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Outerra Tech Demo download. Help with graphics driver issues

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Author Topic: Old version: 0.7.15.3700  (Read 191397 times)

cameni

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Old version: 0.7.15.3700
« on: January 04, 2013, 06:35:01 am »

This new version comes with several enhancements in comparison to the old main branch 0.7.11:
  • many performance enhancements:
    - reworked object rendering pipeline: much faster, a better lighting model, culling on all objects including static, LOD support
    - optimizations in terrain rendering, mainly apparent on ATI cards (+20% on 4850, +10% 6850)
  • integrated importer and vehicle physic scripting
  • geotagged screenshots, can be also used to jump into the GPS embedded in photos
  • huge amount of fixes


Also, 3D grass is now available also in the demo mode.

Windows XP (32bit): Because of a lower and fixed limit on available system memory for GPU transfers on 32-bit Windows XP you may encounter a not-enough memory problem. In this case please close all other apps, especially browsers and other apps that consume a lot of NP (non-paged) memory as shown in the Task Manager.

The game will normally update automatically when you log in. The latest full installs can be found at demo.outerra.com

Note: if you have edited the world (added roads and placed some buildings) in previous versions, you should move the content of your cache/object folder to cache/earth/object. You should avoid overwriting the files there (files containing pre-existing Outerra locations), as the new version comes with updated versions of those. If you overwrote them already, they can be restored unpacking this file into your data director, overwriting the old files.

Changelog:

Version 0.7.15.3700 (2 Jun 2013)
  • about window shown on startup the first time, updated help about the controls
  • higher screen resolution enabled for Rift, helps with antialiasing
  • centered ui in stereo mode
  • extended stereo configuration, separate tab in menu, optional stereo config in eng.cfg
  • added emulated rift mode
  • smooth start/stop movement in ufo mode
  • fixed ufo speed lock
  • removed init aux events in vehicle
  • fixed smoke on Nvidia
  • vehicles back in the static obj list
  • fixed memory leak when flying very fast & far

Version 0.7.15.3690 (27 May 2013)
  • support for Oculus Rift
  • fixed crash on exit after mod installation
  • fixed underwater rendering
  • more rocks in water
  • better water fresnel, reflected color
  • fixed sound buffers in vehicle
  • turret/aux axis handling moved to script
  • custom mipmap creation for water (was perf issue on 7000)
  • modified white balance computation
  • fixed bluish terrain after sunset in distance
  • added export for static objects
  • removed aircraft and vehicles from builder

Version 0.7.15.3673 (3 May 2013)
  • working extra keys and turret in vehicle, updated wiki
  • added max_tire_speed to vehicle for tire contact speed (usable instead of vehicle speed for sounds)
  • rolling friction in T817
  • vehicle hud set to km/h, fixed units
  • even/odd wheels handling in wheel_xxx script methods (-2,-3)
  • fixed dirt road rendering (grass in the middle)
  • fixed pkg installation msg boxes
  • fixed inputs configuration issue with throttle
  • fixed turret axes, coefficients
  • fixed default FOV

Version 0.7.15.3666 (28 Apr 2013)
  • added MIG 29 (model and FDM made by ddenn!)
  • added package exporter (package.nickname.otx)¹
  • added package importer, can accept multiple cmdline arguments
  • thumbnails for models read from gif files in package directory²
  • environment settings are persisted
  • added sound configuration to the menu
  • API for image generator control (to be documented ...)
  • custom parameters from objdef forwarded to vehicle's init_chassis (see T817 flatbed objdef file and the script)
  • re-added flatbet T817
  • added engine stop sound to T817
  • added lateral slip coefficient to wheel setup, defaults to 0.5 (50% of the longitudinal slip coef)³
  • added wheel rpm value to the runtime wheel_data³
  • fixed reconstruction of camera position from JPG
  • added extra vehicle keys (not used yet)³
  • fixed vehicle error handling and recovery
  • fixed "initializing world" hanging
  • fixed object modifications not being saved
  • fixed script editor layout
  • leveling pad initially hidden in builder
  • fixed imported obj preview not disappearing

