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Author Topic: Latest version: 0.8.4.6017  (Read 326415 times)

DenisJ

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Re: Latest version: 0.8.4.5175
« Reply #15 on: January 30, 2015, 06:37:01 pm »

Thank you very much for the work! I'm so happy right now  ^-^

My only concern is that I can't make screenshots with F8 key, they are not saved in the proper folder.
Oops, I just apparently changed data folder before. Everything works perfectly so far.
« Last Edit: January 30, 2015, 06:42:41 pm by DenisJ »
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PytonPago

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Re: Latest version: 0.8.4.5175
« Reply #16 on: January 30, 2015, 06:49:43 pm »

 ... i just found out - the light-sources are can be set only on the X and Y direction axes ? Z (facing up) doesnt have any effect as it seems.
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Jagerbomber

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Re: Latest version: 0.8.4.5175
« Reply #17 on: January 30, 2015, 07:01:01 pm »

Awesome!!!!

But uh.... How do I select multiple waypoints or a whole road again?...  :-[

Also, when using the map overlay, could the road selection outlines show 100% no matter what the transparency is set to?  And maybe they could be thicker as well.

Dang... It sure is hard to roll the truck now.... At least where I am... But I finally pulled it off in the steepest part of town.  :P  But of course I fell through the ground.  :facepalm:
« Last Edit: January 30, 2015, 08:56:09 pm by Jagerbomber »
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Uriah

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Re: Latest version: 0.8.4.5175
« Reply #18 on: January 30, 2015, 07:22:39 pm »



Code: [Select]
//Point Light

this.add_pointlight_source(
{x:31,y:-5,z:1.5}, //x y z position meters
1.0, // ?
{x:0,y:23.9,z:1.5}, //RBG color and intensity
1.0); //fade out time

Code: [Select]
//Spot Light
this.add_spotlight_source(
{x:20,y:-5.0,z:10.0}, // x y z positon meters
{y:1}, // ?
180, // spot angle (degrees) axis ?
180, // spot angle (degrees) axis ?
355, // spot angle (degrees) axis ?
{x:0,y:300,z:300}, //RGB color/intensity
0.5); ///fade time

Code: [Select]
function action(k,v,dt,m)
{
  switch(k){
    case ALight: {
      if(m&1)
        this.light_toggle(2);
      else if(m==0) {
        this.light_toggle(0);
        this.light_toggle(1);
        this.light_toggle(2);
        this.light_toggle(3);
        this.light_toggle(4);
        this.light_toggle(5);
        this.light_toggle(6);
        this.light_toggle(7);
        this.light_toggle(8);
        this.light_toggle(9);
      }
    }break;
  }
}
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Varldsligist

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Re: Latest version: 0.8.4.5175
« Reply #19 on: January 30, 2015, 07:31:04 pm »

How do you turn on your headlights? Is it already implemented (i.e. by pressing a button) or do I have to fiddle with scripts?
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Uriah

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Re: Latest version: 0.8.4.5175
« Reply #20 on: January 30, 2015, 07:31:59 pm »

@Varldsligist: 'L' key
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Varldsligist

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Re: Latest version: 0.8.4.5175
« Reply #21 on: January 30, 2015, 07:42:59 pm »

@Varldsligist: 'L' key
I noticed I wasn't using the "right" vehicle. No wonder L didn't work! I always drive the bus and the bus only. Switching to the truck did the trick ;) Looks good! Although I think it needs more of a yellowish tint for the sake of realism. I don't think old russian(?) trucks use LED:s  ^-^. I'm Looking forward to late night cliff tours once the bus has working headlights aswell.
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konaone

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Re: Latest version: 0.8.4.5175
« Reply #22 on: January 30, 2015, 08:22:14 pm »

Damn, even I have error !!!!!!!!!!!!!!!!!!!!!!!!!!! nvidia gtx 295 !!! hhhhhhhhhhhhhh elp !!! >:(
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Uriah

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Re: Latest version: 0.8.4.5175
« Reply #23 on: January 30, 2015, 08:27:17 pm »

Damn, even I have error !!!!!!!!!!!!!!!!!!!!!!!!!!! nvidia gtx 295 !!! hhhhhhhhhhhhhh elp !!! >:(

Cloud system? Did you update your GPU/OpenGL drivers? I have an NVIDIA 560M, but both the drivers and OpenGL were out of date.

Here is the NVIDIA Driver Downloads page, just specify your GPU and the download includes the most recent OpenGL version.

Regards,
Uriah
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DenisJ

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Re: Latest version: 0.8.4.5175
« Reply #24 on: January 30, 2015, 09:44:57 pm »

  • default tire lateral slip coefficient changed from 0.5 to 0.8 (better turning)
Is it the reason why vehicles begin to drift when driving at 20 km/h?
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Uriah

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Re: Latest version: 0.8.4.5175
« Reply #25 on: January 30, 2015, 10:22:18 pm »

@Varldsligist: 'L' key
I noticed I wasn't using the "right" vehicle. No wonder L didn't work! I always drive the bus and the bus only. Switching to the truck did the trick ;) Looks good! Although I think it needs more of a yellowish tint for the sake of realism. I don't think old russian(?) trucks use LED:s  ^-^. I'm Looking forward to late night cliff tours once the bus has working headlights aswell.

