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Outerra Tech Demo download. Help with graphics driver issues

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Author Topic: (old) 0.7.12 version branch  (Read 293010 times)

cameni

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Re: Development version: 0.7.12.3352
« Reply #480 on: October 12, 2012, 02:38:10 pm »

Another thing - I've got "ERROR: Cannot find requested event "player/reload_script_on_object"!" when entering aircraft, and ctrl+r doesn't do anything.
It does not add the event to your iomap.cfg, for now please add it manually, copying it from iomap.cfg.default

Quote
Did update includes Shavrov's flight model as well? That's why my tail wheel become retractable again. We need our scripts in one folder with all addon files...
Um, yes, it got copied there from my files, I must have copied them into the build folders instead of the test install files.
The scripts will go into the model folder, but at the moment JSBSim doesn't handle it that way, we need to work around that.
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ddenn

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Re: Development version: 0.7.12.3352
« Reply #481 on: October 12, 2012, 02:43:01 pm »

Can you reproduce it? When you encounter it again press alt+5 and make a screen. Also please attach your world.cfg.
Tried for 15 minutes, no bug yet. Will report if I see it again.

It does not add the event to your iomap.cfg, for now please add it manually, copying it from iomap.cfg.default
Thanks, will try.

P.s. I can now hide pilot when I in FPS view and show it in other views, can I show it also by 'exit vehicle' event?
« Last Edit: October 12, 2012, 02:45:15 pm by ddenn »
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angrypig

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Re: Development version: 0.7.12.3352
« Reply #482 on: October 12, 2012, 03:16:28 pm »

P.s. I can now hide pilot when I in FPS view and show it in other views, can I show it also by 'exit vehicle' event?

You are not able to detect that plane is active or inactive now, i'll add a function/event for that to the aircraft API in next update...
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ddenn

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Re: Development version: 0.7.12.3352
« Reply #483 on: October 13, 2012, 03:44:13 am »

Can you reproduce it? When you encounter it again press alt+5 and make a screen. Also please attach your world.cfg.

I've got the bug again, here's the screen with alt+5



It seems it appears immediately after Outerra starts, and disappears after I move a little while to its direction.
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cameni

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Re: Development version: 0.7.12.3352
« Reply #484 on: October 13, 2012, 03:47:47 am »

Thanks, can I also have your world.cfg?
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ddenn

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Re: Development version: 0.7.12.3352
« Reply #485 on: October 13, 2012, 03:54:55 am »

Sorry, forgot to attach it
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murkz

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Re: Development version: 0.7.12.3352
« Reply #486 on: October 13, 2012, 03:57:05 am »

Hi Outerra

There are still geometry issues with the models when you get closer to them.



cameni

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Re: Development version: 0.7.12.3352
« Reply #487 on: October 13, 2012, 04:01:54 am »

Hmm I can't replicate it here, but then it's also dependent on your resolution and roads.

I think this is related to low FOV. You will notice that letter T is red in the TS column, that means that the limiter for limit-treetile saturates and cannot free anything. But I could not simulate it here with the narrowest FOV and 720p, I have limit-treetile = 96 like you. The screen aspect could be affecting it erroneously though, even though it should not be affecting that limiter.

I'll look at it; meanwhile you could try raising the limit-treetile a bit higher.
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cameni

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Re: Development version: 0.7.12.3352
« Reply #488 on: October 13, 2012, 04:05:23 am »

There are still geometry issues with the models when you get closer to them.
Yes these are known, actually this version has some experimental code that's causing it, I'm trying to find optimal settings and researching faster paths. Don't worry though, there's a solution that works precisely, we are just experimenting with it to make it faster.
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ddenn

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Re: Development version: 0.7.12.3352
« Reply #489 on: October 13, 2012, 04:05:57 am »

Thanks, I try to change it to 128.
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ZeosPantera

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Re: Development version: 0.7.12.3352
« Reply #490 on: October 13, 2012, 04:09:33 am »

Yeah when refining stops for me I just pop my FOV to 128° for a second, wait for it all to load and lower it again. Happens only once in a while for me.

EDIT: Yeah trying to spawn the Apache still just crashes my video drivers instantly. Oh well. I will get to play come upgrade time. I was never much good anyway.
« Last Edit: October 13, 2012, 04:12:28 am by ZeosPantera »
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murkz

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Re: Development version: 0.7.12.3352
« Reply #491 on: October 13, 2012, 04:11:34 am »

There are still geometry issues with the models when you get closer to them.
Yes these are known, actually this version has some experimental code that's causing it, I'm trying to find optimal settings and researching faster paths. Don't worry though, there's a solution that works precisely, we are just experimenting with it to make it faster.

Thank you.

cameni

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Re: Development version: 0.7.12.3352
« Reply #492 on: October 13, 2012, 04:14:27 am »

Trying to spawn the Apache still just crashes my video drivers instantly. Oh well. I will get to play come upgrade time. I was never much good anyway.
Might be even specific to your 4890, got report of it working on 4850 ...
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ZeosPantera

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Re: Development version: 0.7.12.3352
« Reply #493 on: October 13, 2012, 04:30:54 am »

I will update my brothers PC to this build and try on his 4850. I will be pissed if it is JUST my personal 4890.

Side note no crashing otherwise. A great sign.
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Midviki

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Re: Development version: 0.7.12.3352
« Reply #494 on: October 25, 2012, 02:03:35 pm »

Shadow bug.



This happens when the object is introduced in the ground.So for example if you introduce 1 object in the ground lets say 10 centimeters, the shadow doesn't seem to be too much distant from the object.But if you have for example like the pylons of a bridge or a tall building introduced in the ground a few meters the shadow goes haywire.For example the object in the print screen is like 2 meters introduced the ground and that happened.


***Before this... it was another bug, the base of the object was "disappearing"(it was not visible) in contact with the ground when it was introduced too much in the ground.But as soon you where approaching the object at the same level and not facing the camera from a upper angle the missing details of the base of the object introduced in the ground started showing up.But now that problem is no more.But it seems the shadow is a bit off.Even when you move the camera < Right to Left > you can see the shadow moving.And it gives you the impression that a static object is moving along with you.In the past when the problem with the depth of the object in the contact with the ground physics the shadow seemed to have no problem, you can check that if it helps to see the comparisons( the version when the importer was introduced I think its old enough to see the differences).
« Last Edit: October 25, 2012, 02:07:12 pm by Midviki »
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