Version 0.7.14.3624 (8 Apr 2013)
  • workaround for AMD texture_buffer memory leak bug
  • new dirt textures by Kelvin
  • fixed controls ui tabs
  • better pos/rot extrapolation for aircraft
  • fixed fixed vehicle state when init_chassis fails
  • added water scattering rgb components

Version 0.7.14.3614
  • futuristic weapon firing in ufo and fps mode on mouse click, length of the button press determines the power and size of the resulting crater
  • FPS mode (key 8)
  • OSM map (key M)
  • updated textures by Kelvin Richardson
  • camera returns back to vehicle after exiting menu
  • fixed cfg/cam file corruption on driver crash
  • fixed memory leak with forests
  • bloom enabled by default
  • importer fixes
  • updated libraries

Version 0.7.13.3530
  • random rocks
  • 2048px terrain textures, added texture resolution slider in terrain cfg
  • lowered tree branches at forest borders
  • modified tree texture to give a curved trunk appearance
  • fixed video color range and contrast issue (full range to HDTV)
  • finer ufo speed stepping
  • smoother grass lighting
  • finer dirt patch borders

Version 0.7.13.3519 (16 Feb 2013)
  • workaround for driver crash with Catalyst 13.2 beta drivers

Version 0.7.13.3516 (14 Feb 2013)
  • added ability to set the center of mass for vehicles
  • added key ~ for resetting vehicles into position
  • stabilized vehicle forces when the suspension is hit from the side
  • vehicle/aircraft script can be reloaded directly from the script editor
  • fixed suspension length info for linear suspension in call to vehicle.wheel()
  • mouse wheel controls the speed multiplier in ufo
  • JSBSim updated to the latest version
  • adjusted snow - fractal broken snowline, concave curvature boost
  • automatic adjustment of exposure computed from sun position
  • fixed bloom flickering
  • fixed mipmaps in normal maps
  • fixed terrain and grass culling issues
  • fixed object deletion
  • fixed spherical/cylindrical projection
  • added warning for legacy AMD series
  • fixed outdated Nvidia driver detection

Version 0.7.13.3490 (29 Jan 2013)
  • added bloom effect (has to be enabled in eng.cfg bloom_power = 0.05, bloom_threshold = 1.0)
  • added -allowext command line option enabling use of tools like fraps
  • fixed obj info library duplication if user/program path are the same
  • minor tuning of specular light on objects

Version 0.7.13.3487 (29 Jan 2013)
  • added terrain normal textures
  • road paint has a thickness
  • uneven asphalt border
  • higher fractal detail for dirt patch borders
  • fixed video capture
  • filmic tone mapping
  • fixed JSBSim VRP point
  • fixed c172 control wheels rotation/movement
  • fixed crash when logger window tries to show while the window_manager is shutting down

Version 0.7.13.3475 (21 Jan 2013)
  • dynamic & adjustable time flow, time multiplier
  • time of day and day of year preserved & persisted in UI
  • added rotation around x,y axes in builder ui (k and l keys)
  • fixed video recording producing empty files
  • handled CTD in creation of aircraft and vehicle
  • fixed demo mode not launching truck from the menu
  • fixed atmo bug on terrain with enforced anisotropic filtering
  • fixed water artifacts (might cause perf degradation on ATI 7k series with old drivers)
  • fixed shadow depth artifacts

Version 0.7.13.3456 (4 Jan 2013), changes from version 0.7.12.3431
  • added description field to objdef, shown in the object list instead of the objdef name, if available
  • terrain culling fixes
  • fixed terrain tile texturing on levels >22
  • adjusted min grass size
  • updated terrain textures
  • 3D grass enabled in demo mode
  • added support for reflectance map, "tex_reflectance", example in c172 (TODO metal coloring in material shader)
  • fixed LOD curve definition lod_curve and lod_curve1 (lod_curve == LOD0 pixel size / 2, lod_curve1 == LOD1 pixel size / 2)
  • noupdate mode enabled by default when the executable name differs from outerra.exe
  • fixed reconstruction of pitch&roll angles from photos
  • better shadowmap performance
  • fixed MSAA modes (still does not work on ATI because of a driver bug, being currently fixed at AMD)
  • improved performance for pure MSAA mode
  • moved default road/obj data under cache\earth, updated packages
  • counterhack for 3rd party apps that tamper with rendering in order to display overlays
« Last Edit: June 05, 2013, 04:13:34 pm by cameni »
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Bartolomeus