Well here you go then! Yellow tinted headlights, plus red tail and brake lights and interior lights. I'm

Just replace the script for the sm11.js with this:

Code: [Select]
var swheel, d1=[], d2=[], d3=[];

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

//invoked only the first time the model is loaded, or upon reload
function init_chassis(param)
{
  var wheelparam = {
    radius: 0.48,
    width: 0.25,
    suspension_max: 0.4,
    suspension_min: -0.2,
    suspension_stiffness: 20.0,
    damping_compression: 0.1,
    damping_relaxation: 0.12,
    slip: 0.9,
    roll_influence: 0.1
  };
  this.add_wheel('KLP', wheelparam);
  this.add_wheel('KPP', wheelparam);
  this.add_wheel('KLZ', wheelparam);
  this.add_wheel('KPZ', wheelparam);
 
  var body = this.get_geomob(0);
  swheel = body.get_joint('Vol');
  d1[0] = body.get_joint('DvAa');
  d1[1] = body.get_joint('DvAb');
  d1[2] = body.get_joint('DvAc');
  d2[0] = body.get_joint('DvBa');
  d2[1] = body.get_joint('DvBb');
  d2[2] = body.get_joint('DvBc');
  d2[3] = body.get_joint('DvBd');
  d3[0] = body.get_joint('DvCa');
  d3[1] = body.get_joint('DvCb');
  d3[2] = body.get_joint('DvCc');
  d3[3] = body.get_joint('DvCd');
 
  //sounds
  this.load_sound("diesel-engine-start.ogg");
  this.load_sound("bus-idle.ogg");
  this.load_sound("diesel-engine-stop.ogg");
  this.load_sound("bus-roith.ogg");
  this.load_sound("bus-door.ogg");
  this.add_sound_emitter("KPP");
  this.add_sound_emitter("KPZ");
  this.add_sound_emitter("DvAb");

 
  //head lights
  this.add_spotlight_source({x:-1.04,y:7.76,z:0.85}, {y:1}, 0.2, 54, 0.08, {x:.5,y:.2,z:.2}, 0.2);
  this.add_spotlight_source({x:1.04,y:7.76,z:0.85}, {y:1}, 0.2, 54, 0.08, {x:.5,y:.2,z:.2}, 0.2);
  this.add_spotlight_source({x:-0.8,y:7.77,z:0.85}, {y:1}, 0.2, 54, 0.08, {x:.5,y:.2,z:.2}, 0.2);
  this.add_spotlight_source({x:0.8,y:7.77,z:0.85}, {y:1}, 0.2, 54, 0.08, {x:.5,y:.2,z:.2}, 0.2);

  //tail lights
  this.add_pointlight_source({x:1.04,y:-3.2,z:0.85}, 1.0, {x:0.1,y:0.0,z:0.0}, 0.4);
  this.add_pointlight_source({x:-1.04,y:-3.2,z:0.85}, 1.0, {x:0.1,y:0.0,z:0.0}, 0.4);

  //brake lights
  this.add_pointlight_source({x:-0.8,y:-3.18,z:0.85}, 1.0, {x:0.1,y:0.0,z:0.0}, 0.4);
  this.add_pointlight_source({x:0.8,y:-3.18,z:0.85}, 1.0, {x:0.1,y:0.0,z:0.0}, 0.4);
 
  //cabin lights
  this.add_pointlight_source({x:0,y:5.9,z:2.6}, 1.0, {x:1,y:0.8,z:0.4}, 0.4);
  this.add_pointlight_source({x:0,y:3.9,z:2.6}, 1.0, {x:1,y:0.8,z:0.4}, 0.4);
  this.add_pointlight_source({x:0,y:1.9,z:2.6}, 1.0, {x:1,y:0.8,z:0.4}, 0.4);
  this.add_pointlight_source({x:0,y:-0.1,z:2.6}, 1.0, {x:1,y:0.8,z:0.4}, 0.4);
  this.add_pointlight_source({x:0,y:-2.1,z:2.6}, 1.0, {x:1,y:0.8,z:0.4}, 0.4);
 
  return {mass:8000, com:{y:3}};
}

const MaxDoorSpeed = 60; //deg/s
const MaxDoorAccel = 1200;//deg/s^2

//invoked for each new instance of the vehicle
function init_vehicle()
{
  this.set_fps_camera_pos({x:-0.8,y:6.6,z:2.0});
 
  this.geom = this.get_geomob(0);
 
  this.d1 = new axis_integrator(radians(MaxDoorSpeed), radians(MaxDoorAccel), 0, radians(90));
  this.d2 = new axis_integrator(radians(MaxDoorSpeed-12), radians(MaxDoorAccel), 0, radians(90));
  this.d3 = new axis_integrator(radians(MaxDoorSpeed-8), radians(MaxDoorAccel), 0, radians(90));
 
  this.snd = this.sound();
  this.snd.set_ref_distance(0, 4.0);
  this.snd.set_ref_distance(1, 6.0);
  this.started = 0;
}

function engine(start)
{
  if(start) {
    this.started=1;
    this.snd.play_sound(0, 0);
    this.snd.enqueue_loop(0, 1);
    this.snd.enqueue_loop(1, 3);
    this.eng=0;
  }
  else {
    this.started=0;
    this.snd.play_sound(0, 2);
  }
}

