Outerra forum

Anteworld - Outerra Game => Tech demo, support, updates => Topic started by: cameni on March 11, 2012, 09:31:27 am

Title: (old) 0.7.11 version branch
Post by: cameni on March 11, 2012, 09:31:27 am
Version 0.7.11.3100


Version 0.7.11.3089


Version 0.7.11.3086


Version 0.7.11.3083


Version 0.7.11.3080


Version 0.7.11.3074


Version 0.7.11.3060


Version 0.7.11.3053


Version 0.7.11.3049


Version 0.7.11.3042


Version 0.7.11.3034

Fixes bad states in object loader, that were causing crashes after world initialization, or objects not loaded at all.


Version 0.7.11.3028


Version 0.7.11.3024


Version 0.7.11.3016

* If you have problems with axes not being detected, please set enable_hid_logging=true in eng.cfg, run the app and exercise with the axis a while, and send us the log so we can inspect what is coming from the hardware.

** If you made changes in one config panel, closed it and quit, everything worked. However, if you reopened the same config panel to check whether the values stayed there, they were still there, but after this verification they no longer saved at exit. When they didn't save, in the next session people went into the config, double checked the values are being set, which of course lead again to that they weren't saved. Only when you resigned and didn't check anymore, you got it changed in the next session. All this while we wondered what people were doing when it clearly worked for us  ;D


Version 0.7.11.3007
Keyboard steering speed was boosted, and steering/centering speed is also configurable in world.cfg (you can change sun position or change terrain settings to force it to write new world.cfg with added settings).
Steering speed depends on the vehicle speed, whereas the centering speed does not.


Version 0.7.11.3004
Nvidia 2xx owners please check if the water fix didn't fix the random crash issue on your cards as well. We've got a 285 card that was reported to experience crashes but were unable to get any on the version that contained the water fix. But it may be another issue, maybe some program that you are running that affects it.


Version 0.7.11.2992


Version 0.7.11.2992:
Windows XP users that updated to 2989/2900 version please download and run this patch manually: Anteworld-0.7.11.2968.patch-2992.exe (http://outerraworld.com/appdata/Anteworld/Anteworld-0.7.11.2968.patch-2992.exe)


Version 0.7.11.2989:


Version 0.7.11.2985:


Version 0.7.11.2982:

Title: Re: Latest version: 0.7.11.3004
Post by: Luishi5k0 on March 11, 2012, 02:35:11 pm
I'm on two GTX 260's and I messed around for a bit and had no crashes yet. The buttons on my controller work again. Spawning the ISS still halves my FPS until I restart the game, but that somewhat expected considering its detail. Thank you.

I'm going to swap out my 260's for a 6950 2gb. I'm kind of sick of micro-shutter and it'll be nice to have DX11. Do you think I'd see comparable performance switching from nvidia to ATI?
Title: Re: Latest version: 0.7.11.3004
Post by: cameni on March 11, 2012, 03:13:59 pm
The performance on ATI got better than it was initially, just don't forget to turn vsync off in graphics settings - for some reason the locked fps doesn't work well on ATI cards.
Title: Re: Latest version: 0.7.11.3004
Post by: [deleted] on March 11, 2012, 04:04:19 pm
The open sea graphical bug is fixed for me (NVIDIA GT 240 with latest drivers: 295.73)

EDIT: I cannot zoom anymore while in a vehicle.
EDIT2: I can now roll using ufo.
EDIT3: Trucks can still go under water.
Title: Re: Latest version: 0.7.11.3004
Post by: ZeosPantera on March 11, 2012, 04:09:36 pm
I will be on my full pc later on and will check OT around the water. I was in it last night walking along an Italian beach and it froze up like clockwork. We will see if that can be repeated.
Title: Re: Latest version: 0.7.11.3004
Post by: [deleted] on March 11, 2012, 04:12:24 pm
No more bugs in Italian beach :P Apart from the coast, which seems to be filled with   water :S
Title: Re: Latest version: 0.7.11.3004
Post by: cameni on March 11, 2012, 05:05:06 pm
Source data assert that there's a depression on the Italian beach that's below the sea level, do you know if it's really so or there's a bug in the data?
Title: Re: Latest version: 0.7.11.3004
Post by: Luishi5k0 on March 11, 2012, 11:51:16 pm
So I placed some roads, I placed a few buildings, and then I quit my game and my computer/ OS locked up again and I had to do a hard re-boot. It seems to happen more when I place items. I guess the last update didn't fix the crashing problem. I have a feeling it might be something driver related with nvidia, but I don't care anymore. Screw these cards, screw nvidia, I'm getting an ATI card soon.
Title: Re: Latest version: 0.7.11.3004
Post by: [deleted] on March 12, 2012, 09:57:09 am
.
Title: Re: Latest version: 0.7.11.3004
Post by: [deleted] on March 12, 2012, 12:46:39 pm
.
Title: Re: Latest version: 0.7.11.3004
Post by: quentinl on March 13, 2012, 08:58:38 am
Hi everyone,

When an update comes out, is it possible to do a "before/after" to see what are the changes ? (Of course only when the changes can be shown, like better textures, new effects, etc...)

Thanks
Title: Re: Latest version: 0.7.11.3004
Post by: cameni on March 13, 2012, 09:35:06 am
Yes, planning to do comparisons for more significant (visual) changes.
Title: Re: Latest version: 0.7.11.3004
Post by: ZeosPantera on March 13, 2012, 02:17:57 pm
Forgot to check in. Waterside crashes seem cleared up on both my 4890 and my brothers 4850. Still have random crashes/lockups elsewhere.
Title: Re: Latest version: 0.7.11.3004
Post by: richiebogie on March 13, 2012, 09:55:11 pm
Is there a link to download this version, or do you need to download
Outerra Anteworld-0.7.11.2982 first from http://www.outerra.com/forum/index.php?topic=637.0 (http://www.outerra.com/forum/index.php?topic=637.0)
and pay $15?
Title: Re: Latest version: 0.7.11.3004
Post by: Luishi5k0 on March 13, 2012, 10:06:41 pm
It auto updates when you launch it. You don't have to pay for the updates (for now).
Title: Re: Latest version: 0.7.11.3004
Post by: richiebogie on March 13, 2012, 11:04:48 pm
Thanks for the reply.
Title: Re: Latest version: 0.7.11.3007
Post by: cameni on March 17, 2012, 07:01:02 am
New patch released: 0.7.11.3007

Keyboard steering speed was boosted, and steering/centering speed is also configurable in world.cfg (you can change sun position or change terrain settings to force it to write new world.cfg with added settings).
Steering speed depends on the vehicle speed, whereas the centering speed does not.
Title: Re: Latest version: 0.7.11.3007
Post by: daumkraft on March 17, 2012, 09:47:43 am
Good patch, thanks!
But I have found out a bug with a shadows, is shown on road border at sufficient difference of heights.
Here a screenshot. At the left not runway and the stylized road.
(http://dl.dropbox.com/u/26231905/bug.jpg)
It is a bug doesn't depend on time of days.
If you want — i will make video

My config:
Intel Core2Duo E8400 3.0 GHz
3.25Gb RAM (because 32bit OS Win 7)
GeForce 8800GTX (296.10)

P.S.Sorry for my English, i'm from Russia)))
Title: Re: Latest version: 0.7.11.3007
Post by: raggsokken on March 17, 2012, 12:21:06 pm
I have a problem with the builder. when i place a second building and press the "level selected " button, the leveled ground under the first building gets deleted. Is it a bug or am i doing something wrong?
Title: Re: Latest version: 0.7.11.3007
Post by: cameni on March 17, 2012, 01:55:47 pm
Known bug, going to fix it right now ..
Title: Re: Latest version: 0.7.11.3007
Post by: Jagerbomber on March 17, 2012, 06:15:40 pm
mmmm... I prefered the old steering a lot more than what it is now.
 :-\  What were the old settings?
Title: Re: Latest version: 0.7.11.3007
Post by: NIN3 on March 17, 2012, 06:30:59 pm
mmmm... I prefered the old steering a lot more than what it is now.
 :-\  What were the old settings?
I atually like the new steering, but I think it should turn faster on its way back. (so I turn left and can level off faster instead of waiting for it to return)
Title: Re: Latest version: 0.7.11.3007
Post by: cameni on March 17, 2012, 06:35:13 pm
The old values were steering=0.02 and centering=0.01. The new are 0.04 and 0.03, respectively.
Title: Re: Latest version: 0.7.11.3007
Post by: Jagerbomber on March 17, 2012, 06:50:23 pm
OK What is it with Outerra not applying some of my settings from these cfg files?  Yes, they are saving in the files and still named properly and aren't being overwritten or anything.  I set those 2 settings back to the old values and that's what they currently are as I open up the file again after saving it (and running Outerra again), but Outerra is still using the new steering.  And no, shadowmap_distance in the eng.cfg still won't go over 2000 either.

I just tried to make it make a new world.cfg (and changing sun settings) file by running it without the file, but it doesn't, though it did create those new values in the file I removed before I removed it.  There wasn't more to the old settings was there?  It doesn't feel like I'm driving a big lumbering truck anymore.
Title: Re: Latest version: 0.7.11.3007
Post by: NIN3 on March 17, 2012, 11:07:33 pm
The old values were steering=0.02 and centering=0.01. The new are 0.04 and 0.03, respectively.
Wouldent it be better the otherway around? So that it turns slower but recovers faster?
Title: Re: Latest version: 0.7.11.3007
Post by: ZeosPantera on March 18, 2012, 01:59:41 am
This place has good service. I got my SSD all corrupted so a fresh install is an order.
Title: Re: Latest version: 0.7.11.3007
Post by: cameni on March 18, 2012, 02:59:13 am
OK What is it with Outerra not applying some of my settings from these cfg files?  Yes, they are saving in the files and still named properly and aren't being overwritten or anything.  I set those 2 settings back to the old values and that's what they currently are as I open up the file again after saving it (and running Outerra again), but Outerra is still using the new steering.  And no, shadowmap_distance in the eng.cfg still won't go over 2000 either.
Can you give me the file so I can check what's the problem?
Title: Re: Latest version: 0.7.11.3007
Post by: cameni on March 18, 2012, 03:05:12 am
The old values were steering=0.02 and centering=0.01. The new are 0.04 and 0.03, respectively.
Wouldent it be better the otherway around? So that it turns slower but recovers faster?
These values apply when the vehicle is stopped. When you gain speed, the steering speed gradually lowers, while the centering speed remains the same and thus becomes faster than the steering.

But to me it's like Jagerbomber says - it doesn't feel like a truck anymore. Maybe you guys just want a fast light car, and try to apply it to the big iron?
Title: Re: Latest version: 0.7.11.3007
Post by: ZeosPantera on March 18, 2012, 03:44:48 am
The key binds don't feel so bad. The acceleration on the other hand has always been too high and torque too low. Worst of all the center of gravity is way off. But we will get to those roads when Cameni gives them to me.. in a text file to play with!

Also I notice the left click to lock camera is back. I knew it was missing!
Title: Re: Latest version: 0.7.11.3007
Post by: NIN3 on March 18, 2012, 02:03:34 pm
I finaly hooked up my flight sim setup. Flying the viecles is FUN! But I ran into a minor issue. I have my flaps set up to an axis(on my throttle console) and I cant get anything other than 30 or 0. it just jumps at 75% (on my console) to 0 flaps, and at 25% to 30 flaps. (I think I have it inversed through game settings, but that shoudlent efect anything)
Title: Re: Latest version: 0.7.11.3007
Post by: konrad72 on March 18, 2012, 04:18:31 pm
Could I just say that personally I would love to have a fast, nippy, light car. My computer is too laggy and the truck is impossible to control, it always ends in a ragequit.
Title: Re: Latest version: 0.7.11.3007
Post by: Jagerbomber on March 18, 2012, 04:27:06 pm
My world.cfg and eng.cfg 

The eng.cfg is still the old one that I've been using for a long time because it seems to actually work except for getting shadowmap_distance above 2000.  The last time I checked, having Outerra make a new eng.cfg and editing settings manually in the new file didn't work for some reason.  Maybe that's fixed.  But currently outerra is not making a new world.cfg when I run it without the file and I have no idea why.  I enabled write permission with these files so I could edit them and easily save them in the same spot instead of having to save somewhere else and replace files.  I'm using W8 at the moment, but I had the same problem at least with eng.cfg on W7.
Title: Re: Latest version: 0.7.11.3007
Post by: skylab on March 18, 2012, 07:11:58 pm
Having a bit of trouble. Yesterday was better then today with a few crashes every other 15 minutes.Now i cant even load a new map or spawn anything.Ive also updated my drivers.
Intel core 2duo E4700 2.6 ghz
4094 mb ram
Ati Radeon 4870 single 512mb
(http://i41.tinypic.com/34edh1z.jpg)

(http://i40.tinypic.com/ebdd8p.jpg)

(http://i40.tinypic.com/bg750l.jpg)
Title: Re: Latest version: 0.7.11.3007
Post by: cameni on March 18, 2012, 07:18:31 pm
Try to delete eng.cfg and world.cfg to see if it works better with the default settings. And please also post your eng.log.
Title: Re: Latest version: 0.7.11.3007
Post by: skylab on March 18, 2012, 07:49:28 pm
Everything is working as normal again.I was messing with the terrain and graphics settings and thats what probably did it. Just reset everything to default.Also, where is the eng.log located?Is it a file or  settings for my graphics?Thanks.
Title: Re: Latest version: 0.7.11.3007
Post by: skylab on March 18, 2012, 07:58:00 pm
Also i am still getting crashes on opening objects,airplanes, and helicopters.Other than that.The levels do load and everything is smooth.
Title: Re: Latest version: 0.7.11.3007
Post by: PRiME on March 18, 2012, 10:52:34 pm
Works well for me however there is one thing about driving and auto-centering. It should be a factor of speed, i.e. if you are going fast it auto-centres faster. If your barely moving it will centre slowly.

At least thats how it should be, allows for more predictable autocentering behaviour..
Title: Re: Latest version: 0.7.11.3007
Post by: ZeosPantera on March 19, 2012, 12:44:29 am
Ati Radeon 4870 single 512mb

The 4000 series are still cards with issues. My 4890 and my brothers 4850 both exhibit just random crashes. Luckily the water trigger was fixed but something else still does it.
Title: Re: Latest version: 0.7.11.3007
Post by: richiebogie on March 19, 2012, 02:16:30 am
Is it possible to change the demo download to lots of small files instead of a single 200MB file? My download was showing 95% complete after 2 hours and then crashed, so it was all a waste.

The X-Plane 10 demo installer is a good model as it delivers many small files, can be paused at any time and always serves the latest version of each file.
Title: Re: Latest version: 0.7.11.3007
Post by: cameni on March 19, 2012, 02:24:13 am
Use torrent for that, plus it will download faster.
Title: Re: Latest version: 0.7.11.3007
Post by: angrypig on March 19, 2012, 07:38:02 am
I finaly hooked up my flight sim setup. Flying the viecles is FUN! But I ran into a minor issue. I have my flaps set up to an axis(on my throttle console) and I cant get anything other than 30 or 0. it just jumps at 75% (on my console) to 0 flaps, and at 25% to 30 flaps. (I think I have it inversed through game settings, but that shoudlent efect anything)

I didn't expect that somebody can bind an axis to flaps... OT is interpreting the axis value as a button... i will try to fix this soon...
Title: Re: Latest version: 0.7.11.3007
Post by: Jagerbomber on March 19, 2012, 11:26:05 am
Is there actually something wrong with my files?
Title: Re: Latest version: 0.7.11.3007
Post by: cameni on March 19, 2012, 12:15:51 pm
Is there actually something wrong with my files?
Nope, it loads and uses what's in there. Though I had the same feeling that it's not the same as before, but I'm not aware of any other change that would make it different. Can't be sure though.

When I looked closely it actually was slower. You could use even lower values to see it.
Title: Re: Latest version: 0.7.11.3007
Post by: Jagerbomber on March 19, 2012, 12:24:02 pm
Were there other changes other than just those 2 values?
Title: Re: Latest version: 0.7.11.3007
Post by: cameni on March 19, 2012, 12:27:54 pm
In the config? No. Neither in the source file for vehicle control. But there are some more changes in the upcoming version.
Title: Re: Latest version: 0.7.11.3007
Post by: Jagerbomber on March 19, 2012, 12:40:52 pm
I don't get it because it used to take forever to center and at those old values it's really quick.
Is there a reason why Outerra doesn't make a new world.cfg if you delete it?
Title: Re: Latest version: 0.7.11.3007
Post by: cameni on March 19, 2012, 01:39:01 pm
It does. But .. go to your install dir and check the content of data.cfg - where does it point? Now verify if it's the location where you think you have the world.cfg.
Title: Version: 0.7.11.3016
Post by: cameni on March 19, 2012, 01:40:04 pm
Version 0.7.11.3016

* If you have problems with axes not being detected, please set enable_hid_logging=true in eng.cfg, run the app and exercise with the axis a while, and send us the log so we can inspect what is coming from the hardware.

** If you made changes in one config panel, closed it and quit, everything worked. However, if you reopened the same config panel to check whether the values stayed there, they were still there, but after this verification they no longer saved at exit. When they didn't save, in the next session people went into the config, double checked the values are being set, which of course lead again to that they weren't saved. Only when you resigned and didn't check anymore, you got it changed in the next session. All this while we wondered what people were doing when it clearly worked for us  ;D
Title: Re: Latest version: 0.7.11.3007
Post by: [deleted] on March 19, 2012, 01:42:05 pm
Thanks for another patch :) Keep up the good work.
Title: Re: Latest version: 0.7.11.3016
Post by: [deleted] on March 19, 2012, 01:52:13 pm
.
Title: Re: Latest version: 0.7.11.3016
Post by: cameni on March 19, 2012, 01:56:51 pm
Please eng.log.
Title: Re: Latest version: 0.7.11.3016
Post by: Jagerbomber on March 19, 2012, 02:47:17 pm
Can you adjust the checks or whatever for what steering keys are being pressed.  Say if you press and hold left first and then hold right while still holding left and let go of right, it forgets that you're still pressing left and just centers itself, but doesn't turn left.  Same with the other way around.
Title: Re: Latest version: 0.7.11.3016
Post by: [deleted] on March 19, 2012, 02:48:04 pm
Ok.
Title: Re: Latest version: 0.7.11.3016
Post by: cameni on March 19, 2012, 03:02:58 pm
The log is truncated .. did you exit the app before taking the log?
Title: Re: Latest version: 0.7.11.3016
Post by: Jagerbomber on March 19, 2012, 03:11:58 pm
I've now set the 2 settings ridiculously high, but it still feels too light and nimble in its steering.  Of course it not tipping over when turning that sharp at that speed also feels weird, but that wasn't really in there before either.  It's also way too fast anyways, like Zeos said.

I noticed new bumps on the dashboard that I didn't think was there before.  Maybe I was missing some visual things like the other reported bugs?  Also at least roads seem to have slightly more noise and/or shinyness to them, but I might just be seeing things.  It makes those north to south lines that I mentioned a while ago more visible.  I hope those can go away sometime.
Title: Re: Latest version: 0.7.11.3016
Post by: [deleted] on March 19, 2012, 03:18:22 pm
The log is truncated .. did you exit the app before taking the log?

heh.... yes ?
Title: Re: Latest version: 0.7.11.3016
Post by: daumkraft on March 19, 2012, 03:19:22 pm
Mouse sensitivity in walk mode is a very very very strong)))
Title: Re: Latest version: 0.7.11.3016
Post by: cameni on March 19, 2012, 03:29:13 pm
The log is truncated .. did you exit the app before taking the log?
heh.... yes ?
Can you try again? Fly around a little longer.
Title: Re: Latest version: 0.7.11.3016
Post by: ZeosPantera on March 19, 2012, 03:35:41 pm
The more you patch. the more this happens.

FIXED

The more you patch. the more this happens.

