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Outerra Tech Demo download. Help with graphics driver issues

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 1 
 on: Today at 01:09:55 am 
Started by fly77 - Last post by cameni
landed_tracers should be an array of objects, it has wpos property with the coordinates.

 2 
 on: February 21, 2019, 01:54:52 pm 
Started by aWac9 - Last post by fly77
Un volcán no, pero otros fenómenos naturales si, como el salstraumen  ;)

 3 
 on: February 20, 2019, 07:41:47 pm 
Started by NekoSteamBoy - Last post by NekoSteamBoy
Hey everyone i havent checked Outerra for a LONG time. Now that i kinda plan a project and this engine would be ideal for it i ask myself how is the current state of the engine (i noticed the last update was in august right?) how are the possibilitys like multiplayer etc? Are those things possible? (I know outerra is mainly just the rendering engine)

just wanted to make sure before i get my hopes to high with this :D

 4 
 on: February 20, 2019, 06:23:57 pm 
Started by aWac9 - Last post by aWac9
Suponíamos que se podía hacer, pero nadie se atrevió... habrá que esperar si cerca de bodo erupciona algún volcán. :)
Gracias Fly77

en esta época de frío he pensado que lo mejor es desplazarse hacia el caribe y que mejor lugar que San Bartolomé.
La isla de San Bartolomé, fue descubierta por Cristobal Colón en su 2º viaje a las américas en 1493. En 1648 fue ocupada por los franceses (Caballeros de Malta). En 1784 fue de Suecia donde impulsan un puerto libre y centro importante del comercio de las Antillas. En 1878 los suecos la vendieron a los franceses.
La capital es Gustavia en honor al rey Sueco en 1787 y su aeropuerto Gustaff, peligroso y solo para pilotos experimentados.

Además, San Bartolome, des outerra, está bastante bien poblada de casas.





 5 
 on: February 19, 2019, 01:59:15 pm 
Started by fly77 - Last post by fly77
While my tracer and missile shoot OK and produces an impact I can't get any info out form $explosions.landed_tracers(). I tried to figure out what is the reason as below. I get that $explosions.landed_tracers() is recognized always as an object but any of its properties remain permanently undefined. Any hint to where is my mistake ? Seems as if no tracer is ever landing.


Code: [Select]
function init_vehicle(){
...
   $explosions = this.$query_interface("ot::js::explosions.get");
   tracer = $explosions.launch_combo( ecef, {x:75*plasmaquat.x, y:75*plasmaquat.y, z:75*plasmaquat.z}, 10, {x:1,y:1, z:0},  {x:0.3,y:0.3, z:0.3}, 7, 0.1, 0.1, 20, true, true, true );
   $explosions.destroy_tracer( tracer );
...
}




function update_frame(dt, engine, brake, steering)
{
...
 if( typeof($explosions.landed_tracers())=== null){ 
      info="null";
  }   
  if( typeof($explosions.landed_tracers())=== "undefined"){ 
      info="UNdefined";
  }   
  if(typeof($explosions.landed_tracers()) === 'object'){
      info = "object";             
      if( (typeof($explosions.landed_tracers().wpos) === "undefined")){
          impact_pos = "UNdefined";
      }else{
          impact_pos = $explosions.landed_tracers().wpos.x;
      }     
      if( (typeof($explosions.landed_tracers().hitid) === "undefined")){
          hitid = "UNdefined";
      }else{
          hitid =$explosions.landed_tracers().hitid;
      }     
      if( (typeof($explosions.landed_tracers().attid) === "undefined")){
          attid = "UNdefined";
      }else{
          attid =$explosions.landed_tracers().attid;
      }

  if (fire_switch == 1){ 
    info = 0;
    hitid=0;
    attid=0;
    mesh=0;
    impact_pos=0;
   
     $throw = world.create_instance("outerra/missile/missile", ecef, plasmaquat, false);     
     entid = $throw.get_geomob(0).get_eid();

