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Outerra Tech Demo download. Help with graphics driver issues

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Author Topic: Bug reporting  (Read 131327 times)

PytonPago

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Re: Bug reporting
« Reply #180 on: May 29, 2015, 01:57:55 am »

Have you an different screen resolution on desktop and in OT ? ... sometimes, it bugs off in windows for some applications and does this (where the mouse is off-set according to the resolution-difference between both). Setting full-screen on and off should work for that ...
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Acetone

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Re: Bug reporting
« Reply #181 on: June 01, 2015, 10:54:48 am »

There is something strange (and a bit frustrating) with the road editor. Sometimes, when you try to select a road segment, a totally different road is selected, sometimes not even close to the first one. I've made a video to demonstrate the bug:



As you can see, it's not random, and it even happens when I'm not clicking on a road.
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soulunite

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Re: Bug reporting
« Reply #182 on: June 01, 2015, 08:33:17 pm »

Cameni and Pytonpago - thank you for your help. I have a feeling it could be what you have mentioned Pytonpago, I have been playing around with nVidia DSR so maybe I have changed something there. Much appreciated!
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Acetone

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Re: Bug reporting
« Reply #183 on: June 04, 2015, 12:53:20 pm »

Found a few other road related things:

  • Original material roads seems to be broken in some situations, can be especially visible in the ones I used for the Talkeetna rivers:

  • The dirt roads are curved (and it look nice) but the result can be bad as ground leveling. For some large buildings, it looks like the model is in the middle of a mud pit. I know there is a limited number of slots for road parameters on the current system, so it's not really a priority :)
  • I may be wrong, but it looks like the roads now have two additional segments automatically added. These are located extremely close to the first/last segments. I guess it's for a future auto lead-in/lead-out segment.
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cameni

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Re: Bug reporting
« Reply #184 on: June 04, 2015, 01:35:40 pm »

Those additional segments were actually automatically added in older roads, which needed at least 4 points for correct spline interpolation, but the outer points were just duplicates. Newer roads do not need those extra points, can have just simple end points. But yes, it's all in preparation for ... stuff :)
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Jagerbomber

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Re: Bug reporting
« Reply #185 on: June 04, 2015, 03:24:48 pm »

Stuff?!... I like stuff!....  If you want someone who likes stuff, I'm your man!
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Acetone

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Re: Bug reporting
« Reply #186 on: June 04, 2015, 04:56:41 pm »

Cool! I guess this will bring interesting possibilities for... some things  :)
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greenoaktree

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Re: Bug reporting
« Reply #187 on: June 05, 2015, 10:47:18 am »

Crash when Outerra starting =|:
Nvidia FX580
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cameni

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Re: Bug reporting
« Reply #188 on: June 06, 2015, 08:01:09 am »

A problem with old cards with drivers that are no longer being fixed. Workaround will be in next patch.
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Hooves

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Re: Bug reporting
« Reply #189 on: June 13, 2015, 07:01:47 pm »

Altitude is reading very far off in imperial.  EX: 20000 ft puts you in lower orbit.
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SteelRat

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Re: Bug reporting
« Reply #190 on: June 27, 2015, 04:54:45 pm »

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ZeosPantera

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Re: Bug reporting
« Reply #191 on: June 27, 2015, 09:12:19 pm »

Why on earth (pun) is that grass so big?
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Jagerbomber

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Re: Bug reporting
« Reply #192 on: June 27, 2015, 09:45:41 pm »

That's not Earth grass, silly...

Your pun is invalid.
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HiFlyer

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Re: Bug reporting
« Reply #193 on: June 27, 2015, 11:03:27 pm »

Why on earth (pun) is that grass so big?

Nobody has been mowing it........
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PytonPago

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Re: Bug reporting
« Reply #194 on: June 28, 2015, 03:45:27 am »





 ... that is well known ...  did this for me from the first time that mercenary was in OT (can you remember him having the RPG7 launcher on the back ?) ... i guess its about the meshes being at different LODs switching then ....
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

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