(http://0.media.collegehumor.cvcdn.com/95/39/24cdd16e6c95664a7edb288ba7a51b3b.jpg)
Title: Re: Latest version: 0.7.11.3016
Post by: [deleted] on March 19, 2012, 03:37:01 pm
It doesn't happen anymore. For now. I'm sure it'll happen again when I don't want it to do so.
Title: Re: Latest version: 0.7.11.3016
Post by: Jagerbomber on March 19, 2012, 03:38:16 pm
Mouse sensitivity in walk mode is a very very very strong)))

Haha He's right.  It's extremely strong.  I also just found another bug:  If you are holding a movement button while using the person and hit enter to leave him, he'll keep "walking" off without you!  My army has come to life!  ;D  Maybe you should leave this one in for now.  It's hilarious.
Title: Re: Latest version: 0.7.11.3016
Post by: angrypig on March 19, 2012, 03:42:04 pm
Mouse sensitivity in walk mode is a very very very strong)))

Hups, I know I forgot something... :/

will be fixed in next update...
Title: Re: Latest version: 0.7.11.3016
Post by: daumkraft on March 19, 2012, 04:14:03 pm
By the way, somebody can check this?
Coordinates: +32°49'58.484" -16°25'01.473"
(http://dl.dropbox.com/u/26231905/bug2.jpg)
What is it? In GMaps do not have anything like :) It so beautiful but totally unreal :)
Title: Re: Latest version: 0.7.11.3016
Post by: Jagerbomber on March 19, 2012, 04:15:35 pm
Just a bug in the elevation data.
Title: Re: Latest version: 0.7.11.3016
Post by: skylab on March 19, 2012, 10:06:49 pm
Crashing on opening objects,new worlds,planes/helis etc..
Vehicles float and do notmove.
Crashing on exit sometimes.

Intel core 2duo E4700 2.6 ghz
4094 mb ram
Ati Radeon 4870 single 512mb

eng.log file      http://www.mediafire.com/download.php?3ua683okqno4lka (http://www.mediafire.com/download.php?3ua683okqno4lka)
Title: Re: Latest version: 0.7.11.3016
Post by: cameni on March 20, 2012, 02:10:19 am
Nothing unusual in there, except for the aspect ratio that may be lowering terrain tile cache size, that could lead to terrain not being refined. I'll fix it in next version.

Hmm, when it doesn't refine the terrain, go to the terrain settings and adjust limit-treetile slowly (move to the right a bit, click back) until it refines the detail.
Title: Re: Latest version: 0.7.11.3016
Post by: ZeosPantera on March 20, 2012, 03:53:07 am
I am a bit confused on how the Linearity and deadzone work.. If My G27 is selected I have the wheel itself and three other analog inputs (the pedals). Same with my joystick and 4 analog inputs(X Y Z and Throttle). What exactly is the linearity and deadzone adjusting, all the axis?
Title: Re: Latest version: 0.7.11.3016
Post by: cameni on March 20, 2012, 04:13:23 am
All the axis that are configured as symmetric (+- range). Should not be affecting throttles, pedals ..
Title: Re: Latest version: 0.7.11.3016
Post by: lonewulf47 on March 20, 2012, 11:49:53 am
All the axis that are configured as symmetric (+- range). Should not be affecting throttles, pedals ..
Yes, I can clearly see that behaviour on the Cessna's control surfaces. It works perfectly! However I have assigned the Z-Axis (turning handle) of my Logitech Extreme to the steering axle of the trucks but it seems that delinearization is not working there?

May I propose some extension to this topic:
- the delinearization should be configurable to each controller axes separately, also to 0-1 axes, not only +/- axes, this might be needed for the collective in helos
- the delinearization should be available to both sides. For helos e.g. it is important to have a higher sensitivity around the mid-zone. This is also how helicopter controls are setup in reality. This is important for hovering as there need to be quick and relatively large inputs without moving the stick too much.
- and thirdly but not lastly I think we need trim inputs for all three aircraft's axes too. This will make flying more comfortable. I especially think of faster aircraft in the near future  8) It migh be worth  a discussion whether trim should be assigned to control axes or buttons or both. IMHO both would be the most comfortable solution but it must also be said that controller axes for trim will sooner or later rise problems with a (also future) autopilot implementation.
Title: Re: Latest version: 0.7.11.3016
Post by: skylab on March 20, 2012, 01:43:46 pm
Still getting crashes on opening objects.Terrain loads, but for some reason i have to fly around a bit for it to load.

new eng.log     http://www.mediafire.com/download.php?asf8hyeaninobl8 (http://www.mediafire.com/download.php?asf8hyeaninobl8)
Title: Re: Latest version: 0.7.11.3016
Post by: cameni on March 20, 2012, 02:14:55 pm
The next version will have extended logs that could help in identifying what's the problem with your setup.
Title: Re: Latest version: 0.7.11.3016
Post by: cameni on March 20, 2012, 02:20:26 pm
Yes, I can clearly see that behaviour on the Cessna's control surfaces. It works perfectly! However I have assigned the Z-Axis (turning handle) of my Logitech Extreme to the steering axle of the trucks but it seems that delinearization is not working there?
Yes, a bug. Will be fixed in the next version.

Quote
the delinearization should be configurable to each controller axes separately, also to 0-1 axes, not only +/- axes, this might be needed for the collective in helos
With the patched version it should work even for throttle-type axes, when they are bound to symmetric-type controls.

Quote
the delinearization should be available to both sides. For helos e.g. it is important to have a higher sensitivity around the mid-zone. This is also how helicopter controls are setup in reality. This is important for hovering as there need to be quick and relatively large inputs without moving the stick too much.
No problem, I will enable the other side.

Quote
and thirdly but not lastly I think we need trim inputs for all three aircraft's axes too. This will make flying more comfortable. I especially think of faster aircraft in the near future  8) It migh be worth  a discussion whether trim should be assigned to control axes or buttons or both. IMHO both would be the most comfortable solution but it must also be said that controller axes for trim will sooner or later rise problems with a (also future) autopilot implementation.
Angrypig's adding pot buttons that could be used for trim.
Title: Re: Latest version: 0.7.11.3016
Post by: Sam on March 20, 2012, 02:37:25 pm
Runtime error. I can't build more roads anymore.  :-\

(http://up.picr.de/9888453mzx.jpg)
Title: Re: Latest version: 0.7.11.3016
Post by: cameni on March 20, 2012, 03:13:11 pm
Hmm, I must debug it. Can you send me your cache folder and the location where you are?
Title: Re: Latest version: 0.7.11.3016
Post by: lonewulf47 on March 20, 2012, 03:22:18 pm
Thank you, Cameni ! That sounds great. I know Anteworld is getting better and better...  ;D
Title: Re: Latest version: 0.7.11.3016
Post by: Sam on March 20, 2012, 04:27:05 pm
Here are the location.It is in Switzerland, on the way to the St. Gotthard
(http://up.picr.de/9890031djq.jpg)

The cache folder are to big. I send them per Mail.
Title: Re: Latest version: 0.7.11.3016
Post by: lonewulf47 on March 20, 2012, 05:22:14 pm
I see, you're between Erstfeld and Silenen. It's quite a way till St. Gotthard, not to speak about the Tremola road down to Airolo  ;)
Title: Re: Latest version: 0.7.11.3016
Post by: ZeosPantera on March 21, 2012, 01:14:57 am
Well it is time for me to post my eng.log

The game updated to whatever the newest version is and just crashes before bringing up any dialogs.

EEEERRRR.. eng.log too big.. This will have to do http://paste2.org/p/1947501 (http://paste2.org/p/1947501)
Title: Re: Latest version: 0.7.11.3016
Post by: cameni on March 21, 2012, 01:26:40 am
The eng.log is from a previous normal session. Check if you've got crash.log there.
Title: Re: Latest version: 0.7.11.3016
Post by: ZeosPantera on March 21, 2012, 01:32:42 am
nope..
Title: Re: Latest version: 0.7.11.3016
Post by: ZeosPantera on March 21, 2012, 01:52:12 am
OK.. All fixed.. Turns out I had to delete all the ".desc" files from my data directory. Checksums will have to be implemented to check for download corruption.

If you have a similar issue where it will not start. Give it a try.
Title: Re: Latest version: 0.7.11.3024
Post by: cameni on March 21, 2012, 11:19:40 am
Version 0.7.11.3024
Title: Re: Latest version: 0.7.11.3024
Post by: PTTG on March 21, 2012, 11:33:05 am
Would it be too much to ask for a configuration option somewhere that lets us change sea level?
Title: Re: Latest version: 0.7.11.3024
Post by: cameni on March 21, 2012, 11:40:18 am
I have it noted in my TODO list, but it's not just about configuration - I must first locate all the places that use the sea level zero, many of them implicitly ...
Title: Re: Latest version: 0.7.11.3024
Post by: XZS on March 21, 2012, 11:52:37 am
"fixed human model movement sensitivity"

Excuse me being stupid, but how do you enable the human model ?
I mean, how do you walk in Outerra ?
Title: Re: Latest version: 0.7.11.3024
Post by: cameni on March 21, 2012, 11:55:47 am
It's on '8' key. Some vehicles have shortcuts there, it's from the times of the first alpha when there was no menu.
Title: Re: Latest version: 0.7.11.3024
Post by: Jagerbomber on March 21, 2012, 12:40:46 pm
Wow Ok, so driving a truck is really messed up now.  You spawn/enter the truck and drive, but it's like it's holding the brakes on its own even if you aren't.  Steering also messes up and the steering wheel flips out and starts spinning like crazy.
Title: Re: Latest version: 0.7.11.3024
Post by: cameni on March 21, 2012, 12:43:17 pm
What controller are you using?
Title: Re: Latest version: 0.7.11.3024
Post by: Jagerbomber on March 21, 2012, 12:51:31 pm
Keyboard.

Also, for some reason it stopped saving my changes/road additions, but now it appears to be working again.  Don't know what's up with that.  (driving is still messed up)
Title: Re: Latest version: 0.7.11.3024
Post by: cameni on March 21, 2012, 01:02:38 pm
Ok, found the brake bug. But I can get "the steering wheel flips out and starts spinning like crazy". When does it happen?
Title: Re: Latest version: 0.7.11.3024
Post by: Jagerbomber on March 21, 2012, 01:26:58 pm
Hmm... Maybe it was just my really high values taking effect or something?  I've deleted the world.cfg and it doesn't seem to be happening (though I guess I could try just putting those 2 values back to where they're supposed to be) but I still don't get why Outerra isn't making a new world.cfg if one doesn't exist.
Title: Re: Latest version: 0.7.11.3024
Post by: cameni on March 21, 2012, 01:43:31 pm
Hmm there may be an issue with that, when you don't change anything. Does it generate it when you change sun location?
Title: Re: Latest version: 0.7.11.3024
Post by: Jagerbomber on March 21, 2012, 01:49:19 pm
Nope.  I've tried that many times.

Oh and to clarify, I believe it does make a new one when an update installs when the file isn't there (or maybe even if it is).  Otherwise it does not.

Running updater.exe (which is still placed in my documents even though my data files are in the program directory - my data.cfg is correct) (at least without an available update) doesn't seem to check to see if the file is missing either.
Title: Re: Latest version: 0.7.11.3024
Post by: cameni on March 21, 2012, 01:55:58 pm
I think I found the cause why the steering acts so weird ... it seems to be dependent on the frame rate. Damn, how did I miss that.
Title: Re: Latest version: 0.7.11.3024
Post by: Jagerbomber on March 21, 2012, 02:00:38 pm
(Edited my previous post)

Ah about that... I've been getting more and more major framerate hitches, but I can't tell for sure if it's caused by a truck or as I add more and more roads.  (Haven't added many more objects yet.  Mainly just roads so far.)  It used to seem like it happened as I moved far away from a truck, but now I'm thinking it's because of the roads.  Maybe I need to go back down to 480 again?  :-\
Title: Re: Latest version: 0.7.11.3024
Post by: cameni on March 21, 2012, 02:49:04 pm
Version 0.7.11.3028
Title: Re: Latest version: 0.7.11.3028
Post by: Jagerbomber on March 21, 2012, 04:19:37 pm
Hey it feels more like a big truck again even with the new values.  ;D

Still has the issue of forgetting that a direction key is still pressed down when you let go of the opposite one though.  But it's not nearly as noticeable as it was before the framerate fix since it steers/centers slower.
Title: Re: Latest version: 0.7.11.3028
Post by: daumkraft on March 21, 2012, 08:37:47 pm
By the way, here to you still an old bug about which I didn't tell — if spawn the plane at height >~12800ft, the engine won't be started (but he sounds) 8)
Title: Re: Latest version: 0.7.11.3028
Post by: mctash on March 21, 2012, 08:47:20 pm
Not sure what you did with that last patch but my Outerra now runs silky smooth most of the time, where as before it was fairly jerky. I just assumed it was my dinasour 9800gt.
Title: Re: Latest version: 0.7.11.3028
Post by: Jagerbomber on March 21, 2012, 09:03:30 pm
Not sure what you did with that last patch but my Outerra now runs silky smooth most of the time, where as before it was fairly jerky. I just assumed it was my dinasour 9800gt.

Had you changed your terrain settings at all?
Title: Re: Latest version: 0.7.11.3028
Post by: mctash on March 21, 2012, 09:17:45 pm
Nope no change at all. Driving and flying noticly smoother with less fps jitter.
Title: Re: Latest version: 0.7.11.3032
Post by: cameni on March 22, 2012, 10:41:38 am
Version 0.7.11.3032

Fixes bad states in object loader, that may have led to crashes right after the world initialization.
Anyone who was experiencing this type of crashes, or missing objects, please test it and attach eng.log if the problem persists.
Title: Re: Latest version: 0.7.11.3028
Post by: Oldtown on March 22, 2012, 08:03:32 pm
By the way, here to you still an old bug about which I didn't tell — if spawn the plane at height >~12800ft, the engine won't be started (but he sounds) 8)

try a lower mixture ...
Title: Re: Latest version: 0.7.11.3032
Post by: PRiME on March 22, 2012, 08:08:55 pm
Like how fast these patches are coming. Can't wait for some of the bigger features to be tossed in such as 3d trees, character animations (like person walking), and collision fix for hills etc.. Wish there was a way I could contribute to getting those things out faster like a private-test-group whom also have access to parts of code to allow community fix attempts or something.

Could speed things up a bit as I know there are people here who probably are capable of helping further then just posting eng.logs all the time :)
Title: Re: Latest version: 0.7.11.3034
Post by: cameni on March 23, 2012, 03:29:47 am
Version 0.7.11.3034 finally fixes the object loader bug that was causing crashes upon initialization and/or missing objects. The bug manifested only under certain conditions - slower CPUs, older operating systems.
Title: Re: Latest version: 0.7.11.3034
Post by: PRiME on March 23, 2012, 06:57:32 am
Noticed a bug that appears to happen on this building. I have moved it up and down but the issue with shadow cutting in on the bottom still appears. Also if you look at the base side on you can see it has a gap and isn't flush against the ground.  (Nvidia 560Ti W7 64bit)

(http://dl.dropbox.com/u/41627694/Outerra/screen_1332499916.jpg)
Title: Re: Latest version: 0.7.11.3034
Post by: Foohy on March 23, 2012, 06:49:29 pm
I too have noticed this Prime, I think it's been there for several revisions too.
In case it may help, my graphics card: AMD Radeon HD 6870
Title: Re: Latest version: 0.7.11.3034
Post by: Chaoss on March 23, 2012, 07:38:05 pm
I've seen this as well, i just assumed it was because your not supposed to see things that far up close
Title: Re: Latest version: 0.7.11.3034
Post by: 7HUND3R on March 23, 2012, 08:52:04 pm
I can not install homes, will not let me select the area and apply the object but does nothing.
Title: Re: Latest version: 0.7.11.3034
Post by: ZeosPantera on March 23, 2012, 09:02:06 pm
I've seen this as well, i just assumed it was because your not supposed to see things that far up close

Well this isn't a full flight sim. You are designed to walk right up to structures and such so it is definitely a bug. I am waiting for the first enter-able building to be put in OT.
Title: Re: Latest version: 0.7.11.3034
Post by: Chaoss on March 23, 2012, 09:37:53 pm
I've seen this as well, i just assumed it was because your not supposed to see things that far up close

Well this isn't a full flight sim. You are designed to walk right up to structures and such so it is definitely a bug. I am waiting for the first enter-able building to be put in OT.

I'm glad about that, I'm more of a 'virtual worlds/exploring/sandbox' style person. Is there a way to import our own models I could build us a few highly detailed (with LOD's) enter-able structures
Title: Re: Latest version: 0.7.11.3034
Post by: Jagerbomber on March 23, 2012, 11:24:53 pm
Hmm... I just noticed that I'm not able to place objects anymore.  :-[  ?
Title: Re: Latest version: 0.7.11.3034
Post by: cameni on March 24, 2012, 03:08:36 am
Oh, that's a bug caused by the fixes to object loading ... fixing.
Title: Re: Latest version: 0.7.11.3034
Post by: kcgb on March 24, 2012, 03:56:34 am
Gravel and dirt roads aren't clearing trees from there path and could you make a way to select all the points in the road so when changing its type or size you don't have to do it point by point
Title: Re: Latest version: 0.7.11.3042
Post by: cameni on March 25, 2012, 03:17:10 am
Version 0.7.11.3042
Title: Re: Latest version: 0.7.11.3042
Post by: ZeosPantera on March 25, 2012, 03:39:11 am
I am seriously Dizzy..
Title: Re: Latest version: 0.7.11.3042
Post by: booz on March 25, 2012, 05:58:25 am
Thank for the new UFO flight mode... really really fun !!! ;D
Title: Re: Latest version: 0.7.11.3042
Post by: [deleted] on March 25, 2012, 06:38:30 am
Awesome cameni :D
Title: Re: Latest version: 0.7.11.3042
Post by: alexmdv on March 25, 2012, 12:34:16 pm
Added pseud-flight mode in UFO. Enabled by the "Toggle auto roll ctrl" key (check the controls setup, in new installs it's on the 'Home' key), which cycles through the modes.

Really cool feature, thanks!
Title: Re: Latest version: 0.7.11.3042
Post by: daumkraft on March 25, 2012, 12:38:47 pm
Hey, and when at last there will be trains? For anything so I do not wait as them and at least one high-speed plane, like Su-27 :)
Title: Re: Latest version: 0.7.11.3042
Post by: Jagerbomber on March 25, 2012, 01:38:15 pm
Oh that is so much fun!  ;D
Title: Re: Latest version: 0.7.11.3049
Post by: cameni on March 28, 2012, 09:44:42 am
Version 0.7.11.3049

(http://i.minus.com/jed7hGRXDb5A.png) (http://minus.com/mgea48URP/1f)
Title: Re: Latest version: 0.7.11.3049
Post by: [deleted] on March 28, 2012, 10:19:53 am
Very nice. I am waiting for more multiplayer details though :) .
Title: Re: Latest version: 0.7.11.3049
Post by: PRiME on March 28, 2012, 11:14:03 am
MP for the purpose of coop world building would be nice but something tells me its pretty far off. Probably see trees and clouds first :)
Title: Re: Latest version: 0.7.11.3049
Post by: [deleted] on March 28, 2012, 11:31:24 am
I expect it at least some time before 2013. Or :(
Title: Re: Latest version: 0.7.11.3049
Post by: Sam on March 28, 2012, 02:22:08 pm
Hi Cameni

For my it's impossible to mark my roads now. Build new roads it's possible.
Title: Re: Latest version: 0.7.11.3049
Post by: cameni on March 28, 2012, 02:34:22 pm
I see, it always selects one road. Fixing ...
Title: Re: Latest version: 0.7.11.3049
Post by: Jagerbomber on March 28, 2012, 02:35:20 pm
- use Del key to delete currently selected road waypoint.
- use Ins key to split the active road segment (highlighted in green color), inserting a new road node.
How confusing!  ;D

It seems to me like the selection range/radius has become huge or maybe that's not it.  Anyways, it's difficult to select certain roads and it ends up selecting the wrong road.  Also, the first point on all of my roads have disappeared from view though are still selectable (I think the last point of the roads seem to be fine).  :o
Title: Re: Latest version: 0.7.11.3049
Post by: Sam on March 28, 2012, 02:42:15 pm
Hi Cameni

For my it's impossible to mark my roads now. Build new roads it's possible.
Update:
At the moment I can't mark just my last piece of road (about 5km  ::)) The other ones are okay; that one I can mark.  ;)
Title: Re: Latest version: 0.7.11.3049
Post by: Jagerbomber on March 28, 2012, 02:45:22 pm
Hi Cameni

For my it's impossible to mark my roads now. Build new roads it's possible.
Update:
At the moment I can't mark my last piece of road (about 5km  ::)) The other ones are okay; that one I can mark.  ;)

It's actually the first point/segment that has become invisible.  It's still selectable for me though, but it's tricky because of the new selection range bug. ?
Title: Re: Latest version: 0.7.11.3049
Post by: cameni on March 28, 2012, 02:54:51 pm
Seems that an update to math lib we are using broke something in the road selection code.
Title: Re: Latest version: 0.7.11.3049
Post by: Sam on March 28, 2012, 03:09:33 pm
(http://up.picr.de/9973951efa.jpg)
That's that "funny" road, which I have reported.  ::)
Title: Re: Latest version: 0.7.11.3049
Post by: cameni on March 28, 2012, 03:33:14 pm
3050 is there, please test.
Title: Re: Latest version: 0.7.11.3049
Post by: Sam on March 28, 2012, 03:54:19 pm
The "old" roads mark: okay now

Build roads:

1. clic
(http://up.picr.de/9974711uhe.jpg)

2. clic
(http://up.picr.de/9974744aux.jpg)

3. clic
(http://up.picr.de/9974745arh.jpg)

Straight road, but not realy correct. No yellow lines. No first point after set the second one.