     $explosions.launch_tracer( ecef, {x:75*plasmaquat.x, y:75*plasmaquat.y, z:75*plasmaquat.z}, 10, {x:1,y:1, z:0},      0.5, 0.2, 0,    0,  tracer , entid , 0 );
     tracer = $explosions.launch_combo( ecef, {x:75*plasmaquat.x, y:75*plasmaquat.y, z:75*plasmaquat.z}, 10, {x:1,y:1, z:0},  {x:0.3,y:0.3, z:0.3}, 7, 0.1, 0.1, 20, true, true, true );

  }
...
}

 6 
 on: February 17, 2019, 06:52:51 pm 
Started by fly77 - Last post by fly77
hmm...  got an idea: I'll try to use    void set_source_ecef( uint source_id, const double3& pos );    and get the pos from  tracers landed and play my custom sound on impact controlled by the launching vehicle setting the source to the retrieved impact location. It seems indeed possible to call  set_source_ecef in update_frame to change the sound source dynamically. Will try it

 7 
 on: February 17, 2019, 04:56:45 pm 
Started by fly77 - Last post by fly77
I have changed the explosion sound in  "C:\Program Files (x86)\Outerra\Anteworld\sounds"   with a more realistic one for missile impact for my missile launcher: I am launching my missile object using the $explosions.launch_tracer  command ( followed by $explosions.launch_combo  to get a crater and smoke). In "C:\Program Files (x86)\Outerra\Anteworld\sounds" there is just one "explosion.ogg" and so it seems only this name can be used and so only one type of sounds seems to be vailable for all types of explosions. I'd like however to have different sounds for impacts of different types of objects launched.
Is it possible and if so where can I set the sound that is to be used for a given object launched ? I

 8 
 on: February 17, 2019, 01:08:55 pm 
Started by cameni - Last post by Acetone

 9 
 on: February 17, 2019, 11:47:28 am 
Started by aWac9 - Last post by fly77
¡El paisaje de Bodo funciona también en earth7! (con algunos defectos del suelo). Copié el caché de Bodo earth2 al caché de earth7 y funciona.

https://www.dropbox.com/s/az66pzfdile4cix/Bodo-in-earth7.jpg?dl=0



 10 
 on: February 17, 2019, 04:21:19 am 
Started by fly77 - Last post by fly77
Got it working ! The missile gets shot with the tracer. Also the missile gets stuck very nicely in the ground on impact !  :) However I had to shoot a tracer first in init_vehicle using $explosions.launch_combo. Strangely even if I destroy the tracer it still works but if I never create the tracer before it won't work. Don't undertsand it but its fine. Quite nice and it makes a crater and smoke on impact!   :D :D :D
Only thing it makes no splash when hitting water.



Code: [Select]
function init_vehicle(){
  tracer = $explosions.launch_combo( ecef, {x:45*plasmaquat.x, y:45*plasmaquat.y, z:45*plasmaquat.z}, 3, {x:1,y:1, z:0},  {x:0.3,y:0.3, z:0.3}, 1, 0.1, 0.1, 20, true, true, true );
  $explosions.destroy_tracer( tracer );
}


function update_frame(dt, engine, brake, steering) {

  $throw = world.create_instance("outerra/missile/missile", ecef, cannonQuat, false);

  var ent_id = $throw.get_geomob(0).get_eid();

// $explosions.destroy_tracer( tracer );

 $explosions.launch_tracer( ecef, {x:45*plasmaquat.x, y:45*plasmaquat.y, z:45*plasmaquat.z}, 5, {x:1,y:1, z:0},      0.5, 0.2, 0,    0,  tracer , ent_id , 0 );

 $explosions.launch_combo( ecef, {x:45*plasmaquat.x, y:45*plasmaquat.y, z:45*plasmaquat.z}, 3, {x:1,y:1, z:0},  {x:0.3,y:0.3, z:0.3}, 1, 0.1, 0.1, 20, true, true, true );

}


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