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Author Topic: Old version: 0.7.15.3700  (Read 313084 times)

gordo

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Re: Latest version: 0.7.13.3512
« Reply #135 on: February 13, 2013, 04:26:22 pm »

I'm also seeing graphical anomalies with 3512:
http://imgur.com/a/8RywL/embed

Running GTX 570, Win8 64-bit; Nvidia driver 313.96 64-bit (latest beta)




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hhrhhr

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Re: Latest version: 0.7.13.3490
« Reply #136 on: February 13, 2013, 04:46:55 pm »

No such issues on GTX 460, W7 64, driver 310.70.
Can you update the drivers?
306.97:

 updated to current 310.90:


artifacts remain, but some have become "less detailed" ;)
« Last Edit: February 13, 2013, 04:52:33 pm by hhrhhr »
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cameni

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Re: Latest version: 0.7.13.3512
« Reply #137 on: February 13, 2013, 04:55:08 pm »

It was an issue with corrupted normal texture of sand, patch 3513 released.
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cameni

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Re: Latest version: 0.7.13.3512
« Reply #138 on: February 13, 2013, 04:57:38 pm »

Damn, the snow is corrupted as well ...
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cameni

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Re: Latest version: 0.7.13.3512
« Reply #139 on: February 13, 2013, 05:15:50 pm »

Patch 3514 is out.
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gordo

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Re: Latest version: 0.7.13.3512
« Reply #140 on: February 13, 2013, 05:16:16 pm »

Everything looks fine again for me in 3514.
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ZeosPantera

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Re: Latest version: 0.7.13.3512
« Reply #141 on: February 13, 2013, 08:13:09 pm »

Damn, the snow is corrupted as well ...

Probably taking kickbacks from the Civil workers union.

Is nothing sacred snow.. NOTHING!
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ddenn

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Re: Latest version: 0.7.13.3512
« Reply #142 on: February 14, 2013, 01:20:21 am »

Thanks for the update! I have an issue with motorcycle, all geom. based animations stop working, and the back wheel is always underground (can fix that changing suspension_stiffness from 60 to 160, but 60 was fine in 3499). After starting movement the whole model sinks into the ground



UPDATE: Animation starts work fine after Outerra restart, but the sinking issue is still here. It seems goem. based animation don't work if the vehicle was spawned twice or more times
« Last Edit: February 14, 2013, 02:57:53 am by ddenn »
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cameni

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Re: Latest version: 0.7.13.3512
« Reply #143 on: February 14, 2013, 03:12:16 am »

Hmm, didn't the center of mass change, could be causing this? There were some changes since 3499, did you have it working there?

With regards to scripting the only change was that single out parameters are returned directly, for example wheel(0).wd.caxle is now wheel(0).caxle
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ddenn

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Re: Latest version: 0.7.13.3512
« Reply #144 on: February 14, 2013, 03:22:08 am »

I didn't touch CG point since 3499, it worked fine there. But in any way, why should vehicle sink into the ground, even with incorrect CG?

P.s. Also would be nice to reset vehicle coordinates with script reset, to vehicle be in correct position above the ground
« Last Edit: February 14, 2013, 03:26:23 am by ddenn »
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cameni

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Re: Latest version: 0.7.13.3512
« Reply #145 on: February 14, 2013, 03:38:08 am »

Hm that's true, even with weak suspension it should not .. will check it.
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ZeosPantera

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Re: Latest version: 0.7.13.3512
« Reply #146 on: February 14, 2013, 04:45:28 am »

My 4000 series is ALIVE!



Other than having no trees and a very stiff mist in the distance it seems to be working.

Crashes like a bastard but that is always how it has been. YEAH!
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hhrhhr

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Re: Latest version: 0.7.13.3512
« Reply #147 on: February 14, 2013, 04:46:54 am »

something changed/wrong with importer. previously imported models work, but in the new models does not work a built animation of wheels and suspension:


SketchUp model, DAE and Outerra package for "white" model - test_vehicle.zip 65Kb
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ZeosPantera

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Re: Latest version: 0.7.13.3512
« Reply #148 on: February 14, 2013, 04:56:07 am »

I am so jealous of that buggy. I think you and I are best friends now.
« Last Edit: February 16, 2013, 12:34:22 pm by ZeosPantera »
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angrypig

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Re: Latest version: 0.7.13.3512
« Reply #149 on: February 14, 2013, 05:42:53 am »

something changed/wrong with importer. previously imported models work, but in the new models does not work a built animation of wheels and suspension:


SketchUp model, DAE and Outerra package for "white" model - test_vehicle.zip 65Kb

I found the problem. I made a lot of changes in the importer due to work on animations/skinning and the latest version didn't attach bone IDs properly to meshes so bones are there but meshes don't know about them.
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