My english.... ::)  :-[
Title: Re: Latest version: 0.7.11.3049
Post by: Jagerbomber on March 28, 2012, 03:55:46 pm
Yeah I just did a quick test.  The first segment appears again, but just that segment has no lines other than the beginning waypoint circles.
Title: Re: Latest version: 0.7.11.3049
Post by: cameni on March 28, 2012, 04:04:19 pm
Somehow I can't replicate it.
Title: Re: Latest version: 0.7.11.3049
Post by: Jagerbomber on March 28, 2012, 04:23:27 pm
Hmm... For me with new roads, both the first and last segments are missing their lines unless I deselect and reselect.  Then the lines for the last segment appear, but the lines for the first segment still don't.

Oh and just as constructive criticism, the shade/color of the green lines is kind of hard to differentiate from the yellow lines at first from even just bit of a distance.

Also, I'm not sure that the align road to terrain button is working quite right.  Can you maybe make it so that it also aligns the in-between points that aren't selectable points.  Maybe just from the selected segment or something.  Or maybe even the entire road.
Title: Re: Latest version: 0.7.11.3049
Post by: cameni on March 28, 2012, 05:27:28 pm
The in-between points aren't real, they are just interpolated spline points so that the shape is better visible. Why do you think it doesn't work quite right?
Title: Re: Latest version: 0.7.11.3049
Post by: Jagerbomber on March 28, 2012, 06:51:54 pm
Well... I guess maybe it's working the way it's programmed to... 

If the road lines up with the ground at these fake points when making it, why can't the align road with terrain button do this as well?  It only aligns a real point (or the real points).
Title: Re: Latest version: 0.7.11.3049
Post by: mctash on March 28, 2012, 07:38:20 pm
Getting a little problem with cessna sound. When I stop engine engine noise continues, when I restart engine it adds another engine noise on top of the one still playiny. It seems you can keep doing this aswell, not sure how many channels there are but i think they were all cessna engine screaming :)
Title: Re: Latest version: 0.7.11.3049
Post by: ZeosPantera on March 28, 2012, 11:03:19 pm
I have a question. Why does the movement in the road editor not use the assigned UFO controls? It is only using WSAD.
Title: Re: Latest version: 0.7.11.3049
Post by: cameni on March 29, 2012, 12:58:13 am
Well... I guess maybe it's working the way it's programmed to... 

If the road lines up with the ground at these fake points when making it, why can't the align road with terrain button do this as well?  It only aligns a real point (or the real points).
I really don't know what are you talking about. A picture?
Title: Re: Latest version: 0.7.11.3049
Post by: cameni on March 29, 2012, 12:59:32 am
Getting a little problem with cessna sound. When I stop engine engine noise continues, when I restart engine it adds another engine noise on top of the one still playiny. It seems you can keep doing this aswell, not sure how many channels there are but i think they were all cessna engine screaming :)
That's a known bug sitting in Angrypig's TODO list ...
Title: Re: Latest version: 0.7.11.3049
Post by: cameni on March 29, 2012, 01:04:53 am
I have a question. Why does the movement in the road editor not use the assigned UFO controls? It is only using WSAD.
UFO camera and sandbox camera are different, though I guess they could use the same controls ...
Title: Re: Latest version: 0.7.11.3049
Post by: Sam on March 29, 2012, 01:24:25 am
When I move now the road-elevationspoint down or up, so I can't see the movement at the yellow ring.
Title: Re: Latest version: 0.7.11.3049
Post by: ZeosPantera on March 29, 2012, 02:08:39 am
I have a question. Why does the movement in the road editor not use the assigned UFO controls? It is only using WSAD.
UFO camera and sandbox camera are different, though I guess they could use the same controls ...

I recommend it. Don't actually see why they wouldn't be combined.
Title: Re: Latest version: 0.7.11.3049
Post by: cameni on March 29, 2012, 05:58:39 am
Patch 3051 fixes some of the above mentioned bugs with roads.
Title: Re: Latest version: 0.7.11.3049
Post by: 7HUND3R on March 29, 2012, 06:53:30 am
I do not like the new method of extending roads, I find it less accurate.
Title: Re: Latest version: 0.7.11.3049
Post by: lonewulf47 on March 29, 2012, 07:30:01 am
3051 patch: the issue with the missing last segment is resolved. There's now something wrong with the stored last position. Whereas the position is correct the altitude is gone berserk  ;D Looks like 1000 m above last actual altitude.

I personally like the new colors blue and yellow for the road design however I don't see the logic of the coloring. Shouldn't it rather be blue for the segments before and aft the marked node and not the two segments after the node ?
Title: Re: Latest version: 0.7.11.3049
Post by: cameni on March 29, 2012, 07:54:37 am
I do not like the new method of extending roads, I find it less accurate.
What new method?
Title: Re: Latest version: 0.7.11.3049
Post by: cameni on March 29, 2012, 08:02:47 am
I don't see the logic of the coloring. Shouldn't it rather be blue for the segments before and aft the marked node and not the two segments after the node ?
I think I'll remove that crosspiece in the segment: it's not two pieces after the node, it's actually just a single segment. I'm showing the road segment as two pieces to show its curvature; I could have chosen to render it with 3 o 4 pieces as well. But that crosspiece makes it look like there was an actual node.

The logic of the coloring is that the waypoint defines properties for both the point itself (the position of the spline node, widths, slant ...), but also for the segment of the road that follows (road type, marking ...). So, when selecting a node, I'm highlighting the node but also the segment that will be affected if you change some of the properties.
Title: Re: Latest version: 0.7.11.3049
Post by: 7HUND3R on March 29, 2012, 09:33:01 am
Quote
What new method?

Ok no problem sorry, my mistake.
Title: Re: Latest version: 0.7.11.3049
Post by: lonewulf47 on March 29, 2012, 09:48:28 am
I think I'll remove that crosspiece in the segment: it's not two pieces after the node, it's actually just a single segment. I'm showing the road segment as two pieces to show its curvature; I could have chosen to render it with 3 o 4 pieces as well. But that crosspiece makes it look like there was an actual node.
Thanks for explaining however I wouldn't remove that. It's very helpful when creating a curve to preview the curvature a bit more refined. Maybe a more distinct difference to the real segment boundaries would help e.g. a dashed line.
Title: Re: Latest version: 0.7.11.3049
Post by: cameni on March 29, 2012, 10:19:13 am
Too late! :D

But just the crosspiece was removed, not the two pieces. Looks like this:
(http://i.minus.com/jbvBqkPTOIXUdp.png) (http://minus.com/mOQh7PcID/1f)
Title: Re: Latest version: 0.7.11.3049
Post by: Sam on March 29, 2012, 01:33:15 pm
Great!
Everything is alright now! Thanks for your hard work Cameni.(http://up.picr.de/9981882avg.png)

(http://up.picr.de/9981883rbk.gif)

With the two different colors to build proper roads it's now verry comfortable.  8)

Title: Re: Latest version: 0.7.11.3049
Post by: lonewulf47 on March 29, 2012, 02:13:26 pm
Too late! :D
Ok, no worries. Looks reasonable that way  :) !
Title: Re: Latest version: 0.7.11.3049
Post by: Jagerbomber on March 29, 2012, 03:03:45 pm
Interesting.  I noticed that it now creates real points between the points you place (as well as the false points between those).  The middle (false point/orange) lines still seem to align with the terrain when you make a new road which is good, but they do not line up with the terrain by using the align button, probably because they aren't selectable. ?  You have to make it into a selectable point to be able to align it with the terrain. 

This picture is of what happens when you delete a placed point and turn it into a false point.  It cuts through.  And the align button does nothing unless it's a selectable point.  I'm undecided if they should be able to be aligned with align button without being selectable.  I guess perhaps they shouldn't because if the align button was to effect, say, the points (including the middle point) in the selected segment, some people might not want that because they only wanted to align the point they have selected.

You know what?... This is a pretty pointless issue since you can make the unselectable points into selectable ones anyways, so... whatever.  :P ::)
Maybe there could be an align point button, align segment button, and align entire road button (or option)?

(http://i317.photobucket.com/albums/mm366/joshuaglennrussell/th_terrainalign.png) (http://s317.photobucket.com/albums/mm366/joshuaglennrussell/?action=view&current=terrainalign.png)
Title: Re: Latest version: 0.7.11.3049
Post by: cameni on March 29, 2012, 03:19:28 pm
LOL, I got lost somewhere in the second paragraph :D

Anyway, since I have in the meantime removed the middle crosspiece that looked like a waypoint when in reality it was just a ... way how the segment was rendered, there will be hopefully no more confusion as to what is and is not a point.
Title: Re: Latest version: 0.7.11.3049
Post by: Jagerbomber on March 29, 2012, 03:21:38 pm
Does that mean it will no longer align to the terrain there when creating a new road?  :-[
Title: Re: Latest version: 0.7.11.3049
Post by: cameni on March 29, 2012, 03:30:50 pm
Eh :D
Look at the picture:

(http://i.minus.com/jbvBqkPTOIXUdp.png) (http://minus.com/mOQh7PcID/1f)

See, no virtual points. Only the points you placed. These align to terrain. When you need a finer alignment, make smaller steps. Or you can subdivide where needed (using ins), and then align.

By the way, the align button aligns to the terrain as it is, including the very same road you are aligning. You should delete the road, align it and make again. Alternatively you can use the hide road button to temporarily hide all roads in tile, align to terrain and then make again.
Title: Re: Latest version: 0.7.11.3049
Post by: Jagerbomber on March 29, 2012, 03:37:42 pm
 :-\ More steps...
(not quite sure what you're showing me in the picture.  Not easy to see terrain alignment.)

Personally, so far, I'd like it to align as much as reasonably possible when I first make the road.  I think I'd also like a button that aligns every point on road.
Title: Re: Latest version: 0.7.11.3049
Post by: cameni on March 29, 2012, 03:40:45 pm
I really don't know where's the problem, or what do you want to achieve.
Understand - there never were more points that you actually placed, it was just what you thought it did.

Thinking about it - do you want the app to insert denser points automatically for you? An adjustable max-distance between waypoints?
Title: Re: Latest version: 0.7.11.3049
Post by: Jagerbomber on March 29, 2012, 03:42:37 pm
I think that could be good.  Just make sure they align with the terrain.  :P  An align all button might be nice as well.

(I edited my previous post while you were posting.)
Title: Re: Latest version: 0.7.11.3049
Post by: cameni on March 29, 2012, 03:53:14 pm
Placed points align with the terrain by default, even the automatically inserted ones should. But the manually inserted (when pressing Ins key) don't, they just subdivide the segment.

Align button aligns all road waypoints even now, but as I said, if you don't remove the road first, it will align to the road itself. Which isn't much useful, so maybe it should make 3 steps at once - unmake, align, make. But since the road making is an asynchronous process, it's harder to program it from ui that's working synchronously, and that's why it wasn't done so in the first place.
Title: Re: Latest version: 0.7.11.3049
Post by: Jagerbomber on March 29, 2012, 04:18:58 pm
Align button aligns all road waypoints even now.
Oh it does.  I guess even while testing this stuff out, it didn't seem like it did, partially because the button does not align anything in between the selectable waypoints including not aligning the fake/mid points.  The midpoints do align when making a fresh road with no edits to points you first lay out.

Oh wait... You know what's happening with what I'm doing?  The false/mid point "created" when I delete a selectable waypoint does not align to the ground, it just cuts right through.  Still... The align to terrain button should align the mid points as well, but if they don't exist anymore...

I'm not sure what your answer was in your earlier post.  With the removal of the midpoint lines, does it no longer align anywhere in between the selectable waypoints when making a new road with fresh unedited waypoints?

I'm kind of confused.  Did you make where the old midpoints used to be (which did align to the terrain before with a fresh road layout) into selectable points, but kept the line visual for in between the selectable waypoints?
Title: Re: Latest version: 0.7.11.3049
Post by: cameni on March 29, 2012, 04:45:36 pm
Roads always interpolate smoothly between two nodes, because that's usually what you'd want them to do. If it aligned to everything in between, why, that would be just the original terrain with a road paint on it.

Oh wait... You know what's happening with what I'm doing?  The false/mid point "created" when I delete a selectable waypoint does not align to the ground, it just cuts right through. Still... The align to terrain button should align the mid points as well, but if they don't exist anymore...
The false midpoint is no point. It's just the way it was rendered in the edit mode, causing all the confusion since it looked like a normal point. Of course they don't align to the terrain, because road segments interpolate between real points by definition.

Quote
I'm not sure what your answer was in your earlier post.  With the removal of the midpoint lines, does it those align those midpoints to the terrain when you make a new road with fresh unmodified points or does it no longer align anywhere in between the selectable waypoints?
It never aligned those midpoints because they never were points in the first place, carrying information about the height above terrain. If you want them to align, why you are deleting them?
Title: Re: Latest version: 0.7.11.3049
Post by: Jagerbomber on March 29, 2012, 04:57:37 pm
because road segments interpolate between real points by definition.
Ok... I think. ?  (I'm still kind of confused about how interpolating works with roads or what it does.  Was it aligning to anything at all or was it like guessing an arc or something in the road elevation?  I don't know what I'm talking about.  :-\)  It sure looked to me like the old midpoints aligned when making a new road.  What was happening with that glitch that I reported a while ago where it would cut straight through hills between selectable waypoints?  It wasn't interpolating?

It never aligned those midpoints because they never were points in the first place, carrying information about the height above terrain. If you want them to align, why you are deleting them?

Like I said earlier, it was kind of a stupid/pointless observation/concern to bring up since you can add points in between now.  :P  And now that I (think I) understand the new changes and how the roads work a bit more... I don't think I have a problem anymore.  ;D
Title: Re: Latest version: 0.7.11.3049
Post by: Sam on March 30, 2012, 02:58:22 am
How to you set the elevationbutton when you build roads. Be carefull, must be on zero! Otherwise you get not aligned roads.  :-\
Title: Re: Latest version: 0.7.11.3049
Post by: cameni on March 30, 2012, 04:43:43 am
The elevation slider was meant to set relative elevation against the alignment level. In case you want dirt road embedded into terrain.
Once you set it, it propagates to other nodes

If you only want to adjust height for one node, use the v-mode.
Title: Re: Latest version: 0.7.11.3049
Post by: Luishi5k0 on March 30, 2012, 05:32:56 pm
Any word on landscape shadows at all? I'm actually looking forward to this small feature a good amount. And AngryPig said it wouldn't be too hard to implement.
Title: Re: Latest version: 0.7.11.3049
Post by: Mikel_S on March 30, 2012, 11:57:06 pm
I know it has nothing to do with the engine, but the data used for terrain generation, but around where I live (60 miles west-north-west of NYC), the data is pretty sketchy.  Mount Adam and Mount Eve across the fields from me are kind of gimped on their height, and the road to the next town which runs along side some hills is all sorts of inverted.  The smallest hills are exaggeratedly huge, and one big hill that's kind of important to the rout is completely nonexistent.  But there's some areas where it's like "Oh wow, that worked out exactly like it does in real life" and it's amazing.  There's this one curve over the top of a hill, and it really lined up in game 100% perfect.  So my question is: While I don't expect it any time soon, will there ever be a way to alter actual terrain vertices, or would that just cause too much trouble?
Title: Re: Latest version: 0.7.11.3049
Post by: Jagerbomber on March 31, 2012, 12:44:15 am
One thing that you have to account for is that even with the current elevation data resolution, trees that were scanned in real life when scanning the Earth still make big differences in elevation (best seen when you're down on the ground) vs data points that are on the ground.  It's fairly easy to spot this in my town because of the corn fields surrounded by forest.  There might not be a hill in that forest you might be looking at, but it looks like one in Outerra because the elevation scan scanned the tops of the trees.

I would also suggest maybe adjusting your FOV setting, but you seem to be talking about multiple inaccuracies.  If these aren't just bugs/anomalies in the data, it could just be because of the elevation data resolution.  (Though what you're saying might be the effect of both of these.)  As far as I know, it's done by a grid of points (90m apart?) while everything between these points is kind of artificial.  Some of data the points are on the ground in real life while others are at the tops of trees, buildings, etc.  There's also the extra artificial bumpiness of the hills/mountains, but I don't know how much of a difference that makes.
Title: Re: Latest version: 0.7.11.3049
Post by: lonewulf47 on March 31, 2012, 07:47:28 am
Well, yes that's exactly the problem I was referring to in another thread. there are actually two different sets of elevation data available: corrected and uncorrected. The ones that are publicly available are usually uncorrected i.e. representing the pure radar scan results which indeed shows elevations where "just" buildings are. This will be even more a prominent problem when you start creating airports. Although usually (at least in most cases) the airport layout is pretty flat (but not necessarily horizontal) the relevant elevation data shows hills at the airport building's locations. It is therefore inevitable to have a tool which allows flattening a certain polygon to allow a seamless creation of e.g. an airport.
Title: Re: Latest version: 0.7.11.3049
Post by: Mikel_S on March 31, 2012, 10:44:49 am
I kind of figured that trees would have an affect, making tall treed hills taller, and stuff like that... but...

The tallest hill on the route is heavily wooded, and doesn't even appear in the slightest.  Meanwhile, a mile down the road, there's a slight, grassy knoll on the left, and it is 100% accurate.  I mean, once we can determine forest placement, I'll be able to mask it up by wooding the road where it's supposed to be, but till then, it's no big deal.  Just a little snafu with the data.

So I was thinking: would it be possible to "portion" out bits of the world for hands-on terrain correction?
Title: Re: Latest version: 0.7.11.3049
Post by: PRiME on March 31, 2012, 07:35:48 pm
It has been mentioned, and is on the table to-do
Title: Re: Latest version: 0.7.11.3053
Post by: cameni on April 03, 2012, 06:22:41 pm
Version 0.7.11.3053
Title: Re: Latest version: 0.7.11.3053
Post by: PRiME on April 03, 2012, 06:50:32 pm
Just wondering if it was possible to add in a feature called, road quality. So essentially I assume your roads are procedural so maybe have it so the quality of that particular road can be adjusted, so at the highest end the road is all good and no defects etc in it, while at the lower end of slider the road has pot holes, and its torn up a bit, and perhaps even has big erosion looking gaps when its real low etc...


