Outerra forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Download Outerra Tech Demo. Unofficial Outerra Discord server, MicroProse Discord server for OWS.

Pages: 1 ... 6 7 [8] 9 10 ... 38

Author Topic: Latest version: 0.8.3.4883  (Read 395191 times)

DeanosBeano

  • Full Member
  • ***
  • Posts: 106
  • newbie
Re: Latest version: 0.8.1.4444
« Reply #105 on: February 15, 2014, 12:21:00 pm »

Might I suggest adding a non-invasive ambient soundtrack, perhaps a simple piano piece.

 ... joking ? I choose just hard rock and roll some vehicle wheels around ... :D

 I think it would go on nerves in due time anyway. Also, there is no problem to start winamp ...
To save memmory on youtube flash and 3rd party prog , you can goto sound folder in root and change ambient noise to personal choice music by replacing file ?  Untried but often thought

On topic , seems two bugs so far with mercenaries
1 gun does not return to cam angle after extremity up and down without cam goint to oposite extremity to center it as a fix

2 if mercenary and then change location , camera would not move  to ground , spawned as mercenary which dropped to ground but gun sound echo repeats infinitely if shot fired on way to ground .
Logged

konrad72

  • Jr. Member
  • *
  • Posts: 16
  • newbie
Re: Latest version: 0.8.1.4444
« Reply #106 on: February 15, 2014, 12:46:19 pm »

Not joking, and yes I am aware that I could just play my own music.

I'm speaking from the viewpoint of Anteworld as a whole package. If Skyrim had been sold and Bethesda had said "Well you can look up some nice Nordic music on youtube, or go to steamapps/skyrim/sound/ambient and put your own music in there" they would have been roundly mocked. Having background music (with a volume slider so that people who want hard rock can have it) is a crucial part of presenting a holistic experience to the consumer.
Logged

PytonPago

  • Hero Member
  • *****
  • Posts: 2284
  • It´s way too complex, dont let me try to explain !
Re: Latest version: 0.8.1.4444
« Reply #107 on: February 15, 2014, 12:58:45 pm »


Might I suggest adding a non-invasive ambient soundtrack, perhaps a simple piano piece.

On topic , seems two bugs so far with mercenaries
1 gun does not return to cam angle after extremity up and down without cam goint to oposite extremity to center it as a fix

2 if mercenary and then change location , camera would not move  to ground , spawned as mercenary which dropped to ground but gun sound echo repeats infinitely if shot fired on way to ground .

Also, if you look at him at certain angles, his optics is switched for another far back on the RIS rail. :D
Cameni, how is the shooting done ? .. would like to try it on the BTR ...
« Last Edit: February 15, 2014, 04:43:26 pm by PytonPago »
Logged
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.

Foxiol

  • Full Member
  • ***
  • Posts: 101
  • Gamer
Re: Latest version: 0.8.1.4444
« Reply #108 on: February 15, 2014, 02:00:57 pm »

Lovely update. Need to look out for bugs and such but one thing that I like from the FPS is how the scope looks and the movement, even without all the movements that are missing.

More polys to that weapon, textures, animations, an inventory system, clouds, 3D trees, some structures and Arma III will look like garbage. ;)
Logged

ZeosPantera

  • ||>>-Z-<<||
  • Global Moderator
  • Hero Member
  • *****
  • Posts: 2520
  • #1 Outerra Fan Boy
    • My Youtube
Re: Latest version: 0.8.1.4444
« Reply #109 on: February 15, 2014, 04:15:13 pm »

My characters gun seems to have more reach than my mouse movement. So if I look up the gun takes more mouse movement to catch up. Same with down.

EDIT: Also my rebound "Speed Up" key doesn't work (Num 1) only shift causes him to run.
« Last Edit: February 15, 2014, 04:27:13 pm by ZeosPantera »
Logged
"Fear accompanies the possibility of death, Calm shepherds its certainty" - General Ka Dargo

2eyed

  • Sr. Member
  • ****
  • Posts: 352
  • newbie
Re: Latest version: 0.8.1.4444
« Reply #110 on: February 15, 2014, 04:24:06 pm »

Flying over caucasian wilderness with the Cessna in glory stereoscopic 3d, all I can say is... wow!
It's already the best looking "flight sim" out there with this update. Fantastic!
Tweaking the sliders, as reducing global scattering, alt+f8 for updated model lighting and it really shines.
I found that now working SBS stereo gives much better result than top/bottom.
It is more natural and as it should be. I had to reduce convergence to one third from previous top/bottom mode.
So the two stereo modes seem to treat rendering different.
Logged

DeanosBeano

  • Full Member
  • ***
  • Posts: 106
  • newbie
Re: Latest version: 0.8.1.4444
« Reply #111 on: February 15, 2014, 04:56:11 pm »

bit of a slefish question i know ;)
 BUT , how long you think before we can get a breakdown of the skeleton and maybe a look at the model of the character  ?

 i see with quick look already it uses the ValveBiped set up BIP_ ? (guessing here)  maybe existing trools from there will help ?
Logged

soulunite

  • Jr. Member
  • *
  • Posts: 48
  • Obsessed with Outerra
Re: Latest version: 0.8.1.4444
« Reply #112 on: February 15, 2014, 05:00:43 pm »

Great update, thanks team
Logged

PaulMoffat

  • Full Member
  • ***
  • Posts: 108
  • Modeller
    • Paul Moffat's Website
Re: Latest version: 0.8.1.4444
« Reply #113 on: February 15, 2014, 05:05:45 pm »

This is awesome but here are a few character based bugs I found.