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Re: Latest version: 0.7.13.3456
« Reply #1 on: January 04, 2013, 07:34:52 am »

Great improvements! Can't wait to test the new version! :)

Marko

ddenn

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Re: Latest version: 0.7.13.3456
« Reply #2 on: January 04, 2013, 07:56:51 am »

Thanks for the update! I have an issue though, automatic updating stops at "Waiting for the original process (2484) to end ..". If I kill the process in task manager and restart OT it starts downloading again, and stops on the same step
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cameni

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Re: Latest version: 0.7.13.3456
« Reply #3 on: January 04, 2013, 08:04:58 am »

The wait took a bit longer when I tested it, but then finished normally. I assume you killed the old outerra.exe process, not the updater, right? After that the updater should start a new one.

But you can download the update manually from the above links, it's faster than waiting for the autoupdate anyway.
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ddenn

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Re: Latest version: 0.7.13.3456
« Reply #4 on: January 04, 2013, 08:16:55 am »

Yes, I killed outerra.exe. I'll try to install downloaded version.
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KelvinNZ

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Re: Latest version: 0.7.13.3456
« Reply #5 on: January 04, 2013, 06:25:00 pm »

A noticeable difference in texture colour, less pale which makes it look much better in my opinion.
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Steve.Wilson

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Re: Latest version: 0.7.13.3456
« Reply #6 on: January 05, 2013, 07:52:02 am »

A game boosting application like Game Booster may help the WinXP users:  http://www.techspot.com/downloads/4842-game-booster.html

This is not a perfect solution -- I hate the fact that I get spammed with the social networking advert when I launch it, but otherwise, for a free app, it's pretty nice to have.  Free's up my resources when flying X-Plane at high rendering settings, will probably help my Outerra efforts too!
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Allan Davidson

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Re: Latest version: 0.7.13.3456
« Reply #7 on: January 06, 2013, 05:50:23 am »

Wow! So much improvements! Awesome work devs! :D
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Sam

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Re: Latest version: 0.7.13.3456
« Reply #8 on: January 06, 2013, 05:57:44 am »

Brano,
It's necessary to save the 12 Gb earth folder to preserve all the built roads and buildings?
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cameni

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Re: Latest version: 0.7.13.3456
« Reply #9 on: January 06, 2013, 06:14:05 am »

No, the roads and buildings were in cache/object folder (in the previous versions), since 0.7.13 they are in cache/earth/object.
The 12GB data folder contains terrain data that are never modified, they can be just moved from the old install (or you can install it over the old version normally), so you don't have to download them again.
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Sam

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Re: Latest version: 0.7.13.3456
« Reply #10 on: January 06, 2013, 06:19:13 am »

Au sorry, my mistake! I mean the cache folder. So I can't use them anymore? I mean, my roads are gone with the new version?
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cameni

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Re: Latest version: 0.7.13.3456
« Reply #11 on: January 06, 2013, 06:57:41 am »

You just need to move the object folder from the old version to the earth subfolder, and you get everything back.

New version comes with updated data for the default locations, if you overwrite these files with the above operation, you can replace them back from this file.
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Sam

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Re: Latest version: 0.7.13.3456
« Reply #12 on: January 06, 2013, 08:50:08 am »

Thank you Brano, it works now. Everything it's undamaged on his old place.  8)
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Midviki

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Re: Latest version: 0.7.13.3456
« Reply #13 on: January 06, 2013, 11:06:25 am »

And another newbie question from me...

How do we make more trees ? I might anticipate that you are preparing for 3D tree's and you might want less for better performance.

But it makes me sad to see a naked ground :(.So how do I bring all the plenty of forest beauty ;D? And btw... is there some kind of Outerra 101 manual where there are all these details :D?
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cameni

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Re: Latest version: 0.7.13.3456
« Reply #14 on: January 06, 2013, 12:39:57 pm »

You can't make more trees, and it's not because of preparation for 3D trees, but the function that computes the tree probability has a hard-coded lower bound on terrain slope where the trees can appear.

With biomes it will source the probabilities from a global forest map, and the biomes will also define their own rules for tree distribution (and types etc).
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