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Author Topic: (old) 0.7.12 version branch  (Read 373788 times)

deathevor

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Re: Development version: 0.7.12.3377
« Reply #510 on: November 03, 2012, 05:32:18 pm »

For me ALT+E works only on T817.

All planes (including mine) just switch of Engine on ALT+E.

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booz

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Re: Development version: 0.7.12.3377
« Reply #511 on: November 03, 2012, 05:33:33 pm »

Radeon 6900 series, it s ok for me  :)
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cameni

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Re: Development version: 0.7.12.3377
« Reply #512 on: November 03, 2012, 05:41:18 pm »

For me ALT+E works only on T817.

All planes (including mine) just switch of Engine on ALT+E.

Ah yes, the editor is bound only on vehicles now. Anyway, you can edit the file outside in your preferred editor as well, alt-tabbing away from OT, and then pres alt-R to reload the script of bound vehicle (or ctrl+R if you had previously configured the reload to it). I'll add launching the editor on aircraft too.
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deathevor

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Re: Development version: 0.7.12.3377
« Reply #513 on: November 03, 2012, 06:45:17 pm »

For me ALT+E works only on T817.

All planes (including mine) just switch of Engine on ALT+E.

Ah yes, the editor is bound only on vehicles now. Anyway, you can edit the file outside in your preferred editor as well, alt-tabbing away from OT, and then pres alt-R to reload the script of bound vehicle (or ctrl+R if you had previously configured the reload to it). I'll add launching the editor on aircraft too.

Nice, this feature makes life easier!
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ddenn

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Re: Development version: 0.7.12.3377
« Reply #514 on: November 04, 2012, 04:04:20 am »

The redownloading on restart is a bug, working on it.
What about shadow/reflectance issue? I tried to re-import the model with the same result. I made sh2 a long time ago, and the texture mapping is far from ideal, but it worked ok in previous versions of OT. Didn't find issues in this OT version with Goose model though.
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ddenn

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Re: Development version: 0.7.12.3377
« Reply #515 on: November 04, 2012, 05:06:17 am »

Found solution, the problem disappears after using "Reset XFofrm" tool before exporting the model to DAE.

Still wondering, why it worked fine in previous versions
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cameni

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Re: Development version: 0.7.12.3377
« Reply #516 on: November 04, 2012, 10:04:19 am »

Angrypig's trying to find out why that could have happened. Might be because of a loss of precision somewhere in the import process or the pipeline.
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angrypig

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Re: Development version: 0.7.12.3377
« Reply #517 on: November 05, 2012, 04:31:22 am »

Found solution, the problem disappears after using "Reset XFofrm" tool before exporting the model to DAE.

Still wondering, why it worked fine in previous versions

I made a few minor changes to obj pipeline to reduce memory requirements for object instances and obviously i miss a few things. The issue is cause by non-uniform scale on object and "Reset Xform" applies the rotation and the scale to vertices so the final matrix doesn't contains the scale which cause this issue. I will try to add my own "Reset Xform" to the importer which allows me more optimizations in obj pipeline it should be ready in the next update.

The shadow issue is standard shadowmap acne i will deal with it later...

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PRiME

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Re: Development version: 0.7.12.3377
« Reply #518 on: November 07, 2012, 07:04:34 pm »

Nice update, just wondering if there is any way to ad in tank-tracks to game? would this be something to consider doing in the future? maybe full track physics and half-track (this would be good for snow vehicles as well as tanks).  Considering making a tank for this game-engine (eventual WoT type game module).
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cameni

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Re: Development version: 0.7.12.3377
« Reply #519 on: November 08, 2012, 01:43:21 am »

We have been thinking about it a bit too. You can simulate the wheels already, we are just thinking how to animate the tracks according to the simulated wheels, preferably in some higher detail. If the tracks were made of individual instanced pieces, one could compute the positions from the wheel positions. Probably there could be a custom renderer for that too.
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ZeosPantera

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Re: Development version: 0.7.12.3377
« Reply #520 on: November 08, 2012, 02:05:47 am »

Well tank tracks are notoriously bad in most game engines. They would need to function realistically and not just "look" realistic. Clearing gaps and climbing objects. I believe it can be done and it should be done here..

Might also be a good testing point for terrain deformation. IE tank tracks in the soft grass leaving their patter or doing doughnuts and shredding the earth below into a brown chocolate mess.

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Krutan

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Re: Development version: 0.7.12.3377
« Reply #521 on: November 08, 2012, 10:28:32 am »

How come I have version 0.7.12.3379 when it says nothing about it here? What's the changes in 3379?
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cameni

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Re: Development version: 0.7.12.3377
« Reply #522 on: November 08, 2012, 10:34:52 am »

3379 just fixes some bugs that 3377 introduced, specifically objects crashing on ATI.
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Krutan

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Re: Development version: 0.7.12.3377
« Reply #523 on: November 08, 2012, 11:01:29 am »

3379 just fixes some bugs that 3377 introduced, specifically objects crashing on ATI.
I see :)
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cameni

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Re: Development version: 0.7.12.3390
« Reply #524 on: November 12, 2012, 03:01:29 pm »

Version 0.7.12.3390
  • optimized road rendering
  • optimized object rendering
  • performance fixes for AMD 7000 series
  • fixed hid axis detection
  • physics paused with less than 2 wheels defined for vehicles
  • template js files created for aircraft/vehicles for package owner
  • script editor launching (Alt-E) added to aircraft
  • fixed audio/video recording
« Last Edit: November 12, 2012, 03:03:58 pm by cameni »
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