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Outerra Tech Demo download. Help with graphics driver issues

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Author Topic: Outerra videos thread  (Read 252205 times)

Jagerbomber

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Re: Outerra videos thread
« Reply #45 on: March 23, 2014, 09:51:19 am »

Yeah, he posted that the other day.
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M7

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Re: Outerra videos thread
« Reply #46 on: April 02, 2014, 01:39:13 am »

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PytonPago

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Re: Outerra videos thread
« Reply #47 on: April 02, 2014, 05:59:30 am »

Watch those trees, you swoop some nests off that way ! :D

Once a multiplayer hits OT, formation-flying will be a whole new experience level. Cant wait to see an digital Strizhi team fly their performance like that.
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M7

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Re: Outerra videos thread
« Reply #48 on: April 02, 2014, 10:51:50 am »

If there was collider on planes i could have tried to bump the empty plane to make it change direction and avoid the mountain  :P

Yeah flying in formation will be cool ... until we get guns on it  ;D
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PytonPago

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Re: Outerra videos thread
« Reply #49 on: April 02, 2014, 12:43:27 pm »

Yeah flying in formation will be cool ... until we get guns on it  ;D

Dog-fighting helpless big-ass freighter and bomber planes, ay ?

     That is so IL-2-ish ...

                ... yea, i liked to do that too.  ;D
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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.

HiFlyer

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Re: Outerra videos thread
« Reply #50 on: April 02, 2014, 03:26:34 pm »

If there was collider on planes i could have tried to bump the empty plane to make it change direction and avoid the mountain  :P

Yeah flying in formation will be cool ... until we get guns on it  ;D

Microsoft Flight was very much that way. Collision detection was handled by Physx and was very very accurate. (you could actually clip branches with your wheels and it would afect your flight path)

Flight simmers would be in there trying to do procedures and landings, and kids would be in there trying to ram them. Of course, the kids sucked, and could only really hit you if they caught you by surprise.

In retaliation, you could make all of them nearly instantly die by turning on heavy fog and listening to the curses as the crash-kiddies all hit the ground within 30 seconds!!!  ;D (didn't know how to read their instruments)

I think you might end up with two versions of Outerra-earth eventually. (if not more)

Sim-earth, and blow-crap-up Earth.  ;)
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pico

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Re: Outerra videos thread
« Reply #51 on: May 26, 2014, 03:37:20 pm »

Another little Video. Just for fun.  8)

...it was deteted.
« Last Edit: August 23, 2014, 06:06:14 am by pico »
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ZeosPantera

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Re: Outerra videos thread
« Reply #52 on: May 26, 2014, 03:57:26 pm »

Have to remove the httpS:// if you want it to self embed.
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pico

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Re: Outerra videos thread
« Reply #53 on: May 26, 2014, 04:38:16 pm »

...ok, thank you. =)
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aWac9

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Re: Outerra videos thread
« Reply #54 on: June 08, 2014, 04:43:47 am »

inaction .. also it can enjoy

]https://www.youtube.com/watch?v=UVDHG2-ZMmU
 :o
« Last Edit: June 08, 2014, 12:46:34 pm by ZeosPantera »
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M7

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Re: Outerra videos thread
« Reply #55 on: June 17, 2014, 09:32:03 am »

That fireworks is quite interesting. Is that a what they call, a billboard animation? With transparent mask?

I went back playing around with the tiger2 texture. I also played with world.cfg to have the snow at lower altitude so that i can have some flat snow area to make the gathering.


« Last Edit: June 17, 2014, 09:36:07 am by M7 »
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ZeosPantera

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Re: Outerra videos thread
« Reply #56 on: June 17, 2014, 11:40:02 am »

Suspension on the tiger may be too high/hard by default. I'd rather see the track disappear under the snow than it fly above it.

Here is the mod I did a few months ago

Code: [Select]
//vehicle script file
//see http://xtrac.outerra.com/index.fcgi/wiki/vehicle for example and documentation
var turret,mantlet,barrel;

const MaxTurretXSpeed = 14; //deg/s       turret turn speed
const MaxTurretYSpeed = 4; //deg/s       barrel up-down speed
const MaxTurretXAccel = 120;//deg/s^2
const MaxTurretYAccel = 150;//deg/s^2
const MinTurretAngle = -7;  //deg        gun depression
const MaxTurretAngle = 18; //deg         gun elevation
const TurningBoost = 0.8;   //boost coefficient to help with turning at speed
const TurnForceCoef = 0.4;  //portion of engine force for neutral turns
const RollingFriction = 1000;//force that needs to be overcome to get wheels turning
const EF = 25000.0;         //engine force
const BF = 20000.0;         //braking force
const EFr = 0.02;           //engine force reduction coef with speed
const maxkmh = 40;          //top speed


function radians(v){
  return v*Math.PI/180.0;
}


//invoked only the first time the model is loaded, or upon reload
function init_chassis(){
  var wheelparam = {
    radius: 0.35,
    width: 0.20,
    suspension_max: 0.25,
    suspension_min: -0.25,
    //ride height   
    suspension_stiffness: 3.9,

    damping_compression: 0.5,
    damping_relaxation: 0.4,
    slip: 0.5,
    slip_lateral_coef: 0.7,
    roll_influence: 0.1
  //rotation: -1
  };
  this.add_wheel('2a', wheelparam);
  this.add_wheel('2b', wheelparam);
  this.add_wheel('3a', wheelparam);
  this.add_wheel('3b', wheelparam);
  this.add_wheel('4a', wheelparam);
  this.add_wheel('4b', wheelparam);
  this.add_wheel('5a', wheelparam);
  this.add_wheel('5b', wheelparam);
  this.add_wheel('6a', wheelparam);
  this.add_wheel('6b', wheelparam);
  this.add_wheel('7a', wheelparam);
  this.add_wheel('7b', wheelparam);
  this.add_wheel('8a', wheelparam);
  this.add_wheel('8b', wheelparam);
  this.add_wheel('9a', wheelparam);
  this.add_wheel('9b', wheelparam);
  this.add_wheel('10a', wheelparam);
  this.add_wheel('10b', wheelparam);
 