That a good idea?  Would add to the whole, old Earth look were some of the old world roads still exist but have been damaged significantly. Depending on the geological area this may be different, for example Australia is pretty stable country and roads are likely to last quite a while there as no large environmental swings like some other places.
Title: Re: Latest version: 0.7.11.3053
Post by: Jagerbomber on April 03, 2012, 07:28:31 pm
Not perfect, but a lot better than it was before.  ;D

Can anything be done to remove the tear that occurs along the transitional area at the ends of a road since nothing beyond the ends gets aligned?  Aligning to terrain or manually aligning doesn't work in every situation.

Also, once I get down to the more detailed road tweaking I might want an option to be able to adjust the width of the transitional area on each side separately.  I'm not there yet though.
Title: Re: Latest version: 0.7.11.3053
Post by: C. Shawn Smith on April 03, 2012, 10:48:33 pm
I'd like to request something not directly related to the engine! :)

Can you date-stamp the releases in the original post?  I haven't been able to play with the engine much recently due to work and working on the novella, and sometimes miss the updates until 3 or 4 revisions later.  It would be much easier for me to track the changelogs to see what I missed between my original version and the newest update, so I can do more testing, etc.
Title: Re: Latest version: 0.7.11.3053
Post by: ZeosPantera on April 04, 2012, 12:15:08 am
Ah, now this is a good update!
Title: Re: Latest version: 0.7.11.3053
Post by: cameni on April 04, 2012, 01:18:09 am
Can anything be done to remove the tear that occurs along the transitional area at the ends of a road since nothing beyond the ends gets aligned?  Aligning to terrain or manually aligning doesn't work in every situation.
Assign the lead-in marking to the first node, and lead-out to the node before the last one.
Title: Re: Latest version: 0.7.11.3053
Post by: cameni on April 04, 2012, 01:21:29 am
Just wondering if it was possible to add in a feature called, road quality ...
Yes, that's planned, but after other parts of the road system are reworked, allowing for a wider variety of road types. The wear could be also dynamic.
Title: Re: Latest version: 0.7.11.3053
Post by: lookastdu on April 04, 2012, 09:16:27 am
I would like to report a bug.  :P

So, after update 3053 I can't generate any road, the old roads aren't generating, but I can "click" them in road tool mode. However, I can't regenerate them, or generate any new road.
Except of that I can't flat the terrain under buildings.
It looks like that I can only view te original terrain and it can't be modified by anything.

Radeon 3870 + Catalyst 12.3, Phenom 9550, 6GB RAM

Should I try deleting cache maybe?
Title: Re: Latest version: 0.7.11.3053
Post by: cameni on April 04, 2012, 09:24:29 am
Did you try it in other parts of the world? I'm looking at the log but there's no error, and I'm not sure why it even crashed after multiple clicks.
Title: Re: Latest version: 0.7.11.3053
Post by: lookastdu on April 04, 2012, 09:35:07 am
Ok, so I tested on Oahu. :) The before parts were made on Usui, Japan.
But still the same.
However: I had made 4 part road (on Oahu) and I had camera at futher distance from terrain. The part 2 and 3 of road had generated, but 1 (beggining) and 4 (ending) not. And when I tried to close up camera, it disapperaed. When I moved back camera, the road has appeared again from farther distance.

I'm confused with this crash I had. I tried to crash again clicking even faster "Make" button, but this time nothing happened.

Edit: I recorded and converted it, I will upload video in few minutes.

Edit 2: video: http://youtu.be/GFwBwxmO63o (http://youtu.be/GFwBwxmO63o)
Title: Re: Latest version: 0.7.11.3053
Post by: cameni on April 04, 2012, 09:48:18 am
Hmm we don't have any 3xxx card here, but it's odd that it would stop working on these, when the change was actually a simplification ...

Please do the following: edit eng.cfg, set debug_mode = true, debug_async = false.
Then start, try to make some roads, and send me the eng.log
Title: Re: Latest version: 0.7.11.3053
Post by: lookastdu on April 04, 2012, 09:58:41 am
Here it is: http://www.gamefront.com/files/21505946/eng.log (http://www.gamefront.com/files/21505946/eng.log)
Ofc Outerra ran in debug mode, as you wished.

Link to video in my previous post.
Title: Re: Latest version: 0.7.11.3053
Post by: cameni on April 04, 2012, 10:23:18 am
Nothing helpful in there :(
Can you install the previous version (Anteworld-0.7.11.2968.patch-3051.exe (http://outerraworld.com/appdata/Anteworld/Anteworld-0.7.11.2968.patch-3051.exe)) and then run outerra.exe with -noupdate argument from the command line, to check again if it still works in that version? Just to see if it's not something else causing it.
Title: Re: Latest version: 0.7.11.3053
Post by: lookastdu on April 04, 2012, 12:01:49 pm
Ok, I tested with 3051 and everything works absolutely correctly. I can see the roads I have made in build 3053 and before. I can add/edit etc. them. The terrain under buildings is also flattening.

To be sure I ran outerra without -noupdate argument and downloaded build 3053 again. The problem is still appearing, so it is rather problem with something that was changed after 3051.

I think I can try to completely uninstall Outerra, install 2982 (I still have installer on HDD :P ), update it, visit again Oahu and Usui and try to make some roads, place buildings etc.
Title: Re: Latest version: 0.7.11.3053
Post by: cameni on April 04, 2012, 12:42:27 pm
I can see the issue on 4850 as well.
Title: Re: Latest version: 0.7.11.3053
Post by: lookastdu on April 04, 2012, 01:18:09 pm
I reinstalled Outerra but nothing has changed (but you probably have read my crash report so far).

Do you know if build 3053 runs without problems on Radeon 5/6 series? Because I'm a little bit intrested if AMD screwed something up in drivers or what*...

Outerra runs on OpenGL, yes? So maybe after build 3051 you used in outerra source code some OpenGL extension that is not supported by 38xx/48xx graphics cards?
Of course I'm only guessing. :P

* - quite a long time ago when I was playing 18WoS Haulin after some drivers update I had to change graphics settings from high to medium, because game was crashing on new drivers. Game was running on OpenGL.
Title: Re: Latest version: 0.7.11.3053
Post by: cameni on April 04, 2012, 01:23:22 pm
Yes, the problem appears only on 3/4 Radeons. I'm developing on 6850 where it works normally.

The problem is that I'm not aware of any change that would cause this >:(
Title: Re: Latest version: 0.7.11.3053
Post by: Jagerbomber on April 04, 2012, 05:14:49 pm
Can anything be done to remove the tear that occurs along the transitional area at the ends of a road since nothing beyond the ends gets aligned?  Aligning to terrain or manually aligning doesn't work in every situation.
Assign the lead-in marking to the first node, and lead-out to the node before the last one.

Oh...  :P ::)
Title: Re: Latest version: 0.7.11.3053
Post by: Airhogg on April 04, 2012, 07:51:08 pm
Has there been an update applied today?  I was flying earlier today and my framerate was liquid smooth, but I changed my location to a coastal region and my framerate became VERY choppy.  I re-booted and went back to my original location (no water nearby), but I'm still getting very choppy framerates.  Any ideas?
 ???

Update:  Nevermind.  I reverted my graphics settings back to default and all is well again.  I changed each setting, one by one, to see if any one in particular might have affected my peformance.  There was no change that I could tell.  All seems to be o.k. now.
Title: Re: Latest version: 0.7.11.3053
Post by: cameni on April 09, 2012, 01:38:09 pm
Uploaded new version 0.7.11.3054 that (probably) fixes the issues with roads on ATI 4xxx and 3xxx cards. Please test if it resolves the issue for you.

I must say that this is one of the most absurd bugs I've ever encountered, that took me a couple of days to locate. Simply said, roads sometimes weren't rendered at all, or were rendered randomly only in some terrain tiles.
After a painful search I've narrowed it down to a single shader variable, and the fix consisted of giving it a name that works. The variable name can be (almost) arbitrary, but for some reason the GPU didn't render the roads if that particular variable was j6 or mare_1 or many other names, but it worked if the name was frcm_1. If it doesn't make any sense to you, you are not alone.

Understandably, it cannot be taken as a proper fix, just a workaround until the drivers are fixed.
Title: Re: Latest version: 0.7.11.3053
Post by: lookastdu on April 09, 2012, 04:07:48 pm
I can report that now everything works correctly. :D I know how sometimes finding a source of bug can be irritating... Thanks for fixing it. :)

Btw. I encountered some another bugs:
First and third bug I have noticed in earlier versions also. Second bug... I don't know, I haven't tried so "extreme" road so far.
Title: Re: Latest version: 0.7.11.3053
Post by: cameni on April 09, 2012, 04:24:10 pm
Thanks for the report.

The first bug is probably related to a similar bug with roads that appears where the road crosses tiles. However, the pads under buildings aren't suitable for such large areas (they don't tesselate enough), and that can bring other errors as well.

The second one was caused by the update to the road system, a few pixels happen to not be covered by either of the neighboring road segments, and remain set to the original terrain heights. I'll fix it.

The third one isn't actually a bug, or maybe it is, I didn't decide yet :)
If you want smooth transition to the terrain, you need to assign special markings to the first and the last road segment (not the last road node). They are lead-in and lead-out. They could be generated automatically, but at the moment the editor doesn't show two hidden road endpoints - so it will probably be changed only after these are handled.
Title: Re: Latest version: 0.7.11.3053
Post by: lookastdu on April 09, 2012, 04:54:03 pm
Thanks for explanation. :) Now I know for what there is Lead-Out and -In. ;)

I would add something to second: I have noticed spikes also on more flat terrain, but influenced by road tool also.
Title: Re: Latest version: 0.7.11.3053
Post by: cameni on April 09, 2012, 04:59:26 pm
Yes, the thing is that road tool makes two passes - the first one on a coarse level, to roughly adjust the terrain under the road, and then the other pass that physically makes the roads. The pixel gaps thus leak the result of the first pass.
Title: Re: Latest version: 0.7.11.3058
Post by: cameni on April 24, 2012, 03:33:17 pm
New version 0.7.11.3058
Title: Re: Latest version: 0.7.11.3058
Post by: lookastdu on April 24, 2012, 04:43:04 pm
Ok, I don't know what I'm doing wrong now, but recorded video is named 'd', and if don't change the name of this file, the next recording in outerra will overwrite it. It isn't 'd.yog', just 'd'. And the audio isn't recording also.

Moreover, I can't convert it. I tried to change name to 'd.yog', 'dcz231.yog', I copied audio file from old recording and changed it name to 'd.wav' or 'dcz231.wav', but it doesn't help.
I tried to convert file as always.
Code: [Select]
C:\Users\Lukas\Downloads\video>conv.bat E:\Gry\Outerra\Anteworld\videos\d E:\Gry
\Outerra\Anteworld\videos\out432.avi
FFmpeg version SVN-r26402, Copyright (c) 2000-2011 the FFmpeg developers
  built on Oct  9 2011 18:17:27 with gcc 4.6.1
  configuration: --disable-shared --enable-static --datadir=./ffpresets --enable
-decoder=YOG --enable-demuxer=YOG --enable-memalign-hack --extra-cflags=-U__STRI
CT_ANSI__ --extra-ldflags='-static -static-libgcc' --enable-w32threads --enable-
libx264 --enable-gpl --enable-avisynth --enable-libvorbis --enable-libtheora
  libavutil     50.36. 0 / 50.36. 0
  libavcore      0.16. 1 /  0.16. 1
  libavcodec    52.108. 0 / 52.108. 0
  libavformat   52.93. 0 / 52.93. 0
  libavdevice   52. 2. 3 / 52. 2. 3
  libavfilter    1.74. 0 /  1.74. 0
  libswscale     0.12. 0 /  0.12. 0
E:\Gry\Outerra\Anteworld\videos\d: Operation not permitted
FFmpeg version SVN-r26402, Copyright (c) 2000-2011 the FFmpeg developers
  built on Oct  9 2011 18:17:27 with gcc 4.6.1
  configuration: --disable-shared --enable-static --datadir=./ffpresets --enable
-decoder=YOG --enable-demuxer=YOG --enable-memalign-hack --extra-cflags=-U__STRI
CT_ANSI__ --extra-ldflags='-static -static-libgcc' --enable-w32threads --enable-
libx264 --enable-gpl --enable-avisynth --enable-libvorbis --enable-libtheora
  libavutil     50.36. 0 / 50.36. 0
  libavcore      0.16. 1 /  0.16. 1
  libavcodec    52.108. 0 / 52.108. 0
  libavformat   52.93. 0 / 52.93. 0
  libavdevice   52. 2. 3 / 52. 2. 3
  libavfilter    1.74. 0 /  1.74. 0
  libswscale     0.12. 0 /  0.12. 0
d.wav: No such file or directory

C:\Users\Lukas\Downloads\video>conv.bat E:\Gry\Outerra\Anteworld\videos\dcz213.y
og E:\Gry\Outerra\Anteworld\videos\out.avi
FFmpeg version SVN-r26402, Copyright (c) 2000-2011 the FFmpeg developers
  built on Oct  9 2011 18:17:27 with gcc 4.6.1
  configuration: --disable-shared --enable-static --datadir=./ffpresets --enable
-decoder=YOG --enable-demuxer=YOG --enable-memalign-hack --extra-cflags=-U__STRI
CT_ANSI__ --extra-ldflags='-static -static-libgcc' --enable-w32threads --enable-
libx264 --enable-gpl --enable-avisynth --enable-libvorbis --enable-libtheora
  libavutil     50.36. 0 / 50.36. 0
  libavcore      0.16. 1 /  0.16. 1
  libavcodec    52.108. 0 / 52.108. 0
  libavformat   52.93. 0 / 52.93. 0
  libavdevice   52. 2. 3 / 52. 2. 3
  libavfilter    1.74. 0 /  1.74. 0
  libswscale     0.12. 0 /  0.12. 0
E:\Gry\Outerra\Anteworld\videos\dcz213.yog: Operation not permitted
FFmpeg version SVN-r26402, Copyright (c) 2000-2011 the FFmpeg developers
  built on Oct  9 2011 18:17:27 with gcc 4.6.1
  configuration: --disable-shared --enable-static --datadir=./ffpresets --enable
-decoder=YOG --enable-demuxer=YOG --enable-memalign-hack --extra-cflags=-U__STRI
CT_ANSI__ --extra-ldflags='-static -static-libgcc' --enable-w32threads --enable-
libx264 --enable-gpl --enable-avisynth --enable-libvorbis --enable-libtheora
  libavutil     50.36. 0 / 50.36. 0
  libavcore      0.16. 1 /  0.16. 1
  libavcodec    52.108. 0 / 52.108. 0
  libavformat   52.93. 0 / 52.93. 0
  libavdevice   52. 2. 3 / 52. 2. 3
  libavfilter    1.74. 0 /  1.74. 0
  libswscale     0.12. 0 /  0.12. 0
dcz213.wav: No such file or directory
I don't know why here is "Operation not permitted", I checked access to files, but they should be readable.

Something wrong with 3058 or what?
Title: Re: Latest version: 0.7.11.3058
Post by: cameni on April 24, 2012, 05:12:52 pm
What have you set in eng.cfg for the video path?
Title: Re: Latest version: 0.7.11.3058
Post by: ZeosPantera on April 24, 2012, 05:30:08 pm
changed torque profile to hyperbolic

This both confuses and arouses me.. What does that mean?
Title: Re: Latest version: 0.7.11.3058
Post by: cameni on April 24, 2012, 05:38:40 pm
Patch 3059 is out fixing the video capture issue.

Hyperbolic torque profile gives much more torque at low speed, but then falls down more quickly. It should mimic an ideal transmission better. Or an electric motor :)
Title: Re: Latest version: 0.7.11.3058
Post by: Jagerbomber on April 24, 2012, 06:26:45 pm
You still fall through the earth by flipping over.  ::)
Title: Re: Latest version: 0.7.11.3058
Post by: necro on April 25, 2012, 01:47:29 am
Yah i reported that yesterday ;D its because you are too fast for the collisiondetector :O
Btw jagerbomber, your nick is not completed if its german. In german we call it "Jägerbomber" so Jaegerbomber would be correct. :O
Title: Re: Latest version: 0.7.11.3058
Post by: ZeosPantera on April 25, 2012, 02:34:21 am
(http://i.minus.com/iblmPCI0abOkGZ.png)

Title: Re: Latest version: 0.7.11.3058
Post by: corax on April 25, 2012, 07:18:36 am
Hi,
   Having great difficulty selecting a previously created road for editing. Have been unable to select any roads that I created with older releases.

Also ctrl/v, move road vertically does not work consistently. This has changed sometime since 3035(?).
Title: Re: Latest version: 0.7.11.3058
Post by: cameni on April 25, 2012, 09:16:58 am
There's a bug with road selection caused by the new intersection code, a fix will be out soon.

Ctrl+v? Vertical movement is just v, without the control key.
Title: Re: Latest version: 0.7.11.3060
Post by: cameni on April 25, 2012, 09:34:56 am
Version 0.7.11.3060
Title: Re: Latest version: 0.7.11.3060
Post by: corax on April 25, 2012, 10:23:08 am
Thanks for fixing the selection problem. You're right about it being v; the first point you select works fine, the next goes berserk. :-) Sorry a bit 'brain-dead' at the moment. :-)
Title: Re: Latest version: 0.7.11.3060
Post by: corax on April 25, 2012, 10:34:43 am
Further on my 'v' problem.
I'm trying to level a stretch of road.
If I select a point and raise it, OK. Move to next point with 'q' and raise it, not OK.
If I select point and move it, then raise it - OK.

Workable! 
Title: Re: Latest version: 0.7.11.3060
Post by: cameni on April 25, 2012, 10:41:42 am
Ok, because I've tested it and found no problem, but it didn't occur to me to try q :)
Title: Re: Latest version: 0.7.11.3060
Post by: cameni on April 25, 2012, 03:00:22 pm
Another patch (3061). Driving mostly on the rocks, I didn't notice that on grass plains the truck started to collide with every grass bump, making for a chattering ride. Fixed now - soft grass bumps aren't colliding.

Also fixed selection of road nodes with q/shift+q.
Title: Re: Latest version: 0.7.11.3058
Post by: Jagerbomber on April 25, 2012, 05:05:09 pm
Yah i reported that yesterday ;D its because you are too fast for the collisiondetector :O
Btw jagerbomber, your nick is not completed if its german. In german we call it "Jägerbomber" so Jaegerbomber would be correct. :O

I spelled it without the "ä" because a lot of times that causes symbol compatibility issues or whatever ((as well as a lot of sites not accepting non-English alphabetical letters or numbers in usernames at all).  It works in Steam though.  :P)
Title: Re: Latest version: 0.7.11.3060
Post by: lookastdu on April 26, 2012, 03:39:54 pm
I encountered another bug, it was in 3054, 3058, 3059 as well as in 3061:
http://youtu.be/b7N0HbZH2AY (http://youtu.be/b7N0HbZH2AY)
It seems to me that there may be problem with updating water tiles (again only 3 and 4 Radeon family? :P ).
The reset button doesn't help, only restarting the game. And after restart water color is default.
And I really don't know what the hell is this white-black thing at the begin.

Phenom 9550, 6GB RAM, Radeon 3870 + Catalyst 12.3
Title: Re: Latest version: 0.7.11.3060
Post by: SpaceFlight on April 27, 2012, 11:59:12 am
Version 0.7.11.3060
  • fixed collisions with displaced rocky terrain
  • changed torque profile to hyperbolic

This makes such a big difference when exploring the world in the Tatra. Everything feels more, well, solid and immersive. For a moment I thought I was playing a better, modern day Skyrim game with the snow and the mountains.
Looking forward to the procedural tree integration and different biomes.
Title: Re: Latest version: 0.7.11.3060
Post by: GDV on April 29, 2012, 04:24:22 am
I think that some buildings in the game has wrong texture or model scale. See attach.
Title: Re: Latest version: 0.7.11.3060
Post by: Sam on April 29, 2012, 05:40:39 am
Why not? It must not be a mortal peoble. It can be a human peoble from the mars or from somewhere else with a lower force of gravity.
Title: Re: Latest version: 0.7.11.3060
Post by: 2Pete on April 29, 2012, 07:19:51 am
Hi all! I found a strange error, when I flying around cliffs:

Collision glitch in Outerra v.3061 2012-04-29 (http://www.youtube.com/watch?v=GSb6e2i4WnU#ws)

The same thing happened with the Cessna too. And everywhere in the globe, but only above of cliffs.
I used the 3061 version.

