
Clouds in the sky I wonder why
-And when!
Our terra, our update will be in spring?
Title: Re: Latest version: 0.8.3.4883
Post by: Jagerbomber on December 20, 2014, 01:30:07 pm
Wow, don't rattle the present too hard.  :P
Title: Re: Latest version: 0.8.3.4883
Post by: PytonPago on December 20, 2014, 01:49:35 pm
Wow, don't rattle the present too hard.  :P

 ... i just think he wanted some youtube screen-montage of all the most ugly glitches and mis-scripting in OT ... and i would like that too.  ;D
Title: Re: Latest version: 0.8.3.4883
Post by: Acetone on December 20, 2014, 03:34:21 pm
Wow, don't rattle the present too hard.  :P

 ... i just think he wanted some youtube screen-montage of all the most ugly glitches and mis-scripting in OT ... and i would like that too.  ;D

With the mandatory Yakety Sax (http://youtu.be/MK6TXMsvgQg) soundtrack  ;)
Title: Re: Latest version: 0.8.3.4883
Post by: James on December 21, 2014, 03:51:26 pm
I'm curious to when generation will have more realistic weathering, erosion, deposition, and etc.. Like if a mountain could look like a mountain, instead of just a hill, then that'd be beautiful.
Title: Re: Latest version: 0.8.3.4883
Post by: exadeci on January 05, 2015, 03:20:49 pm
I'm not allowed to disclose the exact agreement, but generally what we develop we can also reuse, except for some very specific interfaces (that can be under NDA because of some third parties). What Titan develops is of course theirs, but that's mostly product specific.

Their cities sure look cool  ;)
http://titanim.net/www/#folio
Title: Re: Latest version: 0.8.3.4883
Post by: PRiME on January 05, 2015, 03:46:55 pm
Yeah seems like they solved all the problems the Outerra team couldn't. And fast.
Title: Re: Latest version: 0.8.3.4883
Post by: Jagerbomber on January 05, 2015, 03:51:55 pm
 ::)
Title: Re: Latest version: 0.8.3.4883
Post by: leifgiering on January 05, 2015, 03:52:55 pm
When TitanIM is released, will it be available to the general public to buy?
Title: Re: Latest version: 0.8.3.4883
Post by: PRiME on January 05, 2015, 04:04:13 pm
From my understanding its part of that Military App talked about. Its probably similar to how Operation Flashpoint crew licensed to MilApp co, you can buy some components of it but they cost a fair bit more. Like 120 per component or more sort of thing, they general sell it as modules so a full collection might cost around $1000, and it will be professional tool sets.
Title: Re: Latest version: 0.8.3.4883
Post by: cameni on January 05, 2015, 04:17:09 pm
Yeah seems like they solved all the problems the Outerra team couldn't. And fast.

:D

You can create such cities easily yourself. Just import buildings or city parts and clone them around 100 times.
Title: Re: Latest version: 0.8.3.4883
Post by: PRiME on January 05, 2015, 04:34:41 pm
I was more talking about them having clouds and subs and many types of vehicles and infantry working. (and 3d trees it appears)
Title: Re: Latest version: 0.8.3.4883
Post by: cameni on January 05, 2015, 05:02:46 pm
Yea they are making an extensive library of military vehicles and objects, something we currently have no resources (and no need) to do ourselves. Some of those will find their way into OT, mainly as samples of vehicles or structures that we currently do not have present.

As it was mentioned elsewhere on the forum, clouds were specifically developed for them, in an alpha version that does not yet work globally, but still works for some simulators they are making.

Graphics- and physics-wise OT and Titan are quite connected, so if something seems to be solved from the presentation screenshots, that would imply it's been solved in OT first. Of course, Titan will have lots of custom developed content. They might also go and create a mil game on OT in future, using those assets, but all base world rendering & simulation functionality has to be in the OT engine first.
Title: Re: Latest version: 0.8.3.4883
Post by: 2eyed on January 06, 2015, 04:38:17 am
When I check the forum ( and I do visit it frequently) and the first line i read is: update... last post... today... latest version 08... cameni, I freak out. Finally a new release?! False alert of course. How long cameni? :D
Title: Re: Latest version: 0.8.3.4883
Post by: sniperwolfpk5 on January 06, 2015, 04:46:18 am
Same with me :P lol
Title: Re: Latest version: 0.8.3.4883
Post by: cameni on January 06, 2015, 06:00:27 am
I'm sorry about that :)
There are still issues with the clouds, so I'm trying various algorithms to get rid of artifacts and to improve the lighting. Maybe we release one version without them, just to get the rest of stuff tested.
Title: Re: Latest version: 0.8.3.4883
Post by: Acetone on January 06, 2015, 07:06:19 am
I'm sorry about that :)
There are still issues with the clouds, so I'm trying various algorithms to get rid of artifacts and to improve the lighting. Maybe we release one version without them, just to get the rest of stuff tested.