  this.load_sound("tiger2_eng_starter.ogg");
  this.load_sound("tiger2_forward.ogg");
   this.load_sound("tiger_eng_off.ogg");
  this.load_sound("turret.ogg");
  this.add_sound_emitter("mantlet");
  this.add_sound_emitter("turret");
  var geom = this.get_geomob(0);
  turret = geom.get_joint('turret');
  mantlet = geom.get_joint('mantlet');
  barrel = geom.get_joint('barrel');
 
  return {mass:20000, com:{z:0.1,y:0.0}, steering:2.0, steering_ecf:60, centering: 100, centering_ecf:20};
}

//invoked for each new instance of the vehicle
function init_vehicle(){
  this.set_fps_camera_pos({x:-0.45,y:-0.4,z:2.6});
  this.snd = this.sound();
  this.snd.set_ref_distance(0, 15.0);
  this.geom = this.get_geomob(0);
  this.turx = new axis_integrator(radians(MaxTurretXSpeed), radians(MaxTurretXAccel));
  this.tury = new axis_integrator(radians(MaxTurretYSpeed), radians(MaxTurretYAccel), radians(MinTurretAngle), radians(MaxTurretAngle));
  this.turretsnd = 0;
}

//invoked when engine starts or stops
function engine(start){
  if(start){
    this.snd.play_sound(0, 0);
    this.snd.enqueue_loop(0, 1);
  }
  else
    this.snd.play_sound(0, 2);
  this.started = start;
}

//handle extra actions
function action(k,v,dt)
{
  switch(k){
  case ATurretX: this.turx.set(v); break;

  case ATurretY: this.tury.set(v); break;
  }
}

const forceloss = 1.0 / (EFr*maxkmh + 1);

//invoked each frame to handle the inputs and animate the model
function update_frame(dt, engine, brake, steering)
{
//turret handling
  var tmov=false;
  if(this.turx.changed(dt)){
    this.geom.rotate_joint_orig(turret, this.turx.value, {x:0,y:0,z:-1});
    if(this.turx.value>1) {
      var a = 2*(this.turx.value-1);
 //     if(a>1.57) a=1.57;                                        //aerial info
 //     this.geom.rotate_joint_orig(aerial, a, {x:1,y:0,z:0});    //aerial info
    }
    tmov = true;
  }
  if(this.tury.changed(dt)){
    this.geom.rotate_joint_orig(mantlet, this.tury.value, {x:1,y:0,z:0});
    tmov = true;
  }
  if(tmov) {
    if(!this.turretsnd)
      this.snd.play_loop(1, 3);
  }
  else this.snd.stop(1);
  this.turretsnd = tmov;
 
  var kmh = this.max_tire_speed()*3.6;
 
  //reduce engine force with speed (hack)
  var esign = engine<0 ? -1 : 1;
  engine = EF*Math.abs(engine);
  var force = (esign>0) == (kmh>=0)
        ? 1.0/(EFr*Math.abs(kmh) + 1)
        : 1.0;
  force -= forceloss;
  force = esign*Math.max(0.0, Math.min(force, 1.0));
  engine *= force;
   
  this.snd.set_pitch(0, 1+0.01*kmh);
   
  //if(steering!=0) engine *= 1.5;
  //var el = steering>0 ? 0 : engine;
  //var er = steering<0 ? 0 : engine;
  var df = EF*TurnForceCoef*force;
  var el=engine,er=engine;
  var spd = 1 + TurningBoost*this.speed();
  if(this.started){
    if(steering>0){
      el-=spd*df; er+=df;
    }
    else if(steering<0){
      er-=spd*df; el+=df;
    }
  }

  this.wheel_force(-2, el);
  this.wheel_force(-3, er);
   
  brake *= BF;
  brake += RollingFriction;

  this.wheel_brake(-1, brake);

  //this.log_inf("L:"+el+" R:"+er+"   B:"+brake+"  SPD:"+kmh);
 
  //this.geom.rotate_joint_orig(turret, this.turx, {x:0,y:0,z:-1});
  //this.geom.rotate_joint_orig(mantlet, this.tury, {x:1,y:0,z:0});

  this.animate_wheels();
}
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M7

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Re: Outerra videos thread
« Reply #57 on: June 17, 2014, 12:00:59 pm »

Funny, i just played with the height of tracks and wheel right after doing this video. I also found annoying to see the wheel poking through the tracks. Now I just edited a bit your cfg so to have the tracks even more sinked in the ground.

    suspension_min: -0.15,
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PytonPago

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Re: Outerra videos thread
« Reply #58 on: June 17, 2014, 12:13:32 pm »

Just wonder, how they do the tracks at BF3. But, maybe doing them like the leaf-springs would work out too, where the segments would get rotations and heights based on the wheels ... still, animated turning of them would be the most interesting thing. (cant quite imagine what the set-up and script should look like - but probably should think of something if i liked to do a tracked vehicle one day ...)
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HiFlyer

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Re: Outerra videos thread
« Reply #59 on: June 20, 2014, 11:49:41 pm »

Maybe changing textures to simulate movement. Like a circle of LEDS with the light appearing to race around and around the circle when in fact its just the LED's being turned on and off sequentially......
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