Title: Re: Latest version: 0.7.11.3060
Post by: lookastdu on April 29, 2012, 08:40:39 am
Hi all! I found a strange error, when I flying around cliffs:

Collision glitch in Outerra v.3061 2012-04-29 (http://www.youtube.com/watch?v=GSb6e2i4WnU#ws)

The same thing happened with the Cessna too. And everywhere in the globe, but only above of cliffs.
I used the 3061 version.

The same bug exists with UFO mode camera... Sometimes when I have camera over cliffs, something (cliff collision shape?) can move it about 1km higher without any warnings.
Title: Re: Latest version: 0.7.11.3060
Post by: SpaceFlight on April 29, 2012, 09:30:31 am
A sound bug that I think has been brought up before:
When ascending in UFO mode, at 19000m the ocean sound is triggered. When going below 19000m right away it stops.
When ascending further up and then descending below 19000m it does not seem to stop anymore.
Title: Re: Latest version: 0.7.11.3060
Post by: ZeosPantera on April 29, 2012, 11:23:19 am
I have had an issue in the last few version where I will be driving the truck and all the sudden BLAMO! I am a million miles away from earth in the tatra and my video drivers crash.

Video evidence. http://youtu.be/8HkdB4nZvpo#t=133s (http://youtu.be/8HkdB4nZvpo#t=133s)

You can't see it here because I stopped recording but the earth WAS in the picture only about 10 pixels high.
Title: Re: Latest version: 0.7.11.3060
Post by: lookastdu on April 29, 2012, 01:27:35 pm
I encountered once (yesterday) the same bug as ZeosPantera. I spawned Tatra truck and wanted to drive and suddenly Tatra became space shuttle somewhere away from Earth... xD However, my video drivers have not crashed.

In my opinion my problem with camera, 2Pete's problem with Apache and ZeosPantera's problem with Tatra Space Shuttle may be connected. In every case we were suddenly teleported at higher distance above earth ground (we were abducted by UFO? :D )
Title: Re: Latest version: 0.7.11.3060
Post by: cameni on April 30, 2012, 10:58:19 am
Guys, could you give me a location file where this bug repeatedly occurs? I'm not able to replicate it.
Title: Re: Latest version: 0.7.11.3060
Post by: ZeosPantera on April 30, 2012, 12:26:34 pm
It has happened in various places for me.
Title: Re: Latest version: 0.7.11.3060
Post by: lookastdu on May 01, 2012, 02:08:30 pm
Try this place:
LAT: +28* 27' 45.234"
LON: +84* 00' 07.805"
HDG: 060
It's very narrow ravine. Try to fly through it going uphill for about 10-15 seconds with speed about 500m/s. Then turn back and fly back, and try again. There is quite a big chance that you will be bumped about 1km up. It occurs to me very often.

If it won't occur to you, I will do video.
Title: Re: Latest version: 0.7.11.3060
Post by: cameni on May 01, 2012, 02:56:57 pm
No luck, I was flying around the place for several minutes. Video won't help me, I need to debug it. I'll have to check the code and try to figure when the problem may occur, but since I can't seem to verify it, it will be hard to find if I fixed it or not :)
Title: Re: Latest version: 0.7.11.3060
Post by: lookastdu on May 01, 2012, 05:52:20 pm
Ok, I wanted to record video anyway, but unluckily while third fly through this ravine I was suddenly teleported somewhere in the outer space... Then game crashed and video graphics driver also... (on previous topic's page ZeosPantera had also the same problem, teleport to outer space and then game and driver crash).

Btw. cameni, have you read my post with problem with changing water color?
Title: Re: Latest version: 0.7.11.3060
Post by: Chaoss on May 01, 2012, 05:54:05 pm
If you manually fly out away from the planet it crashes ur video card drivers maybe a fix for that'd be kool as well. I wanna go check out the sun :)
Title: Re: Latest version: 0.7.11.3060
Post by: C. Shawn Smith on May 01, 2012, 06:07:06 pm
If you manually fly out away from the planet it crashes ur video card drivers maybe a fix for that'd be kool as well. I wanna go check out the sun :)

Engine limitation, IIRC.  I found out about it shortly after Cameni let me alpha Outerra.

The sun isn't an actual object yet.
Title: Re: Latest version: 0.7.11.3060
Post by: Jagerbomber on May 01, 2012, 06:27:38 pm
Limitation AT THE MOMENT that is.  There's nothing out there at the moment, so... "there" doesn't exist.  :P
Title: Re: Latest version: 0.7.11.3060
Post by: ZeosPantera on May 01, 2012, 08:16:52 pm
I think it has something to do with the Bullet Physics and JSBsim not interacting with anything out in space. So the nothingness is crashing it. Otherwise the Tatra and Cessna would slowly fall back to earth accelerating to terminal velocity!
Title: Re: Latest version: 0.7.11.3060
Post by: C. Shawn Smith on May 01, 2012, 08:33:45 pm
I think it has something to do with the Bullet Physics and JSBsim not interacting with anything out in space. So the nothingness is crashing it. Otherwise the Tatra and Cessna would slowly fall back to earth accelerating to terminal velocity!

OOOhhhh ... wonder how "high" you can spawn a Tatra?!  LEO, and fall at terminal velocity, just to see if you can crash the engine!

BRB!!!!
Title: Re: Latest version: 0.7.11.3060
Post by: Jagerbomber on May 01, 2012, 11:17:20 pm
It probably only spawns on the ground.
Title: Re: Latest version: 0.7.11.3060
Post by: ZeosPantera on May 01, 2012, 11:29:43 pm
It probably only spawns on the ground.

This.. I was way out in space taking some pictures. http://zeospantera.minus.com/mbbmszS0qd/89 (http://zeospantera.minus.com/mbbmszS0qd/89)

Was going to take forever to get back to earth but I hit '3' and BLAMO.. I was in Texas.
Title: Re: Latest version: 0.7.11.3060
Post by: Bartolomeus on May 02, 2012, 01:37:02 am
Great set of images!

Marko
Title: Re: Latest version: 0.7.11.3060
Post by: cameni on May 02, 2012, 02:25:11 am
Ok, I wanted to record video anyway, but unluckily while third fly through this ravine I was suddenly teleported somewhere in the outer space... Then game crashed and video graphics driver also... (on previous topic's page ZeosPantera had also the same problem, teleport to outer space and then game and driver crash).

Btw. cameni, have you read my post with problem with changing water color?
What's your graphics card?

Btw AMD is going to drop Radeon HD 2000/3000/4000 Catalyst Support (http://www.phoronix.com/scan.php?page=article&item=amd_catalyst_legacy2&num=1) around the time of Catalyst 12.7. With their 3-month latency that means they've probably stopped already. Unfortunately there are still some problems with these cards in OT, which will make the support more problematic in the future :(
Title: Re: Latest version: 0.7.11.3060
Post by: foxfiles on May 02, 2012, 02:36:09 am
I also get the same behaviors with a Radeon HD Pro 2600,
I agree that running OT with such GPUs makes no sense...worth going to more recent GPUs
Title: Re: Latest version: 0.7.11.3060
Post by: ZeosPantera on May 02, 2012, 03:02:28 am
12.7 will kill all the things.. Time to plan my upgrade path.
Title: Re: Latest version: 0.7.11.3060
Post by: DenisJ on May 02, 2012, 07:24:19 am
Guys! could you tell me please, will the game on this engine be ready in 2012?
Excuse me for my bad russian english.
Title: Re: Latest version: 0.7.11.3060
Post by: necro on May 02, 2012, 07:38:19 am
Certainly not. The game-development didnt started yet. So a game release this year is extremly unrealistic.
Title: Re: Latest version: 0.7.11.3060
Post by: lookastdu on May 02, 2012, 09:35:57 am
What's your graphics card?

Btw AMD is going to drop Radeon HD 2000/3000/4000 Catalyst Support (http://www.phoronix.com/scan.php?page=article&item=amd_catalyst_legacy2&num=1) around the time of Catalyst 12.7. With their 3-month latency that means they've probably stopped already. Unfortunately there are still some problems with these cards in OT, which will make the support more problematic in the future :(
Radeon 3870.
Not good news :/ I'm planning to buy new PC next year, but maybe I'll buy something like Radeon 6770/7770 this year.

I think you should change in minimal requirements "ATI 4850 or better" to "ATI 5750 or better" because later if someone with Radeon 4850/4870(X2) will buy Anteworld and because of graphics drivers you will be not able to give support for these video cards customer may be unsatisfied.

Btw. My PC 2 days ago finished 4 years. xD And the only upgrade I have made was adding 4GB RAM... Hmm, even BF3 was going well on medium in full HD... Outerra is going also well... Probably this is first time when I will make upgrade because of video card support... xD
Title: Re: Latest version: 0.7.11.3060
Post by: lookastdu on May 02, 2012, 10:21:40 am
Ok, I managed to record this bumping force. :)
Here it is: Unknow bumping force (http://youtu.be/aUgSv4-LyxI?hd=1)

Moreover: when I spawned truck in this place it become attached to one place in space, it doesn't fall to earth, it doesn't react to gas (but I can turn steering wheel and wheels are also turning left/right). And spawning vehicle in other place doesn't help...
I tried to fly airplane: ok, it started, I was able to run off the ground and then I hit something like invisible wall and I was bumped about 20m up, again wall, bump and finally teleport to somewhere in outer space... And game crash at the end. :P However, Catalyst 12.4 haven't crashed... (I updated today).
Title: Re: Latest version: 0.7.11.3060
Post by: Mikel_S on May 02, 2012, 12:32:06 pm
I was getting that weird bumping too.  I thought it was just my computer on the fritz.  I was flying horizontally (and down a bit in attempt to follow a contour), and every few seconds, I'd get pushed up about 250 feet or so, maybe a little less, I wasn't looking at the exact readouts.
Title: Re: Latest version: 0.7.11.3073
Post by: cameni on May 09, 2012, 05:25:38 pm
Version 0.7.11.3073

3D grass is still WIP, there are several issues with it:


To see the 3D grass, you must enable it in terrain settings. Works only in full version while WIP.
Title: Re: Latest version: 0.7.11.3073
Post by: Chaoss on May 09, 2012, 05:30:59 pm
Version 0.7.11.3073
  • 3D grass WIP
  • more detailed info when detecting ATI outdated driver version
  • fixed environmental sounds

3D grass is still WIP, there are several issues with it:
  • near-plane clipping of blades
  • ambient light isn't entirely right
  • doesn't work with fog properly
  • ...


To see the 3D grass, you must enable it in terrain settings. Works only in full version while WIP.

OK It seems to be stuck on "Preloading data ..." It's been there for a while now
Title: Re: Latest version: 0.7.11.3073
Post by: cameni on May 09, 2012, 05:40:54 pm
Please send me your eng.log if it happens every time.

Hmm, and try moving away precomp.lst file to see if it helps.
Title: Re: Latest version: 0.7.11.3073
Post by: C. Shawn Smith on May 09, 2012, 05:59:17 pm
I had the same issue.  Moved the precomp.lst file and reloaded the game.  Freezes on Initializing the World...
Title: Re: Latest version: 0.7.11.3073
Post by: cameni on May 09, 2012, 06:07:50 pm
Damn, forgot to include patches for Nvidia. Just a moment ...
Title: Re: Latest version: 0.7.11.3073
Post by: Chaoss on May 09, 2012, 06:12:25 pm
I had the same issue.  Moved the precomp.lst file and reloaded the game.  Freezes on Initializing the World...

I also removed precomp.lst now it freezes at the same place "Initializing the World..."

Also can't find eng.log "No items match your search."
Title: Re: Latest version: 0.7.11.3073
Post by: cameni on May 09, 2012, 06:15:49 pm
Update posted (3074)
Title: Re: Latest version: 0.7.11.3074
Post by: pico on May 09, 2012, 06:30:01 pm
Very nice.
I wished i had a lower Ufocam to fly through the Grass.  ;)

Good Work.  8)

(Little Bug: The Shadow is on the Grass even wen the Trees are off.)
Title: Re: Latest version: 0.7.11.3074
Post by: Chaoss on May 09, 2012, 06:49:10 pm
AMAZING work, you can look directly down and it still looks like real grass, although i'd increase the density at a 0.5 - 1m radious so when you look down it appears slightly more dense/more blades of grass.

This has to be some of the best grass I've ever seen in a game and/or real time 3d application.

Just another note, I am experiencing some quite high lag around the Decheng Temple, it is fine initially but upon pressing '8' and going into first person walk mode im getting around 5 - 10fps, coming out again does not fix the lag only restart fixes it. It's not the grass either it happens whether it is on or off
Title: Re: Latest version: 0.7.11.3074
Post by: Jagerbomber on May 09, 2012, 07:49:42 pm
Pretty amazing how this doesn't seem to hurt performance much (for me).  I see a lot of dark blades and lol at the blades on top of the flowers and rocks being white.  ;D  (I mentioned this before, but roads are causing significant framerate loss.)

lol I just went into a forest and had a major urge to lay down on the hill in the grass.  ;D

Stupid jaggies/pixels... Stupid sub-1080 display...  :'(  It looks like my whole screen is dancing.

No shadows on the 3D grass.

Don't you think that the bumps are a bit big now?  Looks good against the 3D grass I guess, but odd with the 3D grass off.  Kind of related to this - Could there be an option to extend the 3D grass farther (and maybe shrink the bumps along with it since I don't think they would need to be as large as they are now if the 3D grass is "blending" farther away)?
Title: Re: Latest version: 0.7.11.3074
Post by: Matt6767 on May 09, 2012, 09:20:33 pm
It looks great. I'm going to walk through the forest as Outerra guy for a while.

It does dance on my screen like Jagers, I'm sure you'll sort that out. The framerate dropped from 80 to 60 though. So it looks like I'll have to change some settings as I can't stand dipping below 60 fps.  :P
Title: Re: Latest version: 0.7.11.3074
Post by: Chaoss on May 09, 2012, 09:28:59 pm
I am REALLY liking the regular updates in development screenshots and the new 3D grass implementation, gratz :)
Title: Re: Latest version: 0.7.11.3074
Post by: Jagerbomber on May 09, 2012, 10:06:41 pm
It does dance on my screen like Jagers, I'm sure you'll sort that out.

There might not be much that can be done to fix it, especially if your display's resolution isn't that big.  There's AA, but that only does so much and only to the point at where your resolution is the bottleneck.
Title: Re: Latest version: 0.7.11.3074
Post by: cameni on May 10, 2012, 01:30:38 am
I think also FXAA adds up to the dancing noise. Angrypig wants to try a MSAA2+FXAA combination to help it, but FXAA must be adapted to that.
Grass animation will change it as well.

Quote
Don't you think that the bumps are a bit big now?  Looks good against the 3D grass I guess, but odd with the 3D grass off.  Kind of related to this - Could there be an option to extend the 3D grass farther (and maybe shrink the bumps along with it since I don't think they would need to be as large as they are now if the 3D grass is "blending" farther away)?
Yes they are too big, I think I'll make them change not so steeply with 3D grass off. 3D grass is already 20% higher than the bumps, can be tuned around but not too radically.

Quote
Just another note, I am experiencing some quite high lag around the Decheng Temple, it is fine initially but upon pressing '8' and going into first person walk mode im getting around 5 - 10fps, coming out again does not fix the lag only restart fixes it. It's not the grass either it happens whether it is on or off
Old object pipeline has some perf problems on some cards, but it won't be addressed since the new pipeline is quite changed.

Quote
I mentioned this before, but roads are causing significant framerate loss.
Roads should not cause you a framerate loss, they are static once created. They could cause a loss of dynamic framerate, when moving, but then it would be some specific problem with your graphics card.
Objects can cause framerate loss, see above.
Title: Re: Latest version: 0.7.11.3074
Post by: Chaoss on May 10, 2012, 01:35:09 am
I think also FXAA adds up to the dancing noise. Angrypig wants to try a MSAA2+FXAA combination to help it, but FXAA must be adapted to that.
Grass animation will change it as well.

Quote
Don't you think that the bumps are a bit big now?  Looks good against the 3D grass I guess, but odd with the 3D grass off.  Kind of related to this - Could there be an option to extend the 3D grass farther (and maybe shrink the bumps along with it since I don't think they would need to be as large as they are now if the 3D grass is "blending" farther away)?
Yes they are too big, I think I'll make them change not so steeply with 3D grass off. 3D grass is already 20% higher than the bumps, can be tuned around but not too radically.

Quote
Just another note, I am experiencing some quite high lag around the Decheng Temple, it is fine initially but upon pressing '8' and going into first person walk mode im getting around 5 - 10fps, coming out again does not fix the lag only restart fixes it. It's not the grass either it happens whether it is on or off
Old object pipeline has some perf problems on some cards, but it won't be addressed since the new pipeline is quite changed.

Quote
I mentioned this before, but roads are causing significant framerate loss.
Roads should not cause you a framerate loss, they are static once created. They could cause a loss of dynamic framerate, when moving, but then it would be some specific problem with your graphics card.
Objects can cause framerate loss, see above.

There is a visual bug I noticed, the flowers in the grass are making patches of the 3d grass white which looks kind of odd, would removing that and replacing them with 3d flowers later on down the line make the grass look that bit more realistic? And having a grass draw distance option would be absolutely brilliant for photos, high end computers etc
Title: Re: Latest version: 0.7.11.3074
Post by: cameni on May 10, 2012, 02:52:06 am
Yes, known issues. Grass takes its color from the grassy terrain texture; the flowers will be created in 3D. Nevertheless, I like how it looks like a dried grass in the distance. I think I'll replace the flowery texture with one with patches of dry grass instead.

Shadows don't work on the grass, I will add them only after we make a shadow mask. The way shadows are done now also causes visual bugs in the shadowed parts, it will be fixed by the mask as well.

The distance is going to be configurable, I just wanted to get it out quickly now. Btw, with current distance of 25m, there are around 5 million triangles of grass being thrown at the card, a small percentage of it being culled on the GPU.
Title: Re: Latest version: 0.7.11.3074
Post by: Chaoss on May 10, 2012, 03:21:05 am
Yes, known issues. Grass takes its color from the grassy terrain texture; the flowers will be created in 3D. Nevertheless, I like how it looks like a dried grass in the distance. I think I'll replace the flowery texture with one with patches of dry grass instead.

Shadows don't work on the grass, I will add them only after we make a shadow mask. The way shadows are done now also causes visual bugs in the shadowed parts, it will be fixed by the mask as well.

The distance is going to be configurable, I just wanted to get it out quickly now. Btw, with current distance of 25m, there are around 5 million triangles of grass being thrown at the card, a small percentage of it being culled on the GPU.

I understand and wow that is A LOT of triangles being drawn, I like the dried appearance but right now it looks to white and the dry bits would usually live under trees and up against the edges of things . Something else I noticed and I'm not sure whether or not this will be changed is the frequency and locations of mud patches. I was trying to get an all grassy meadow type view for a desktop wallpaper but there were to many mud patches, maybe spread them out a bit and increase their size a little. The mud patches themselves appear to bright and/or under-saturated as well, I wasn't sure if this was intentional or will change later on or not. I have a monitor with extremely accurate color representation designed for graphics editing, broadcast checking, medical imagery and cad work so i tend to notice these things more.

In terms of the grass blades themselves I am very very impressed, I have never seen the grass being done like that in a game or real time 3d application before, it looks very very realistic and I love how it's different lengths (short in certain areas etc). as previously recommended though maybe make the blades just a tiny bit more dense at around a 1m radius around the players feet so when you look directly down, the blades look like they are more dense and you can't see the base ground so easily.

