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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 291685 times)

ZeosPantera

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Re: Development version: 0.7.12.3431
« Reply #585 on: December 18, 2012, 11:59:19 pm »

Well crap stallion. Any particular card you think would be the best OT upgrade solution?
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cameni

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Re: Development version: 0.7.12.3431
« Reply #586 on: December 19, 2012, 01:34:15 am »

I personally would go for 6xx NV Kepler series, a 660 or 660Ti. NV is generally performing better in OT compared to similar level ATI cards, probably boiling down to driver immaturity again. Although, the usage pattern of OT is a bit different than of other games ... we should really make the benchmark, but we want 3D trees for it.
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Chaoz

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Re: Development version: 0.7.12.3431
« Reply #587 on: December 19, 2012, 02:10:25 am »

and if your budget isn't big enough for them you can always go to the good old 560 ti, still rockin' ! :D
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Danielcz

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Re: Development version: 0.7.12.3431
« Reply #588 on: December 19, 2012, 09:17:54 am »

4000 AMD series works again, but not completely, you can get odd colorization of terrain tiles when the driver bug manifests. Unfortunately, that part can't be worked around in an easy manner, unless AMD provides a fixed driver we will have to duplicate and rebuild several components in the generating and rendering pipeline just for ATI 4k.

i think you can drop support for HD4xxx series.. i cant imagine play anteworld on this anyway after more assets will be added. Drivers for this will never be fixed its no longer supported in active development.. it was not in active development year ago... at least on my HD4870x2 it was bad last 2 years.
« Last Edit: December 19, 2012, 09:20:05 am by Danielcz »
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jlnsvfx

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Re: Development version: 0.7.12.3431
« Reply #589 on: December 24, 2012, 12:16:17 pm »

I have downloaded version 7.12 several times and I keep getting version 7.11.3100 - is that the latest one?

thanks,

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cameni

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Re: Development version: 0.7.12.3431
« Reply #590 on: December 24, 2012, 04:05:44 pm »

No, 7.11.3100 is the latest in the old branch. Can you check what directory did you install it to and where from it is running?
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Midviki

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Re: Development version: 0.7.12.3431
« Reply #591 on: December 27, 2012, 06:16:14 pm »



Hmmmmm... what to do??... do I need to install the engine again?... I got a blue screen when I pressed quit... and after the windows reboot I tried to enter again.. and this appeared.What to do?
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cameni

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Re: Development version: 0.7.12.3431
« Reply #592 on: December 28, 2012, 03:13:54 am »

So far all reports point to buggy 310.xx drivers when used with older Nvidia cards (older than 400 series). What's yours?
Reverting to 306.97 drivers helps.
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Midviki

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Re: Development version: 0.7.12.3431
« Reply #593 on: December 28, 2012, 03:19:52 am »

Nvidia


.. hmmm... what?.. :D.. dunno... I have ATI... but probably you where not talking to me... but on my problem... after the restart from the blue screen... maybe something else did this... I think I opened some files from +X axis with note pad++ out of curiosity.. I replaced the entire 11GB of "Earth" folder that I had downloaded... but I'm not sure.. maybe it had something to do with the crash from the Blue Screen.
« Last Edit: December 28, 2012, 03:30:14 am by Midviki »
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Midviki

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Re: Development version: 0.7.12.3431
« Reply #594 on: December 28, 2012, 03:27:01 am »

I was doing research how to make some maps of my own with some specific landmarks... and poked around opening 2-3 files from /User/MyName/Outerra/Data/earth/+x ... the ".wad" , "base.desc" and "base.desc.hgt" files.But God if I know... how I will do some authentic maps like I describe them in my book.Any older posts known of that would give me some hints how to... what soft to use to get those maps... or some kind of guide if something like that exists :D?
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cameni

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Re: Development version: 0.7.12.3431
« Reply #595 on: December 28, 2012, 03:34:29 am »

Sorry, I didn't read it properly. The error says that iomap.cfg got corrupted, probably with the crash. Other files could have been corrupted as well.
It would be best to delete the data files and let them be regenerated.
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cameni

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Re: Development version: 0.7.12.3431
« Reply #596 on: December 28, 2012, 03:46:59 am »

I was doing research how to make some maps of my own with some specific landmarks... and poked around opening 2-3 files from /User/MyName/Outerra/Data/earth/+x ... the ".wad" , "base.desc" and "base.desc.hgt" files.But God if I know... how I will do some authentic maps like I describe them in my book.Any older posts known of that would give me some hints how to... what soft to use to get those maps... or some kind of guide if something like that exists :D?
MEDEM guys are pioneering this area, and plan to document the process as well. Right now they are using a specially tailored hardwired import mode for it, but we plan to make a planet maker sw ultimately that will bring various methods of importing and creating terrains, once we find out the proper ways.

Hacking wad files ... "wad" is a short for "wavelet data", wavelet compressed terrain data in our format.
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Midviki

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Re: Development version: 0.7.12.3431
« Reply #597 on: December 28, 2012, 03:56:42 am »

That being said... I should wait for you guys and better direct my work on 3D models of things and programming scripts for some of the models.

But another idea would be to rise the sea level and the Earth is not recognisable anymore.How do I rise the sea level :D? ( btw.. sry for asking so many questions... I know you have a lot on your plate and your have other things to do... )
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ZeosPantera

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Re: Development version: 0.7.12.3431
« Reply #598 on: December 28, 2012, 04:03:40 am »

How do I rise the sea level :D? ( btw.. sry for asking so many questions... I know you have a lot on your plate and your have other things to do... )

World.cfg in there is "sea-level = 0.0"

The change can be very insane http://imgur.com/a/2uV1N
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cameni

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Re: Development version: 0.7.12.3431
« Reply #599 on: December 28, 2012, 04:05:55 am »

world.cfg, sea-level

Can be lowered as well, but that was buggy the last time I tried, but there were some fixes in culling since then.
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