(First/Third Person View)
 * While running you can still fire the gun, the sound effect works but there is no associated animation
 * Sometimes the gun sound effect will continue playing after releasing the trigger but at a slower pace, it will continue for a while and then stop on its own.
 * Changing views doesn't maintain the character pitch orientation and resets to horizontal
 * The jump key (space) can cause the player to move above the ground if pressed repeatitively (air-jump) - gravity doesn't seem to work as fast as it should either
(First Person View)
* The character shadow has no head... freaky
(Third Person View)
 * Looking up will cause the camera to hold against the ground, where looking back down will cause the camera to rise where the camera is now looking down at the character when he is pointing horizontally forward as normal
 * You can use the middle mouse button to view the front of the character. But trying to bring the view back to behind the character automatically snaps the view back to the front. The change camera 'c' key has to be pressed to overcome this.
 * While the menu is visible, trying to enter the character by pressing 'enter' will make their head dissapear. The entering sequence will continue once you press 'esc' and hide the menu items
 * The head loss also happens when already in the character, the menu is brought up and then the 'c' key is pressed whilst the menu is still visible.
* Pressing 'ESC' to bring up the menu doesn't entirely pause the character animation. They seem to be stuck bouncing between the last two playing frames and are slightly vibrating. This continues until the menu is hidden again.
* The scope on the gun shifts location depending on your view distance.
* The forward/backward and side leg animations are well synced but when pressing forward/backward and sideways simultaenous (diagonal movement) the player slides along the ground quite a bit.
« Last Edit: February 15, 2014, 06:46:46 pm by PaulMoffat »
Logged
Who said there were no real predators in New Zealand? Us Kiwis don't just fly, we bite hard too!

Jonathan

  • Member
  • **
  • Posts: 64
  • newbie
Re: Latest version: 0.8.1.4444
« Reply #114 on: February 15, 2014, 05:39:51 pm »

How do you get the soldier? It doesn't seem like it is in the inventory! and yes I have the full version of Outerra to date.
Logged

PaulMoffat

  • Full Member
  • ***
  • Posts: 108
  • Modeller
    • Paul Moffat's Website
Re: Latest version: 0.8.1.4444
« Reply #115 on: February 15, 2014, 05:41:51 pm »

Press '8' it should spawn like other vehicle objects
Logged
Who said there were no real predators in New Zealand? Us Kiwis don't just fly, we bite hard too!

Jonathan

  • Member
  • **
  • Posts: 64
  • newbie
Re: Latest version: 0.8.1.4444
« Reply #116 on: February 15, 2014, 06:23:20 pm »

Awesome thank you!
But how do you get a first person view?
Logged

PaulMoffat

  • Full Member
  • ***
  • Posts: 108
  • Modeller
    • Paul Moffat's Website
Re: Latest version: 0.8.1.4444
« Reply #117 on: February 15, 2014, 06:24:50 pm »

Press 'c' it works in vehicles as well :)
Logged
Who said there were no real predators in New Zealand? Us Kiwis don't just fly, we bite hard too!

zzz

  • Sr. Member
  • ****
  • Posts: 266
  • newbie
Re: Latest version: 0.8.1.4444
« Reply #118 on: February 15, 2014, 08:21:11 pm »

Material system changes will be documented soon, matlib files are automatically converted to a new mtl format, which also contains better names for material parameters.

Placed new objects don't have any textures. This is the mtl file it created:

Quote
{
   "version" : 512,
   "mats" : [
   {
      "name" : "",
      "color" : ".725,.725,.725,1.0",
      "f0" : ".027",
      "roughness" : ".498",
      "no_light" : false,
      "alpha_masked" : false,
      "tex_albedo" : "1_2gb1_t1_2_d.dds",
      "tex_normal" : "",
      "tex_roughness" : "",
      "tex_opacity" : "",
      "tex_reflectance" : "",
      "tex_environment" : ""
   },
      }]

Obviously no name attribute. I can go into the history text file and manually copy the material names and they'll appear.
« Last Edit: February 15, 2014, 08:31:22 pm by zzz »
Logged

Spudly

  • Member
  • **
  • Posts: 70
Re: Latest version: 0.8.1.4444
« Reply #119 on: February 15, 2014, 11:11:54 pm »

Wow, I've been having way too much fun just making big hordes of running dudes by spawning one and exiting out repeatedly.
Logged
Pages: 1 ... 6 7 [8] 9 10 ... 38