The distance blending is REALLY good, I don't see the grass pop in or out as i slowly fly towards or away from the ground. I did notice a small bug though, when you fly down towards the grass (in ufo mode) and slowly fly forward the closest blades disappear before they are completely off-screen.

Another minor visual tweak I think would look great Is to randomize the direction of the grass a bit, currently it is all pointing up and looks quite systematized. Here is a reference of some longer grass compared to Outerra's grass
(http://www.gardenvisit.com/assets/madge/long_short_grass/600x/long_short_grass_600x.jpg) (http://img31.imageshack.us/img31/8297/refo.jpg)

The color of the overall grass and grass texture could use a tiny tiny tiny tiny but of tweaking as well (there's just a bit to much of an orangy/yellowish hue, the grass currently looks to 'warm') probably nit picking now though. Try making it look a bit 'colder'

Here's some images I've taken, these should give you a nice view of the grass for those of you who haven't bought the alpha yet, click for the full size pics (2560x1440)

(http://img109.imageshack.us/img109/2362/10thmay20121.jpg)

(http://img195.imageshack.us/img195/7324/10thmay20122.jpg)

(http://img864.imageshack.us/img864/3796/10thmay20123.jpg)

(http://img803.imageshack.us/img803/4837/10thmay20124.jpg)
Title: Re: Latest version: 0.7.11.3074
Post by: ChookWantan on May 10, 2012, 04:14:28 pm
I was going to mention the beach grass... Looks great when it is being rendered, but the bumps in the background that are supposed to blend just look strange on the flat beach.
Title: Re: Latest version: 0.7.11.3074
Post by: pico on May 10, 2012, 05:25:48 pm
I have found a Place with a lot of this Pushup Bugs.
(When you fly through a Valley and it is pushing you up.)
Title: Re: Latest version: 0.7.11.3074
Post by: ZeosPantera on May 10, 2012, 06:58:52 pm
Oh. Icelands mountainous regions also have pretty severe topographical striping. It looks like a drawing.
Title: Re: Latest version: 0.7.11.3074
Post by: drdeemanou on May 11, 2012, 03:34:55 pm
For some reason, whenever i go underwater, it doesnt look anything like the view thats presented in the following video:

Underwater scene in Outerra (http://www.youtube.com/watch?v=6KhFBES0o0g#ws)

Instead, its extremely dark and i cant see the surface. its just all black. anyone else having this same problem?
Title: Re: Latest version: 0.7.11.3074
Post by: ZeosPantera on May 11, 2012, 03:48:25 pm
Well yes actually. I think this was a beta feature he was testing or he modified the waters scattering which was also only in the beta, beta.
Title: Re: Latest version: 0.7.11.3074
Post by: cameni on May 11, 2012, 03:50:32 pm
Underwater rendering is broken at the moment, and the surface is rendered incorrectly. You can adjust the darkness in environmental settings.
Title: Re: Latest version: 0.7.11.3074
Post by: pico on May 11, 2012, 04:58:04 pm
Environmental Settings Save Config please.  ???
Title: Re: Latest version: 0.7.11.3074
Post by: ZeosPantera on May 12, 2012, 02:50:50 am
May need to set the grass changeover distance to farther away depending on the FOV.
www.youtube.com/watch?v=17ElnnNbamo (http://www.youtube.com/watch?v=17ElnnNbamo#)

at 90° it is much less visible than my standard 45°
Title: Re: Latest version: 0.7.11.3074
Post by: cameni on May 12, 2012, 03:25:15 am
Right, I didn't think about FOV there. Right now there's an architectural limit on how far the 3D grass can go. It's currently set to 25m, can go only as far as 30-35m. I need to tie it to a coarser level LOD and change a few things there to enable farther distances.
Title: Re: Latest version: 0.7.11.3074
Post by: lookastdu on May 12, 2012, 07:52:30 am
I have found a Place with a lot of this Pushup Bugs.
(When you fly through a Valley and it is pushing you up.)
I'm not alone with this bug. :>
http://youtu.be/aUgSv4-LyxI?hd=1 (http://youtu.be/aUgSv4-LyxI?hd=1)

Cameni, have you added it to your bug list? I'm asking because I don't know if you have read my post with video on page 17 of topic.
Title: Re: Latest version: 0.7.11.3074
Post by: cameni on May 12, 2012, 08:18:35 am
Still trying to replicate it. Which means it could be hw-specific :(
Title: Re: Latest version: 0.7.11.3074
Post by: Chaoss on May 12, 2012, 08:19:17 am
I have found a Place with a lot of this Pushup Bugs.
(When you fly through a Valley and it is pushing you up.)
I'm not alone with this bug. :>
http://youtu.be/aUgSv4-LyxI?hd=1 (http://youtu.be/aUgSv4-LyxI?hd=1)

Cameni, have you added it to your bug list? I'm asking because I don't know if you have read my post with video on page 17 of topic.

I've had this bug several times, always in between valleys.

Here's my hardware specs

Operating System
   MS Windows 7 Ultimate 64-bit SP1
CPU
   Intel Core i3/i5/i7  @ 3.20GHz   43 °C
   Sandy Bridge-E/EP 32nm Technology
RAM
   31.9 GB DDR3 @ 800MHz (9-9-9-24)
Motherboard
   Gigabyte Technology Co., Ltd. X79-UD5 (SOCKET 0)   30 °C
Graphics
   Standard Monitor (2560x1440@101Hz)
   DELL 2007FP (1600x1200@60Hz)
   1280MB GeForce GT 560 Ti 448   37 °C
Hard Drives
   234GB ATA Corsair Force 3 SCSI Disk Device (SATA)
   59GB ATA Corsair Force 3 SCSI Disk Device (SATA)
   977GB FUJITSU MARVELL Raid VD 0 SCSI Disk Device (SATA)
Optical Drives
   PIONEER BD-RW   BDR-206 SCSI CdRom Device
Audio
   SB X-Fi Xtreme Audio
Title: Re: Latest version: 0.7.11.3074
Post by: Jagerbomber on May 12, 2012, 10:00:13 am
Right, I didn't think about FOV there. Right now there's an architectural limit on how far the 3D grass can go. It's currently set to 25m, can go only as far as 30-35m. I need to tie it to a coarser level LOD and change a few things there to enable farther distances.

Like a slider.  :P
Title: Re: Latest version: 0.7.11.3074
Post by: Chaoss on May 12, 2012, 10:09:15 am
Right, I didn't think about FOV there. Right now there's an architectural limit on how far the 3D grass can go. It's currently set to 25m, can go only as far as 30-35m. I need to tie it to a coarser level LOD and change a few things there to enable farther distances.

Like a slider.  :P

Or.... or.. a steam punk style valve that you have to turn :)
Title: Re: Latest version: 0.7.11.3074
Post by: SpaceFlight on May 12, 2012, 10:40:46 am
Or.... or.. a steam punk style valve that you have to turn :)

Thats a great idea. I'll put that thing on the back of my monitor.
Title: Re: Latest version: 0.7.11.3074
Post by: Jagerbomber on May 12, 2012, 01:40:57 pm
Or.... or.. a steam punk style valve that you have to turn :)

Thats a great idea. I'll put that thing on the back of my monitor.

Make sure it's really big and hard to turn.
Title: Re: Latest version: 0.7.11.3074
Post by: cameni on May 12, 2012, 02:07:48 pm
Okay, found the bumping bug. Looks it needed me to fly in a specific altitude.
Title: Re: Latest version: 0.7.11.3074
Post by: ZeosPantera on May 12, 2012, 02:13:51 pm
Right, I didn't think about FOV there. Right now there's an architectural limit on how far the 3D grass can go. It's currently set to 25m, can go only as far as 30-35m. I need to tie it to a coarser level LOD and change a few things there to enable farther distances.

How is that going to effect the use of things like Binoculars and rifle scopes? No game on earth need binoculars more than Outerra and zooming into "people", vehicles and structures far far away means you will need the detailed grass at their feet.
Title: Re: Latest version: 0.7.11.3074
Post by: cameni on May 12, 2012, 02:28:12 pm
The LOD system will need to account for that. In terms of the terrain detail it's as if you had put the camera viewpoint far ahead of you, but with a parallelized projection. The terrain and vegetation needs to be generated for that position. I guess it will take a while until the eyes adapt, which can help hiding the terrain being generated.
Title: Re: Latest version: 0.7.11.3080
Post by: cameni on May 16, 2012, 05:09:42 pm
Version 0.7.11.3080

Grass still needs more work, the distance range doesn't work yet correctly above roughly 25m. To reduce shimmering while not losing performance too much please set antialiasing mode to MSAA 2X + FXAA.

(http://i.minus.com/jXKVQshAg3btU.png) (http://minus.com/lXKVQshAg3btU)
Title: Re: Latest version: 0.7.11.3080
Post by: Chaoss on May 16, 2012, 06:12:04 pm
Version 0.7.11.3080
  • Several updates to 3D grass - bent blades, LOD levels, 40% speedup in grass rendering
  • Fixed MSAA modes, added MSAA2+FXAA mode (recommended)
  • fixed terrain intersection in valleys (bumper bug)
  • skipping extra frames when recording video with unlocked framerates

Grass still needs more work, the distance range doesn't work yet correctly above roughly 25m. To reduce shimmering while not losing performance too much please set antialiasing mode to MSAA 2X + FXAA.

(http://i.minus.com/jXKVQshAg3btU.png) (http://minus.com/lXKVQshAg3btU)

It looks very nice, I'm not to sure about the short grass though it looks very 'plastic', the long grass is really nice though :)
Title: Re: Latest version: 0.7.11.3074
Post by: Bartolomeus on May 16, 2012, 06:54:06 pm
Great news Cameni! Testing now. ;)

Marko
Title: Re: Latest version: 0.7.11.3074
Post by: ZeosPantera on May 16, 2012, 08:50:58 pm
Hrm.. If I have the WIP grass enabled I get no grass but the ground flattens like it should to the distance I set.. If I disable grass the bumpy ground re-appears so something is still working.

What should I do?
Title: Re: Latest version: 0.7.11.3074
Post by: Jagerbomber on May 16, 2012, 10:15:32 pm
I don't know... I think the grass loads slower.  It seems similar to the change you made back when you "made roads generate faster."  I think it's slower for me.  For roads it's mainly only noticeable when you create the road, but with the grass it's of course more noticeable - you travel fast at all it pops into view instead of "growing" or whatever.
Title: Re: Latest version: 0.7.11.3074
Post by: kcgb on May 17, 2012, 12:36:02 am
Grass looks like it grows in chunks now, not like it just comes out of the ground
Title: Re: Latest version: 0.7.11.3074
Post by: cameni on May 17, 2012, 12:39:17 am
Hrm.. If I have the WIP grass enabled I get no grass but the ground flattens like it should to the distance I set.. If I disable grass the bumpy ground re-appears so something is still working.

What should I do?
I need to check it on 4850 card, did the previous version work ok?
Title: Re: Latest version: 0.7.11.3074
Post by: cameni on May 17, 2012, 12:40:03 am
I don't know... I think the grass loads slower.  It seems similar to the change you made back when you "made roads generate faster."  I think it's slower for me.  For roads it's mainly only noticeable when you create the road, but with the grass it's of course more noticeable - you travel fast at all it pops into view instead of "growing" or whatever.
What graphics card & driver?
Title: Re: Latest version: 0.7.11.3074
Post by: ZeosPantera on May 17, 2012, 01:22:54 am
Hrm.. If I have the WIP grass enabled I get no grass but the ground flattens like it should to the distance I set.. If I disable grass the bumpy ground re-appears so something is still working.

What should I do?
I need to check it on 4850 card, did the previous version work ok?

Like a charm. http://i.minus.com/iWhxlXGJO785P.png (http://i.minus.com/iWhxlXGJO785P.png)
Title: Re: Latest version: 0.7.11.3074
Post by: cameni on May 17, 2012, 03:25:18 am
Zeos, on my 4850 it works flawlessly. Can you send me your eng.log after you enable debug_mode in eng.cfg?
Title: Re: Latest version: 0.7.11.3074
Post by: ZeosPantera on May 17, 2012, 03:41:11 am
Here you go. http://i.minus.com/1337326797/QRJa26Yhf67qW5ZcymKhRg/dvrPchuzMLoPP.log (http://i.minus.com/1337326797/QRJa26Yhf67qW5ZcymKhRg/dvrPchuzMLoPP.log) or this http://minus.com/mwkWwbRii/5 (http://minus.com/mwkWwbRii/5) if that direct link doesn't work.
Title: Re: Latest version: 0.7.11.3074
Post by: cameni on May 17, 2012, 05:22:05 am
Nothing there, the only difference is that I was using 12.3 Catalyst driver (6.14.10.11554) and you are running with 12.4.
I'll test it with 12.4 when I get home. But I actually hope it's not in that.
Title: Re: Latest version: 0.7.11.3074
Post by: pico on May 17, 2012, 07:25:55 am
I like the newest Version. You fixed the Pushup Bug.  :)
Title: Re: Latest version: 0.7.11.3074
Post by: lookastdu on May 17, 2012, 01:30:45 pm
I also have this "tiled" grass, here pics:
(http://img521.imageshack.us/img521/3064/screen1337275519.th.png) (http://imageshack.us/photo/my-images/521/screen1337275519.png/)
(http://img100.imageshack.us/img100/2594/screen1337275550.th.png) (http://imageshack.us/photo/my-images/100/screen1337275550.png/)

Catalyst 12.4, Radeon 3870.
Grass render distance set to 35m. This is really 35m? I suppose before patch there was 25 meters, but "growing from ground" looked nicer in my opinion.

Oh, and yes, I haven't noticed "bumping bug" so far. ;)
Title: Re: Latest version: 0.7.11.3074
Post by: yannick13014 on May 17, 2012, 01:45:16 pm
We need the complet version to enable the grass?
Title: Re: Latest version: 0.7.11.3074
Post by: lookastdu on May 17, 2012, 02:01:42 pm
Yes, you need to buy pre-alpha version to enable this work-in-progress feature.
Title: Re: Latest version: 0.7.11.3074
Post by: Jagerbomber on May 17, 2012, 05:09:34 pm
I don't know... I think the grass loads slower.  It seems similar to the change you made back when you "made roads generate faster."  I think it's slower for me.  For roads it's mainly only noticeable when you create the road, but with the grass it's of course more noticeable - you travel fast at all it pops into view instead of "growing" or whatever.
What graphics card & driver?
EVGA GTX 570 Superclocked 1280MB 296.17 for W8 64bit.  They still haven't released the latest round of drivers for W8 even though they said there would be regular driver updates for it.  ::)
I'm also using 1080 terrain setting and MSAA&FXAA.  It's a little faster at 480.  I might just be straining it. idk
Title: Re: Latest version: 0.7.11.3074
Post by: kcgb on May 17, 2012, 08:37:54 pm
Grass only grows in chunks if the render distance is over 23M
Title: Re: Latest version: 0.7.11.3074
Post by: cameni on May 18, 2012, 12:36:51 am
I also have this "tiled" grass, here pics:
Grass render distance set to 35m.
Distances above ~25 don't work yet correctly, I'm changing it so it can go further.
Title: Re: Latest version: 0.7.11.3074
Post by: cameni on May 18, 2012, 12:38:28 am
EVGA GTX 570 Superclocked 1280MB 296.17 for W8 64bit.  They still haven't released the latest round of drivers for W8 even though they said there would be regular driver updates for it.  ::)
I'm also using 1080 terrain setting and MSAA&FXAA.  It's a little faster at 480.  I might just be straining it. idk
That card should have enough power for that. Are you using default settings?
Title: Re: Latest version: 0.7.11.3074
Post by: cameni on May 18, 2012, 03:30:27 am
3080 version works on 4850 also with 12.4 drivers. 4890 is slightly different architecture form other 48xx cards, but it would be odd even for AMD if it didn't work. There's nothing significantly different form the previous version.

Zeos, could you try a fresh install with default settings? Or perhaps moving away the cfg files for testing would suffice.
Title: Re: Latest version: 0.7.11.3074
Post by: ZeosPantera on May 18, 2012, 03:54:51 am
I removed the CFG files.. Grass worked.

I will put them back one at a time and see what happens.

EDIT: Removed the world.cfg and the grass worked. Do you want it? Edit, Edit.. I attached it.
Title: Re: Latest version: 0.7.11.3074
Post by: cameni on May 18, 2012, 04:20:19 am
Ok, it's the max-level for which the terrain is generated, grass apparently requires at least 21, though technically it should work from level 19. The finer levels are used for culling, and the algorithm didn't expect they would not be there.
Title: Re: Latest version: 0.7.11.3074
Post by: Jagerbomber on May 18, 2012, 05:25:46 pm
EVGA GTX 570 Superclocked 1280MB 296.17 for W8 64bit.  They still haven't released the latest round of drivers for W8 even though they said there would be regular driver updates for it.  ::)
I'm also using 1080 terrain setting and MSAA&FXAA.  It's a little faster at 480.  I might just be straining it. idk
That card should have enough power for that. Are you using default settings?

Nvidia settings?  Yes.
Title: Re: Latest version: 0.7.11.3082
Post by: cameni on May 20, 2012, 04:28:44 pm
Version 0.7.11.3082
Title: Re: Latest version: 0.7.11.3082
Post by: Jagerbomber on May 20, 2012, 04:52:57 pm
It keeps locking up on me as soon as I move close enough to where the grass should be visible when it's enabled, no matter what setting.  Does not freeze if it is disabled.
Title: Re: Latest version: 0.7.11.3082
Post by: cameni on May 20, 2012, 05:03:33 pm
Sorry, fixed now.
Title: Re: Latest version: 0.7.11.3082
Post by: pico on May 20, 2012, 05:41:05 pm
Very good new Version.  :)
Title: Re: Latest version: 0.7.11.3082
Post by: Jagerbomber on May 20, 2012, 05:41:29 pm
What took you so long?   ::) ;D

Now that's nice.  Runs and loads pretty smooth too.

As one to want to push the limits on graphics (or to get devs to  :P) is even farther possible?  (I notice that the next ground LOD isn't much further out.  Actually there seems to be 2 or more ground LODs pretty close to each other beyond 50m?).  I like the highest LOD to reach out as far as possible as long as my framerate doesn't go too low.  Things loading in, unfortunately, breaks immersion for me, but I certainly understand there's hardware limits and other things.
Title: Re: Latest version: 0.7.11.3082
Post by: Chaoss on May 20, 2012, 05:45:48 pm
Nice work, it seems to lag though, not low fps like it'll freeze momentary quite a bit
Title: Re: Latest version: 0.7.11.3082
Post by: cameni on May 21, 2012, 01:31:30 am
Farther would be possible, but it needs to be synced with the terrain LOD and quality settings. The grass LOD system is independent from the terrain, but it relies on certain terrain level to fetch the data from. If I hook it onto even coarser level, the detail how it copies the terrain and grass canopy will be coarser as well.

What needs to be done here is to not remove grass data when you turn around, to detach the grass from dependency on prefetch levels settings.

Chaoss, please attach your eng.log and time.log so I can see where the lag you speak of comes from.
Title: Re: Latest version: 0.7.11.3082
Post by: Bartolomeus on May 21, 2012, 03:03:16 am
Great new version! I like the extended grass range. Run's pretty smooth on the GTX 690.

Marko
Title: Re: Latest version: 0.7.11.3082
Post by: Foxiol on May 21, 2012, 03:19:33 pm
Yes, now the grass looks more integrated in the view at some closed areas.

Great version Cameni.
Title: Re: Latest version: 0.7.11.3082
Post by: Chaoss on May 21, 2012, 03:45:31 pm
Farther would be possible, but it needs to be synced with the terrain LOD and quality settings. The grass LOD system is independent from the terrain, but it relies on certain terrain level to fetch the data from. If I hook it onto even coarser level, the detail how it copies the terrain and grass canopy will be coarser as well.

What needs to be done here is to not remove grass data when you turn around, to detach the grass from dependency on prefetch levels settings.

Chaoss, please attach your eng.log and time.log so I can see where the lag you speak of comes from.

