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Author Topic: Latest version: 0.8.3.4883  (Read 395472 times)

M7

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Re: Latest version: 0.8.3.4883
« Reply #495 on: September 21, 2014, 01:33:00 pm »

I know with the last 2 updates, i got a failed to update message in the DOS window. But then i just load Outerra and it seems to have update alright.
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cameni

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Re: Latest version: 0.8.3.4883
« Reply #496 on: September 21, 2014, 01:36:08 pm »

Yes, there was a bug in the updater that asserted that the operation failed even though it succeeded normally.
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werewolves08

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Re: Latest version: 0.8.3.4883
« Reply #497 on: October 26, 2014, 10:21:22 am »

Hi !

What will add the next update ?
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rockme

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Re: Latest version: 0.8.3.4883
« Reply #498 on: October 27, 2014, 03:16:50 pm »

Hi Cameni,
when can we expect clouds and landwater like rivers and lakes??? I really miss it flying with the Mig29
greets!
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sniperwolfpk5

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Re: Latest version: 0.8.3.4883
« Reply #499 on: October 27, 2014, 11:47:23 pm »

Hi Cameni,
when can we expect clouds and landwater like rivers and lakes??? I really miss it flying with the Mig29
greets!
Yes plz any info on clouds?
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zzz

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Re: Latest version: 0.8.3.4883
« Reply #500 on: October 28, 2014, 08:47:25 am »

I'd prefer to see increased functionality over another graphical update, but anything new would be good.
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cameni

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Re: Latest version: 0.8.3.4883
« Reply #501 on: October 29, 2014, 04:30:14 am »

Closest to the release is the support for collision shapes for vehicles and static objects, and lights.
People wanting to prepare for the collisions support can read a brief doc about the requirements for the models.

We would like to get clouds and rivers into Outerra soon as well, as it would be great also for an important milestone and showcase for OT this year, but there being tons of other work related to that we can't really guarantee any dates yet.
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soulunite

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Re: Latest version: 0.8.3.4883
« Reply #502 on: October 29, 2014, 04:41:04 am »

Outerra has always delivered in each individual update  :-)
It's great watching it grow. Keep up the great work
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PytonPago

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Re: Latest version: 0.8.3.4883
« Reply #503 on: October 29, 2014, 08:12:54 am »

So COL_CONVEX are prefixes for the collision meshes ? Like COL_CONVEX_cabin ....
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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.

cameni

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Re: Latest version: 0.8.3.4883
« Reply #504 on: October 29, 2014, 10:04:17 am »

Yes, similarly how you can add BONE_ prefix for automatic recognition.
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werewolves08

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Re: Latest version: 0.8.3.4883
« Reply #505 on: October 29, 2014, 11:53:33 am »

This sound like realy awesome ! :D

Thanks Cameni, keep up the good work !
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sniperwolfpk5

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Re: Latest version: 0.8.3.4883
« Reply #506 on: October 29, 2014, 11:50:43 pm »

Well it looks like next update will have hidden surprise if it is not bug fix update. Looking forward for good news
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PytonPago

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Re: Latest version: 0.8.3.4883
« Reply #507 on: October 30, 2014, 02:40:59 am »

Yes, similarly how you can add BONE_ prefix for automatic recognition.

 ... the bone prefixes are left out too for the script use ? (hope i dont have to rename stuff in script too after changing mesh names in blender whyte them prefixes)
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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.

cameni

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Re: Latest version: 0.8.3.4883
« Reply #508 on: October 30, 2014, 04:36:16 am »

Yes, prefixes are stripped away.
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PytonPago

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Re: Latest version: 0.8.3.4883
« Reply #509 on: October 30, 2014, 06:28:42 am »

Yes, prefixes are stripped away.

 ... thanks cameny ! Ill try those collision meshes out. Doe, still last questions, in my urals, there are several versions of back-section stuff, where many will have different collision meshes, can i disengage those not needed in a selected version by theyr _id-s set to false, or is there some other way to disable those non fitting for version specific selections of the vehicle ? And, are those collision meshes working on vehicle parts in-between themselves, or are some for this stuff collision meshes in plans ? (like the turret on the BTR-80 - it has some armature at 6´o clock that should block it to dive the gun into it) Personally to say - there are ways to script in those restrains, but im interested if such things were in discussion among you guys ...
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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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