I know you are commited to releasing high quality updates -a lot more polished than what we are used to see in early access programs- but I'm sure nobody is gonna be mad if there are visible artifacts in a nightly build!
If the artifacts you mention are the ones visible in the TitanIM demo video, I'd say a simple option to activate/disable clouds (and a /!\ Experimental label) will be enough until these problems are fixed  :)
Title: Re: Latest version: 0.8.3.4883
Post by: Levi on January 06, 2015, 07:09:45 am
+1 #Acetone (http://forum.outerra.com/index.php?action=profile;u=112564)
Title: Re: Latest version: 0.8.3.4883
Post by: zzz on January 06, 2015, 08:07:32 am
I'm sorry about that :)
There are still issues with the clouds, so I'm trying various algorithms to get rid of artifacts and to improve the lighting. Maybe we release one version without them, just to get the rest of stuff tested.

Are clouds going to be the biggest change in the next update?
Title: Re: Latest version: 0.8.3.4883
Post by: HiFlyer on January 06, 2015, 09:47:42 am
Yeah seems like they solved all the problems the Outerra team couldn't. And fast.

:D

You can create such cities easily yourself. Just import buildings or city parts and clone them around 100 times.

Though it does take more to make a city than random buildings planted in the sand.  :o :)
Title: Re: Latest version: 0.8.3.4883
Post by: cameni on January 06, 2015, 10:10:35 am
If the artifacts you mention are the ones visible in the TitanIM demo video, I'd say a simple option to activate/disable clouds (and a /!\ Experimental label) will be enough until these problems are fixed  :)

It's not quite the same system anymore, as that solution was only temporary and it had to be completely redone for reasons that are not entirely visible in Titan screenshots - it didn't work well with objects in front of the clouds, interfered badly with smoke etc.

Are clouds going to be the biggest change in the next update?

Some of other changes:

Title: Re: Latest version: 0.8.3.4883
Post by: M7 on January 06, 2015, 10:19:54 am
Collision yeah! Will be able to try to land on aircraft carrier cruising at 30 nots... at night  =D  (with lights)
Title: Re: Latest version: 0.8.3.4883
Post by: Acetone on January 06, 2015, 03:00:35 pm
If the artifacts you mention are the ones visible in the TitanIM demo video, I'd say a simple option to activate/disable clouds (and a /!\ Experimental label) will be enough until these problems are fixed  :)

It's not quite the same system anymore, as that solution was only temporary and it had to be completely redone for reasons that are not entirely visible in Titan screenshots - it didn't work well with objects in front of the clouds, interfered badly with smoke etc.

Interesting, thanks!
Title: Re: Latest version: 0.8.3.4883
Post by: PRiME on January 06, 2015, 03:46:14 pm
I believe I saw 3D trees in their demo videos as well, and functional tank tracks??

Atm in Outerra I have rendering problems (last time checked, 1 month ago) where the terrain would not update correctly when turning around or moving forward, I also saw issues with tree shadow canopy lacking LOD's (looks pretty funny having a solid shadow line drawing around ground as you get closer).

Title: Re: Latest version: 0.8.3.4883
Post by: ZeosPantera on January 07, 2015, 03:45:54 pm
So.... will this allow me to spawn a bowling ball at the top of mount Everest and watch it tumble down for about an hour?
Title: Re: Latest version: 0.8.3.4883
Post by: PytonPago on January 07, 2015, 04:33:36 pm
So.... will this allow me to spawn a bowling ball at the top of mount Everest and watch it tumble down for about an hour?