Having problems post them on your forums, says error occurred (what does that word mean by the way I've never heard it being use din that way). I've put them into an archive
Title: Re: Latest version: 0.7.11.3082
Post by: cameni on May 21, 2012, 04:05:13 pm
Hmm, lots of sync everywhere.
Could be a driver problem with the 30x.xx line of drivers, been reported elsewhere too.

Or else the card has run out of memory with your current settings. Try lowering terrain quality to see if it persists.
Title: Re: Latest version: 0.7.11.3082
Post by: Chaoss on May 21, 2012, 04:16:21 pm
Hmm, lots of sync everywhere.
Could be a driver problem with the 30x.xx line of drivers, been reported elsewhere too.

Or else the card has run out of memory with your current settings. Try lowering terrain quality to see if it persists.

I tried this but it made no effect
Title: Re: Latest version: 0.7.11.3082
Post by: cameni on May 21, 2012, 04:20:31 pm
Please try once more with default settings - just move away your cfg files for a moment to test it. If it's the same with the default settings, it will be some problem with the driver and some feature used recently.
Title: Re: Latest version: 0.7.11.3082
Post by: pico on May 22, 2012, 01:51:40 pm
The Grass has still Shadows if the Trees are switched off.
Title: Re: Latest version: 0.7.11.3082
Post by: cameni on May 23, 2012, 02:15:43 am
Hmm trees can be switched off in the non-developer version?
Title: Re: Latest version: 0.7.11.3086
Post by: pico on May 24, 2012, 10:46:44 am
Outerra - world.cfg - trees = false. I guess.

I like to play without Trees sometimes.
Title: Re: Latest version: 0.7.11.3086
Post by: foxfiles on May 24, 2012, 11:58:58 am
I'm just seeing your posts above, by the way it might be cool to be able to switch off all the vegetation ...
I imagine a "bald-like" planet, with only rough rocky terrain...
Title: Re: Latest version: 0.7.11.3086
Post by: [deleted] on May 24, 2012, 12:34:04 pm
I'm just seeing your posts above, by the way it might be cool to be able to switch off all the vegetation ...
I imagine a "bald-like" planet, with only rough rocky terrain...

you could in old versions... then cameni removed it.
Title: Re: Latest version: 0.7.11.3086
Post by: cameni on May 24, 2012, 01:44:05 pm
There actually is a key to turn off the trees in runtime, but it's only enabled in dev version. Together with a couple of other keys. It was enabled in older versions, but people were accidentally pressing them and then wondering, so we removed them.
Title: Re: Latest version: 0.7.11.3086
Post by: [deleted] on May 24, 2012, 02:12:49 pm
There actually is a key to turn off the trees in runtime, but it's only enabled in dev version. Together with a couple of other keys. It was enabled in older versions, but people were accidentally pressing them and then wondering, so we removed them.

You removed the dev options in public versions for these reasons ? Seriously ?  :-\
Title: Re: Latest version: 0.7.11.3086
Post by: cameni on May 24, 2012, 02:35:09 pm
Yes, what's wrong with it? They never were meant to be accessible for the users, as they all were debugging/development helpers.
Title: Re: Latest version: 0.7.11.3086
Post by: [deleted] on May 24, 2012, 02:58:13 pm
Yea but they were cool. And we are testers :P
Title: Re: Latest version: 0.7.11.3086
Post by: cameni on May 24, 2012, 03:53:50 pm
But not developers :)

Actually I was considering to put some of them into the public builds again, available after enabling it in configuration file.
Title: Re: Latest version: 0.7.11.3086
Post by: ZeosPantera on May 24, 2012, 08:58:28 pm
I really liked the Wireframe showing the terrain LOD changing.

Maybe things like that could be re-added.
Title: Re: Latest version: 0.7.11.3086
Post by: Jagerbomber on May 24, 2012, 09:04:38 pm
Restart to apply button doesn't work right anymore.

Can't save grass distance.

Edit:  It is hanging on a normal exit as well.  Luckily it's saving my progress and appears to have saved my grass distance now.  Not sure when that decided to work.  Doesn't seem to hang every time.
Title: Re: Latest version: 0.7.11.3086
Post by: cameni on May 25, 2012, 12:56:28 am
You are on W8, right? Anyone else experiencing that on W7, XP?
Title: Re: Latest version: 0.7.11.3086
Post by: Chaoss on May 25, 2012, 06:12:14 am
You are on W8, right? Anyone else experiencing that on W7, XP?

The restart buttons never worked for me either I just assumed it wasn't coded in yet. I'm on Windows 7
Title: Re: Latest version: 0.7.11.3086
Post by: cameni on May 25, 2012, 06:42:09 am
Does eng.log tell you anything after you press restart-to-apply button? Is it silently ignored?

Btw you didn't reply on this (http://www.outerra.com/forum/index.php?topic=792.msg12156#msg12156). And there was a new Nvidia driver released in the mean time too.
Title: Re: Latest version: 0.7.11.3086
Post by: Chaoss on May 25, 2012, 12:45:32 pm
Does eng.log tell you anything after you press restart-to-apply button? Is it silently ignored?

Btw you didn't reply on this (http://www.outerra.com/forum/index.php?topic=792.msg12156#msg12156). And there was a new Nvidia driver released in the mean time too.

I haven't had chance to try it yet, I'll report back when I do (It's been mega hot here so not really been at the PC much)
Title: Re: Latest version: 0.7.11.3086
Post by: Jagerbomber on May 25, 2012, 04:58:56 pm
Here's my log from right after hitting restart to apply, though I'm not exactly sure when/how often it actually writes to the log file.  It fails to terminate the program.  As soon as I end the Outerra process in task manager, while the command prompt is waiting for it to terminate, it restarts.

I know you weren't talking to me, but still no new W8 driver since 296.17.

Title: Re: Latest version: 0.7.11.3086
Post by: cameni on May 25, 2012, 05:27:38 pm
I found the hanging issue, but now your log baffles me. It seems to go past that check point ...
Title: Re: Latest version: 0.7.11.3086
Post by: Jagerbomber on May 25, 2012, 06:38:15 pm
Oh sorry.  Just looked at the date.  Ran outerra once today, hit the button and grabbed the log without terminating the frozen program.  Somehow this log is from 2 days ago? :o Yet still after the update...

When does it make the log text file?
Title: Re: Latest version: 0.7.11.3086
Post by: cameni on May 26, 2012, 12:50:56 am
The date reported on the first line is the date when the build was made.

There's some lag when the log entries are written as the logger runs asynchronously, upon crashes there can be some messages lost.
Title: Re: Latest version: 0.7.11.3086
Post by: Jagerbomber on May 26, 2012, 01:39:33 am
oh
Title: Re: Latest version: 0.7.11.3089
Post by: cameni on May 28, 2012, 05:20:54 am
Version 0.7.11.3089
Title: Re: Latest version: 0.7.11.3089
Post by: Chaoss on May 28, 2012, 10:28:11 am
Version 0.7.11.3089
  • animated grass (temporarily using ocean waves)
  • short grass produces V-shaped blades (denser)
  • front-to-back rendering of grass (faster)
  • added ui slider for lod1 grass distance
  • fixed grass steps on slopes
  • linear interpolation of grass color instead of blocky
  • fixed occasional hangup at exit
  • fixed bounding box of tiles with grass

I'm really liking the progress on this, I still think the *VERY* short grass could use a little more density but it does look a lot better :)
Title: Re: Latest version: 0.7.11.3089
Post by: SpaceFlight on May 28, 2012, 10:54:56 am
With the animated grass, the land environment comes to life now. Awesome!
It probably does not have high priority right now, but I am wondering when approximately the OT guy will  be animated? Will it be after the integration of the 'object importer' and the '3D trees'?
I am interested to see how an animated character would look like in OT.
Title: Re: Latest version: 0.7.11.3089
Post by: Jagerbomber on May 28, 2012, 11:04:55 am
It probably does not have high priority right now, but I am wondering when approximately the OT guy will  be animated? Will it be after the integration of the 'object importer' and the '3D trees'?
I am interested to see how an animated character would look like in OT.

He will probably look like this.  ;D
Quote
http://www.youtube.com/watch?v=iRZ2Sh5-XuM
Title: Re: Latest version: 0.7.11.3089
Post by: SpaceFlight on May 28, 2012, 11:32:59 am
It probably does not have high priority right now, but I am wondering when approximately the OT guy will  be animated? Will it be after the integration of the 'object importer' and the '3D trees'?
I am interested to see how an animated character would look like in OT.

He will probably look like this.  ;D
Quote
http://www.youtube.com/watch?v=iRZ2Sh5-XuM

I have seen this somewhere before... :D
Title: Re: Latest version: 0.7.11.3089
Post by: ZeosPantera on May 28, 2012, 12:38:13 pm
Well next step after grass should be trees and bushes since both will use the same generator.

When the model importer shows up and people start importing crazy stuff with trees and grass and maybe some clouds. This thing is going to explode.
Title: Re: Latest version: 0.7.11.3089
Post by: Chaoss on May 28, 2012, 01:50:33 pm
Well next step after grass should be trees and bushes since both will use the same generator.

When the model importer shows up and people start importing crazy stuff with trees and grass and maybe some clouds. This thing is going to explode.

I agree mostly, although we do still need rocks/boulders and caves in order to be a complete 'world' although I think caves are impossible to do on terrain, especially randomly generated ones
Title: Re: Latest version: 0.7.11.3089
Post by: cameni on May 28, 2012, 01:53:41 pm
Damn, he said the word.
Title: Re: Latest version: 0.7.11.3089
Post by: Jagerbomber on May 28, 2012, 01:57:54 pm
Impossible?  Cameni doesn't know the meaning!  ;D
Title: Re: Latest version: 0.7.11.3089
Post by: Jagerbomber on May 28, 2012, 01:59:43 pm
I have seen this somewhere before... :D

I forget, did somebody (you?) already post that here?  I actually saw that video a while before it was posted here.
Title: Re: Latest version: 0.7.11.3089
Post by: Chaoss on May 28, 2012, 02:02:12 pm
Impossible?  Cameni doesn't know the meaning!  ;D

Caves are something that are impossible to seamlessly mix with terrain unless they are modeled by a skilled artist using mesh. even in games it seems to be crudely done. I've never seen anyone seamlessly merge terrain (especially as detailed as Cameni's) and aa dynamically generated cave system into one, It'd be impossible to 'cut' holes into the terrain as well
Title: Re: Latest version: 0.7.11.3089
Post by: cameni on May 28, 2012, 02:20:08 pm
It was discussed earlier (http://www.outerra.com/forum/index.php?topic=78). Not trivial, but definitely not impossible either.
Title: Re: Latest version: 0.7.11.3089
Post by: SpaceFlight on May 28, 2012, 03:08:28 pm
I have seen this somewhere before... :D

I forget, did somebody (you?) already post that here?  I actually saw that video a while before it was posted here.

I didn't post it, but I thought I had seen this video on this forum before, could have been a different site though...
Title: Re: Latest version: 0.7.11.3089
Post by: AKNightHawk on May 30, 2012, 04:53:15 am
Sounds like he is tryin to give ya a challenge cameni hehe I say.. Make him eat his words! :D And yeah I am still around I just don't chat much.
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 10, 2012, 08:56:03 am
Version 0.7.11.3100

This version brings performance optimizations and fixes, on a test scene the frame rate jumped from 34 fps to 41.

It also features better detection of foreign modules that inject into other apps to display some overlays. Doing so they often interfere with the rendering, so ultimately I'd like to detect the ones that don't play nice and warn user about it. If you are getting graphical bugs with some such software, please attach your eng.log so we can find what dll causes it and create a blacklist.

Lighting during sunsets is improved, and there is also a minimum ambient light level preserved during the night, so you can still see silhouettes as if lighted by the stars. The output should be monochromatic in that case, but that's not yet done.

Roads should no longer vanish if the app crashes during a road update - please report if this works for you.

(http://i.minus.com/jbqSu3J5Vcgya5.png) (http://minus.com/lbqSu3J5Vcgya5)
Title: Re: Latest version: 0.7.11.3100
Post by: PRiME on June 10, 2012, 09:00:21 am
Great work
Title: Re: Latest version: 0.7.11.3100
Post by: zajacisko on June 10, 2012, 10:17:52 am
Oh God, I didn't thought, that sunset could look better. It does! Good job again :)
Title: Re: Latest version: 0.7.11.3100
Post by: Jagerbomber on June 10, 2012, 11:55:55 am
Updated to the W8 RP earlier this week and haven't used Outerra yet.  I forget (again  :-[), which files/folders from my backup can I copy into my new installation so that I can keep my world without messing with updates?
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 10, 2012, 12:06:02 pm
Everything that was in the data directory. Your edits are in the cache subfolder, and saved cameras in campos.

Btw there was a new beta driver for W8 released recently.
Title: Re: Latest version: 0.7.11.3100
Post by: Ice Cold Killa on June 10, 2012, 01:37:54 pm
Noooo, where's the model importer?!
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 10, 2012, 01:39:57 pm
http://www.outerra.com/forum/index.php?topic=1080.msg12491#msg12491 (http://www.outerra.com/forum/index.php?topic=1080.msg12491#msg12491)
Title: Re: Latest version: 0.7.11.3100
Post by: Jagerbomber on June 10, 2012, 02:02:05 pm
Btw there was a new beta driver for W8 released recently.

It's not on the Nvidia website.
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 10, 2012, 02:29:20 pm
http://forums.laptopvideo2go.com/topic/29521-toshiba-mobile-geforce-30271-windows-8-preview-released/ (http://forums.laptopvideo2go.com/topic/29521-toshiba-mobile-geforce-30271-windows-8-preview-released/)
Title: Re: Latest version: 0.7.11.3100
Post by: Jagerbomber on June 10, 2012, 04:43:33 pm
Mobile...  It might work, but I'd rather wait.
Title: Re: Latest version: 0.7.11.3100
Post by: vitalka on June 11, 2012, 01:32:56 am
New version 0.7.11.3100 last is not started worked what to do???
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 11, 2012, 01:34:52 am
Attach your eng.log here, also check if there's a crash.log file in your data directory.
Title: Re: Latest version: 0.7.11.3100
Post by: vitalka on June 11, 2012, 01:53:59 am
Here :'(
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 11, 2012, 02:38:34 am
Seems your terrain data got corrupted. Please delete the base.desc in your data directory (under data/earth/+x/base.desc, the same for -x, -y +y -z +z).
Title: Re: Latest version: 0.7.11.3100
Post by: vitalka on June 11, 2012, 03:19:25 am
Thanks cameni , has earned ::)
Title: Re: Latest version: 0.7.11.3100
Post by: Kviki on June 11, 2012, 02:38:01 pm
Hi. The latest update seems to have had a bad effect on my PCs. On my older low-end PC the sea surface is dark-blue, the waves are barely noticeable. It's also gotten pretty laggy unlike the update before. Sea surface also loads in ''chunks'' which dissapear when you get closer. On my newer PC the 3D grass is missing, everything runs fine on it so far though. However I've seen a terrain chunk (which doesn't belong there) generated over a certain area, but it's gone now.

http://i.imgur.com/G7I5T.jpg (http://i.imgur.com/G7I5T.jpg)


EDIT: Fixed. Everything works again apart from the hellish lag on my older PC. Fixed it by deleting eng and world config files (As Cameni mentioned in the Anteworld thread [which I didn't read  ;D])
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 11, 2012, 03:10:33 pm
Please attach your eng.log here, preferably from both. Is the 3D grass turned on on the newer PC?
Title: Re: Latest version: 0.7.11.3100
Post by: Kviki on June 11, 2012, 04:19:03 pm
I did fix it cameni, by deleting the eng and config files as stated in the edit. Though here's the eng log from my older one which still experiences lag.
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 11, 2012, 04:34:08 pm
That's cfg, not log :)

How does the lag manifest?
Title: Re: Latest version: 0.7.11.3100
Post by: Kviki on June 11, 2012, 04:47:50 pm
Woops. Well It's just lagging all the time. Even on low-density grass there's lag. On previous version even with high density and shadow it wasn't lagging as this.

Edit: I've opened task manager and it seems I've been having a not-closed application! However this didn't fix outerra lag  :)

It starts lagging when I look down at the terrain but doesn't lag when I look up to the sky. The camera is slow and shaky but the terrain loads just as normal. I've also noticed that 3D grass dissapeared even though it's on. Happened on my newer pc but now it seems to 've happened here too.
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 11, 2012, 04:55:37 pm
Okay, try updating the drivers from 285 to something newer, 296 (301 may have other problems).

Also, RocketDock probably isn't adding to the performance.
Title: Re: Latest version: 0.7.11.3100
Post by: Kviki on June 11, 2012, 04:58:43 pm
Heh there's a tiny problem with the newer drivers on nvidia's side. They seem to freeze my PC when I watch a video! But for the sake of outerra I'll try em and report how it functions with the new ones, if it's the same i'll switch back to the old -normal- drivers.

Also, how can rocketdock interfere with outerra? It doesn't pop up during the game or anything. Never had problems running it and outerra together (until now?). Ill try the drivers first.
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 11, 2012, 05:05:33 pm
Well it injects to other apps, probably to grab their screens and do fancy effects or something. These types of apps are known to cause issues because they like to inject into the message loop, and access graphics in a way that's not compatible with apps that run renderer loop in a different thread, like OT does.

Not all of the apps lead to problems, but many are known to cause issues like missing terrain, trees, holes etc.
Title: Re: Latest version: 0.7.11.3100
Post by: Kviki on June 11, 2012, 05:14:43 pm
Unfortunately, even with rocketdock off and with the 301 drivers it's still lagging. Perhaps it's time that I upgrade the hardware :?

Also, re-deleting the two files fixes the missing grass once again..
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 11, 2012, 05:21:27 pm
But you say that the older version worked better, right? Hmm, you could revert to the previous version (run outerra.exe from command line with parameter -forceupdate 0.7.11.2968-3089), run around a while and then save the time.log.
Then next run when it updates back to 3100 do the same.

Btw is your frame rate locked to the monitor refresh rate?

What changes you are doing in the configuration so that the grass disappears? Grass depends on terrain depth level ...
Title: Re: Latest version: 0.7.11.3100
Post by: Kviki on June 12, 2012, 07:56:13 am
Well I don't really know how to roll back, I went to the command prompt and typed in
Code: [Select]
START "D:\Program Files (x86)\Outerra\Anteworld\outerra.exe"-forceupdate 0.7.11.2968-3089I've tried it with space between the exe path and the parameter and all it does is pops out an error. And adding the parameter in the shortcut target doesn't work either :p
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 12, 2012, 08:03:01 am
Try just:
Code: [Select]
"D:\Program Files (x86)\Outerra\Anteworld\outerra.exe" -forceupdate 0.7.11.2968-3089
Title: Re: Latest version: 0.7.11.3100
Post by: Kviki on June 12, 2012, 08:42:13 am
Yeah it ran. It ran just like usual but nothing updated. It's still the same (latest) version.
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 12, 2012, 08:52:14 am
Seems it ignores the older update. You can download and apply the update manually Anteworld-0.7.11.2968.patch-3089.exe (http://outerraworld.com/appdata/Anteworld/Anteworld-0.7.11.2968.patch-3089.exe), then run outerra exe with -noupdate switch.

I would like to know if there's indeed such a difference between 3100 and 3089 on that 9600 card. We made one change in the 3100 version that makes it run faster on newer hardware, and what you say looks as if it was slower on the older hardware.
But maybe the change happened earlier, before 3089.
Title: Re: Latest version: 0.7.11.3100
Post by: Kviki on June 12, 2012, 09:16:33 am
Okay I've done it. The lag was reduced for about 60%. I should point out that after patching back to 3100 3D grass was missing, yet enabled in the settings. It was working in 3089. The two logs from each version are in the zip (attachment size limit too low)
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 12, 2012, 09:24:10 am
Almost perfect. Except that I need the time.log, not eng.log :)
But please just send me time.log from 3100 now, if I can't see the problem there the other log won't help me.

That grass is weird. When it's missing, do you see the bumpy grass envelope instead, or just a flat terrain under the grass?
Title: Re: Latest version: 0.7.11.3100
Post by: Kviki on June 12, 2012, 09:29:31 am
Here you go.
I see flat terrain around me and bumpy terrain which is farther away from me. Once I start moving the bumpy terrain goes flat (I don't see the 3D grass at all, only textures) Just like the 3D grass seems to work when it's there.
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 12, 2012, 09:43:52 am
Hmm, I see syncing delays everywhere. This may be because the GPU doesn't have enough memory, 3100 consumes slightly more.

If you set terrain quality to a lower number (360), and restart, does it still happen?
Title: Re: Latest version: 0.7.11.3100
Post by: Kviki on June 12, 2012, 09:47:41 am
I've set it to 240 and It lags much less (but still does). :)
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 12, 2012, 09:54:35 am
Okay, I'll have to look at the memory consumption. Something's getting fat in there.
Thanks for help!
Title: Re: Latest version: 0.7.11.3100
Post by: Kviki on June 12, 2012, 09:56:35 am
Thank you cameni! Do look at the grass too please. Still can't turn it on, even after deleting eng and world files, 3D grass is gone.
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 12, 2012, 10:04:16 am
I thought the missing grass might be related to the memory issue as well. But you said it happens also on the other, better PC. What card is in there?
Title: Re: Latest version: 0.7.11.3100
Post by: Kviki on June 12, 2012, 10:18:24 am
Actually I found a way to replicate it. After changing grass LOD1 distance to 0 and restarting, the grass dissapears. If it's on 1-50 it's working.
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 12, 2012, 10:23:22 am
I thought you weren't tampering with the settings :)

Ok, the way it works, 0 is an invalid value for that setting. Going to fix the UI.
Title: Re: Latest version: 0.7.11.3100
Post by: Kviki on June 12, 2012, 10:32:16 am
I thought so too! ;)
Glad I found it anyway. My fail. Thought if I'd use 0 the high quality grass would show only around me. Now when I set it to 1 and restart, it looks like crap! :D

(Didn't mess with anything but the grass!)
Title: Re: Latest version: 0.7.11.3100
Post by: ecl3ctic on June 13, 2012, 07:50:13 am
So,

I was checking out the latest update so I changed the time of day to view sunrise, and the lighting recalculation slowly rippled through the grass etc, then I turned around and apparently the grass behind me didn't want to exist anymore. Looks like it stopped rendering outside of the visible area once I changed the time. I poked around a bit and no new grass was rendering anywhere anymore, but the stuff that was there before I turned around remained.

I have a gaming laptop and an ATI card with drivers only a few months old, if it matters.

Pic attached..
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 13, 2012, 08:20:39 am
When you restart the app, is the grass rendered again?

Also, how much memory you got on the GPU?
Title: Re: Latest version: 0.7.11.3100
Post by: ecl3ctic on June 13, 2012, 08:51:04 am
2 GB and yes, it's back after a restart. I can't immediately reproduce what just happened before but I'm sure if I mashed times of day and movement and positioning and who knows what else for a while it would happen again.

EDIT: Actually reflecting on my screenshot it looks like it's a terrain LoD issue rather than the grass itself?
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 13, 2012, 09:02:15 am
Looks like it, although that kind of bug happens mainly in heavily mountainous regions. When it happens again, look down and wait a bit to see if it gets refined. If yes, it's a LOD issue, but it must be sensitive to that particular location - please save the camera position and send me the cam pos file then.
Title: Re: Latest version: 0.7.11.3100
Post by: ZeosPantera on June 13, 2012, 01:21:30 pm
(http://i.minus.com/ibexSaSmzwtfVH.png) Had this show up on the horizon.
Title: Re: Latest version: 0.7.11.3100
Post by: Kviki on June 13, 2012, 06:16:20 pm
Those lines also appear when in outer space, looking at the night side it shows the blue lines around the sphere.
Title: Re: Latest version: 0.7.11.3100
Post by: Josedav on June 13, 2012, 11:03:36 pm
   Recently bought this software and my present ver is 0.7.11.3089- where is the new download for ver. 0.7.11.3100 and how is this installed?
Does this auto-update the present ver. of Anteworld or should the old ver. be uninstalled first before downloading the new ver.??
Guess I'm missing something here...
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 14, 2012, 12:43:58 am
It will auto-update, even the free demo will update to 3100. If it doesn't for you, maybe it can't reach the server - something about it should be in the eng.log
Title: Re: Latest version: 0.7.11.3100
Post by: Josedav on June 14, 2012, 01:28:44 pm
It will auto-update, even the free demo will update to 3100. If it doesn't for you, maybe it can't reach the server - something about it should be in the eng.log

Cameni, eng.log states:

"INFO: Outerra 0.7.11, build 3061 from Wed, 25 Apr 2012 18:46:38 GMT
INFO: Initializing engine...
INFO: data root directory: C:\Program Files (x86)\Outerra\
INFO: Windows version: 6.1.7601
INFO: CPU info:
   CPU string: GenuineIntel
   CPU brand string:        Intel(R) Core(TM) i7-2600S CPU @ 2.80GHz
   Stepping ID: 7
   Model: 10
   Family: 6
   Processor type: 0
   Extended model: 2
   Extended family: 0
   Brand Index: 0
   CLFLUSH cache line size: 64
   APIC Physical ID: 4
INFO: GPU System info
    Graphics card: AMD Radeon HD 6570
    GPU vendor ID: 1002 (ATI Technologies Inc.)
    GPU device ID: 6759
    OpenGL driver version: 6.14.10.11566 (atioglxx.dll)
    OpenGL driver build number: 11566
INFO: Reading C:\Program Files (x86)\Outerra\eng.cfg
INFO:   init timer to 1ms
INFO: Outerra window created size 1926x1108
INFO: Starting JobMaster...
INFO: Creating JobMaster thread 0
INFO:" etc.,

Since installation of grass, (awesome!) framerates have dropped considerably- if this new update can help increase performance I would appreciate very much if you could show me another way to download it-
Thank you,
Joseph
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 14, 2012, 02:07:58 pm
The download log should start somewhere further down, after the initialization.

Anyway, you can download the patch here: Anteworld-0.7.11.2968.patch-3100.exe (http://outerraworld.com/appdata/Anteworld/Anteworld-0.7.11.2968.patch-3100.exe) and install it manually.
Title: Re: Latest version: 0.7.11.3100
Post by: Josedav on June 14, 2012, 05:52:05 pm
The download log should start somewhere further down, after the initialization.

Anyway, you can download the patch here: Anteworld-0.7.11.2968.patch-3100.exe (http://outerraworld.com/appdata/Anteworld/Anteworld-0.7.11.2968.patch-3100.exe) and install it manually.

Cameni, thank you for providing this link-
I downloaded and installed the patch as administrator-  app still showing same ver.0.7.11.3089?   Checked eng.log and ver. 0.7.11.3089 hasn't changed- Restarted PC -opened app still the same. Re-downloaded and installed again as administrator nothing changed-checked Outerra files and it appears no new files were written...? (I keep "User account" control settings turned off-)

(http://fsfiles.org/flightsimshots/images/666Anteworld_ver.0.7.11.3.jpg)
Title: Re: Latest version: 0.7.11.3100
Post by: Jagerbomber on June 14, 2012, 06:28:39 pm
Yay Nvidia Driver 302.80 for Windows 8 is here!  ;D
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 15, 2012, 12:53:38 am
Cameni, thank you for providing this link-
I downloaded and installed the patch as administrator-  app still showing same ver.0.7.11.3089?   Checked eng.log and ver. 0.7.11.3089 hasn't changed- Restarted PC -opened app still the same. Re-downloaded and installed again as administrator nothing changed-checked Outerra files and it appears no new files were written...? (I keep "User account" control settings turned off-)
The version is shown in the lower right corner, not in the changelog, the changelog shows just shows a html file from the server. If you still have version 3089 listed in the eng.log - are you looking on the right eng.log file? Delete it and check if it was regenerated.
Title: Re: Latest version: 0.7.11.3100
Post by: Josedav on June 15, 2012, 10:25:08 am
Cameni,
  Thank you for explaining where to look for the patch update- it does show the latest ver. 0.7.11.3100 in the bottom right corner-
I was assuming the info on the opening page was the most recent ver.- I did erase the eng.log document as you mentioned, but kept
the eng.cfg file, and after running the  program the eng.log document did not rebuild, (?) but the program itself is running much smoother... 
Appreciate your help,
Joseph
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on June 15, 2012, 10:29:25 am
That means that the data directory is probably somewhere else. The program directory where from you are running outerra.exe contains file data.cfg, which contains path where the data files were installed. You can check if it points to the same directory as you think it should.
Title: Re: Latest version: 0.7.11.3100
Post by: Josedav on June 15, 2012, 07:12:34 pm
That means that the data directory is probably somewhere else. The program directory where from you are running outerra.exe contains file data.cfg, which contains path where the data files were installed. You can check if it points to the same directory as you think it should.

Cameni,
eng.log under "C:\Program Files (x86)\Outerra" reads: "INFO: Outerra 0.7.11, build 3061 from Wed, 25 Apr 2012 18:46:38"

eng.log under "C:\Users\Joseph-Linda\Outerra"  reads: "INFO: Outerra 0.7.11, build 3100 from Sun, 10 Jun 2012 12:43:38"

     Again a misunderstanding of file structure on my part thinking the two eng.log docs would be the same...I did delete, as you mentioned, the eng.log doc under "C:\Program Files (x86)\Outerra" and it did not rebuild- but after deleting the eng.log doc under "C:\Users\Joseph-Linda\Outerra" and running the program- it did rebuild. Please forgive my being puzzled somewhat as a novice- this obviously is a very sophisticated and brilliant software...
Once again thank you for your help-
Joseph





 
Title: Re: Latest version: 0.7.11.3100
Post by: Chaoz on July 06, 2012, 12:14:57 pm
Hey it has almost been a month since the last update and i wanted to know how things are going. Can we expect something soon?

Title: Re: Latest version: 0.7.11.3100
Post by: ZeosPantera on July 06, 2012, 12:35:03 pm
This really is the longest period without an update since the closed beta started. 

I have two theories. AngryPig has gone into some psudo wolf/pig/man state and all the countries of Europe have been in a hunt to put him down...

OR

Something big is coming. And by big I mean anything at all because it is always big.
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on July 06, 2012, 12:57:35 pm
AngryPig has turned into an AngryBee and reworked too many things in the object rendering pipeline, and it takes a long time to get all the worms back to the can :)

But there will be a testing version maybe today, not fully functional but we need to get some feedback how it is running on different systems. It will be a separate branch, not updated from the existing version automatically.
Title: Re: Latest version: 0.7.11.3100
Post by: Chaoss on July 06, 2012, 12:59:24 pm
AngryPig has turned into an AngryBee and reworked too many things in the object rendering pipeline, and it takes a long time to get all the worms back to the can :)

But there will be a testing version maybe today, not fully functional but we need to get some feedback how it is running on different systems. It will be a separate branch, not updated from the existing version automatically.



PLEASE, this! :)
Title: Re: Latest version: 0.7.11.3100
Post by: Bartolomeus on July 06, 2012, 01:28:17 pm
I second that!  ;)

Marko
Title: Re: Latest version: 0.7.11.3100
Post by: ZeosPantera on July 06, 2012, 02:03:37 pm
Testing broken stuff is why we paid the $15!
Title: Re: Latest version: 0.7.11.3100
Post by: Chaoz on July 06, 2012, 03:29:59 pm
I don't care if it's broken, half functional or complete junk, just give us something we can do and everything is fine :)
Title: Re: Latest version: 0.7.11.3100
Post by: ChookWantan on July 06, 2012, 10:51:04 pm
I was going to make a comment about how I haven't heard anything in a while, looks like Zeos beat me to it haha
Title: Re: Latest version: 0.7.11.3100
Post by: techno_werewolf on July 17, 2012, 10:44:05 pm
Version 0.7.12.3100 im getting stuck at Preloading Data???
Title: Re: Latest version: 0.7.11.3100
Post by: Chaoz on July 17, 2012, 11:16:52 pm
did you try to reinstall it ?
Title: Re: Latest version: 0.7.11.3100
Post by: techno_werewolf on July 18, 2012, 02:33:28 pm
did you try to reinstall it ?
reinstall the version 0.7.11.3100 or the game.
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on July 18, 2012, 03:11:05 pm
If you ran 0.7.12 version with the same data directory as the previous version (you were advised not to do so), it will make changes to world.cfg that are not compatible with the older versions. In that case, delete the cfg files and let them be regenerated by 3100 version.
Title: Re: Latest version: 0.7.11.3100
Post by: techno_werewolf on July 19, 2012, 02:42:18 pm
i had version 0.7.11.3089. win AT updated to version 0.7.11.3100 thats win it stuck at preloading data. and SRY for not postting any info :)
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on July 19, 2012, 03:13:13 pm
Please post the eng.log.
Title: Re: Latest version: 0.7.11.3100
Post by: techno_werewolf on July 19, 2012, 10:33:48 pm
 :)
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on July 20, 2012, 12:51:51 am
Not the cfg file, but the log file please :)
Title: Re: Latest version: 0.7.11.3100
Post by: techno_werewolf on July 20, 2012, 02:22:29 pm
lol sry
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on July 20, 2012, 02:32:54 pm
Hmm it just exits .. please check if you haven't got crash.log there. If not, please delete or move eng.cfg and world.cfg files to see if it works with the default configuration.
Title: Re: Latest version: 0.7.11.3100
Post by: techno_werewolf on July 20, 2012, 02:58:54 pm
no crash.log ill move eng.cfg/world.cfg frst if not ill delete them  :D
Title: Re: Latest version: 0.7.11.3100
Post by: techno_werewolf on July 20, 2012, 06:46:11 pm
it did not work. stuck agen at Preloading Data, mabe V 0.7.11.3100 did not downlode rite.
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on July 21, 2012, 02:01:10 am
You have an older graphics driver (275.33), can you update it to something newer?
Title: Re: Latest version: 0.7.11.3100
Post by: Sam on July 21, 2012, 12:45:17 pm
You have an older graphics driver (275.33), can you update it to something newer?
It's always the same... ::)
Title: Re: Latest version: 0.7.11.3100
Post by: techno_werewolf on July 21, 2012, 07:08:47 pm
iv bin putting off updating my graphics card driver for win we get broadband or dsl. -_- i so need broadband.
Title: Re: Latest version: 0.7.11.3100
Post by: Jagerbomber on July 21, 2012, 08:33:13 pm
 :o
^
|
How long did it take to load that smiley face?
Title: Re: Latest version: 0.7.11.3100
Post by: techno_werewolf on July 25, 2012, 10:34:52 pm
:o
^
|
How long did it take to load that smiley face?

ok im going to refresh  and time it. ;D
Title: Re: Latest version: 0.7.11.3100
Post by: C. Shawn Smith on July 25, 2012, 11:27:10 pm
 
 :o
^
|
How long did it take to load that smiley face?
[/quote]

Lol!  How many of you are old enough to remember 2800 baud modems, and the 10-20 mins it took to connect to a BBS?  ;D

(sorry, off-topic)
Title: Re: Latest version: 0.7.11.3100
Post by: techno_werewolf on July 25, 2012, 11:39:03 pm
:o
^
|
How long did it take to load that smiley face?

ok im going to refresh  and time it. ;D

for the avatars its 5 seconds for the smiley face its 9 seconds. for my dino and dragon-dog its 12 seconds. for pic's 4 or 5 minute for vids its NEVER. if I downlode over 10 MB's is over an hour thats why I downloded Anteworld with my psp and that was 25 minute at 219 MB's vs my internet at 10 hours :o :'( and my graphics driver update is 265MB's thats why I wait for broadband.....
Title: Re: Latest version: 0.7.11.3100
Post by: techno_werewolf on July 25, 2012, 11:51:22 pm

 :o
^
|
How long did it take to load that smiley face?

Lol!  How many of you are old enough to remember 2800 baud modems, and the 10-20 mins it took to connect to a BBS?  ;D

(sorry, off-topic)
[/quote]

i had a 95 or 98 that i played old dos games on. if you connected it the internet took for ever for the home page lode  ::)lol.
Title: Re: Latest version: 0.7.11.3100
Post by: Steve.Wilson on July 26, 2012, 12:16:03 am
Are updates automatic, no control over them?

Aside:  I'm old enough to remember 300 baud....and that it seemed fast at the time.  Whippersnapper!  ;)
Title: Re: Latest version: 0.7.11.3100
Post by: C. Shawn Smith on July 26, 2012, 12:49:36 am
Are updates automatic, no control over them?

Aside:  I'm old enough to remember 300 baud....and that it seemed fast at the time.  Whippersnapper!  ;)

Holy s***!  Now THAT is antiquity! Lol
Title: Re: Latest version: 0.7.11.3100
Post by: Steve.Wilson on July 26, 2012, 02:28:49 am
I'll try not to take that personally, Shawn!

 8)
Title: Re: Latest version: 0.7.11.3100
Post by: Sam on July 27, 2012, 09:14:24 am
What's about new updates for Anteworld? I'll feel my like in a waiting room  :-\   ::)
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on July 27, 2012, 09:31:22 am
http://www.outerra.com/forum/index.php?topic=1146.0 (http://www.outerra.com/forum/index.php?topic=1146.0)
Title: Re: Latest version: 0.7.11.3100
Post by: Sam on July 28, 2012, 04:15:31 am
Yes, I know this testing version. But what's about the existing Anteworld? To you implement finaly the content of the testing version into the existing Anteworld?
Title: Re: Latest version: 0.7.11.3100
Post by: ZeosPantera on July 28, 2012, 04:43:47 am
Yes he will. When it isn't broken as hell. He wants to keep the paying customers from dealing with the INSANE stuff while the big lumps are worked out on us guinea pigs that revel in the carnage of our eng.log's.
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on July 28, 2012, 12:49:09 pm
Yes that's right. At the moment the new version is quite unstable and lots of stuff that worked in 0.7.11 branch is broken. Unfortunately that's what sometimes happens when a significant portion of code is reworked. We originally thought the impact of reworking the object rendering pipeline would not be that big, but there were some nasty bugs and compatibility issues that popped up that we are still trying to resolve.

So for now we need your feedback on the unstable 0.7.12 branch; once the main issues are fixed, this development branch will merge into the main one.
Title: Re: Latest version: 0.7.11.3100
Post by: Sam on July 28, 2012, 01:42:44 pm
Okay, thanks for the Information, Cameni.  :)
Title: Re: Latest version: 0.7.11.3100
Post by: ZeosPantera on December 04, 2012, 01:26:11 pm
New ATI beta Drivers http://support.amd.com/us/kbarticles/Pages/AMDCatalyst1211betadriver.aspx (http://support.amd.com/us/kbarticles/Pages/AMDCatalyst1211betadriver.aspx)
Title: Re: Latest version: 0.7.11.3100
Post by: Ozybolairy on December 07, 2012, 04:51:17 am
Will we be expecting a new version before Christmas? I would greatly like to see more environment updates such as biomes or rivers or perhaps comparrsions with real world terain to display different land textures. All good things come to those who wait I suppose, but i really can't wait to get lost in Outerra!
Title: Re: Latest version: 0.7.11.3100
Post by: cameni on December 07, 2012, 09:39:23 am
There will be a version merging the development branch (http://www.outerra.com/forum/index.php?topic=1146.0) into the main one. Main update from the dev version is the importer and physics scripting for vehicles and aircraft.
Can't tell when the biomes are coming, we are working on lots of stuff in parallel. If all goes well (including our other special efforts), the next year will bring many fruits from this development :)
Title: Re: Latest version: 0.7.11.3100
Post by: ZeosPantera on December 07, 2012, 01:36:55 pm
Good I love fruit!
Title: Re: Latest version: 0.7.11.3100
Post by: Sam on December 10, 2012, 05:18:23 am
If necessary, it can be fruit juices as well.  :P
Title: Re: Latest version: 0.7.11.3100
Post by: Jagerbomber on December 10, 2012, 05:17:34 pm
You're all a bunch of froots!  ;D