Ya know, ya can import that bowling ball already.  :))
Title: Re: Latest version: 0.8.3.4883
Post by: soulunite on January 07, 2015, 10:51:54 pm
I know at times the Outerra Team can get quite a bit of flack from some of us when an update takes 'too long' or if we see some cool new things added to a partner project that we do not have access to (e.g. TitanIM) however I just wanted to say that without these dedicated Team Members we would not have Outerra at all. So on that note: Thank You to all that help out with Outerra - small and big you guys make Outerra what it is and we really appreciate it. Keep up the great work! :)
Title: Re: Latest version: 0.8.3.4883
Post by: 2eyed on January 08, 2015, 10:11:19 am
Ouite often I get this magenta colored massage: " warning: unable to update light 3d index texture. "
What does it mean and what can I do?
Title: Re: Latest version: 0.8.3.4883
Post by: cameni on January 10, 2015, 11:14:59 am
Ouite often I get this magenta colored massage: " warning: unable to update light 3d index texture. "
What does it mean and what can I do?
Ignore it for now ... it's a part of lighting code that's got there.
Title: Re: Latest version: 0.8.3.4883
Post by: zzz on January 18, 2015, 07:29:33 am
Another weekend and still no update  :(

Last one was back in September and even that wasn't exactly major. We were told all the work diverted to TitanIM would pay dividends in functionality that could easily be reproduced in Outerra but it seems even clouds are still causing trouble.
Title: Re: Latest version: 0.8.3.4883
Post by: HiFlyer on January 18, 2015, 08:47:25 am
Another weekend and still no update  :(

Last one was back in September and even that wasn't exactly major. We were told all the work diverted to TitanIM would pay dividends in functionality that could easily be reproduced in Outerra but it seems even clouds are still causing trouble.

Which is why its good that those with patience and skills have been jumping in from time to time and filling in some of the blanks, even if some of the solutions found are temporary.

Can you imagine where we would be without Levis planes, or Acetones Talkeetna, for example?

Or all the cars, houses and other things people have been tossing in?
Title: Re: Latest version: 0.8.3.4883
Post by: Revolver on January 22, 2015, 11:01:55 pm
Another weekend and still no update  :(

Last one was back in September and even that wasn't exactly major. We were told all the work diverted to TitanIM would pay dividends in functionality that could easily be reproduced in Outerra but it seems even clouds are still causing trouble.

Dear OT - Community.
If they have please patience, because the more they strive for new update, the more mistake can contain it. The Devs will bring it if they think that it is ready. I would already like to have only yesterday  everything, but reality looks much different. So, have patience.  :) ;)

Also, keine Panik uff dem Titanic....!  =D
Title: Re: Latest version: 0.8.3.4883
Post by: PytonPago on January 23, 2015, 12:30:11 am
Also, keine Panik uff dem Titanic....!  =D

 ... kein herumrennen auf dem boot bis der Kapitan nicht weg is ! Und ihr must wissen, wenn das pasiert. Also schon langsam und leise, alle begeben sich zum rettungs-booten und sagen dabei nicht zu laut " hilfe ", hebe die hand nach oben, wenn wenn was wollen.  =D  =D
Title: Re: Latest version: 0.8.3.4883
Post by: Revolver on January 23, 2015, 02:05:09 am
Also, keine Panik uff dem Titanic....!  =D

 ... kein herumrennen auf dem boot bis der Kapitan nicht weg is ! Und ihr must wissen, wenn das pasiert. Also schon langsam und leise, alle begeben sich zum rettungs-booten und sagen dabei nicht zu laut " hilfe ", hebe die hand nach oben, wenn wenn was wollen.  =D  =D

jöp....soisses...und bloß mir nüscht gleisch schlappmachen hier, sonst geht's direkt zum Heifuttern...
soOo...weitermachen!  C:-)
=D
Title: Re: Latest version: 0.8.3.4883
Post by: saccara18 on January 23, 2015, 06:36:51 am
wann kommt wieder ein update? ich warte schon lange gespannt darauf
Title: Re: Latest version: 0.8.3.4883
Post by: Sam on January 23, 2015, 09:41:08 am
wann kommt wieder ein update? ich warte schon lange gespannt darauf
=D  =D  =D
Title: Re: Latest version: 0.8.3.4883
Post by: cameni on January 30, 2015, 04:27:54 pm
Locking this thread, new version branch - 0.8.4.x (http://forum.outerra.com/index.php?topic=3151.0)