//handle extra actions
function action(k,v,dt)
{
  switch(k){
    case AOpen: {
      var d = this.d1.value>0 ? -1 : 1;
      this.d1.set(d);
      this.d2.set(d);
      this.d3.set(d);
      this.snd.play_sound(2,4);
    }break;
    case ALight: {
      if(1==1){
       this.light_toggle(0);
        this.light_toggle(1);
       this.light_toggle(2);
       this.light_toggle(3);

       this.light_toggle(4);
       this.light_toggle(5);
       this.light_toggle(6);
       this.light_toggle(7);
       this.light_toggle(8);
       this.light_toggle(9);
       this.light_toggle(10);
       this.light_toggle(11);
      }
       
      else if(m==0) {
        this.light_toggle(0);
        this.light_toggle(1);
      }
    }break;
  }
}


const EF = 20000.0;
const BF = 4000.0;
const maxkmh = 80;
const forceloss = EF / (0.4*maxkmh + 1);


//invoked each frame to handle inputs and animate the model
function update_frame(dt, engine, brake, steering)
{
  var kmh = this.max_tire_speed()*3.6;
 
  if(!this.snd.is_looping(0))
    engine = 0;
   
  var ax = {y:-1};
  if(this.d1.changed(dt)){
    this.geom.rotate_joint_orig(d1[0], this.d1.value, ax);
    this.geom.rotate_joint_orig(d1[1], this.d1.value, ax);
    this.geom.rotate_joint_orig(d1[2], -this.d1.value, ax);
  }
  if(this.d2.changed(dt)){
    this.geom.rotate_joint_orig(d2[0], this.d2.value, ax);
    this.geom.rotate_joint_orig(d2[1], this.d2.value, ax);
    this.geom.rotate_joint_orig(d2[2], -this.d2.value, ax);
    this.geom.rotate_joint_orig(d2[3], -this.d2.value, ax);
  }
  if(this.d3.changed(dt)){
    this.geom.rotate_joint_orig(d3[0], this.d3.value, ax);
    this.geom.rotate_joint_orig(d3[1], this.d3.value, ax);
    this.geom.rotate_joint_orig(d3[2], -this.d3.value, ax);
    this.geom.rotate_joint_orig(d3[3], -this.d3.value, ax);
  }
 
  //filtered raw engine value for pitch boost
  var ea = dt/(0.2+dt);
  this.eng = ea*engine + (1-ea)*this.eng;
 
  //reduce engine force with speed (hack)
  var redux = engine>=0 ? 0.2 : 0.6;
  var esign = engine<0 ? -1 : 1;
  engine = EF*Math.abs(engine);
  var force = (esign>0) == (kmh>=0)
        ? engine/(redux*Math.abs(kmh) + 1)
        : engine;
  force -= forceloss;
  force = Math.max(0.0, Math.min(force, engine));
  engine = esign*force;


  steering *= 0.7;
  this.steer(0, steering);
  this.steer(1, steering);
 
  this.geom.rotate_joint_orig(swheel, 8*steering, {y:1});
 
  if(this.started>0)
    this.wheel_force(-1, engine);
 
  brake *= BF;
  brake += 500;  //rolling friction
  this.wheel_brake(-1, brake);
 
  this.animate_wheels();

  if(this.started>0) {
    var pitch = Math.abs(kmh+3*this.eng)/18.0;
    var g = kmh>0 ? Math.floor(pitch) : 0;
    var f = pitch - g;
    f += 0.5*g;
   
    this.snd.set_pitch(0, 0.75*f + 1.0);
    this.snd.set_pitch(1, 0.8*pitch);
   
    //var bc = kmh>10 ? 1.0 : (kmh<0 ? 0 : kmh*0.1);
    //this.snd.set_gain(0, 1-bc);
    this.snd.set_gain(1, Math.min(1,kmh*0.02));
  }
}


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KW71

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Re: Latest version: 0.8.4.5175
« Reply #26 on: January 31, 2015, 12:31:56 am »

Thanks OT team:  hard & great job! Stunning!
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konaone

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Re: Latest version: 0.8.4.5175
« Reply #27 on: January 31, 2015, 04:13:35 am »

Damn, even I have error !!!!!!!!!!!!!!!!!!!!!!!!!!! nvidia gtx 295 !!! hhhhhhhhhhhhhh elp !!! >:(

Cloud system? Did you update your GPU/OpenGL drivers? I have an NVIDIA 560M, but both the drivers and OpenGL were out of date.

Here is the NVIDIA Driver Downloads page, just specify your GPU and the download includes the most recent OpenGL version.

Regards,



Uriah


Driver GeForce 340.52 the last version......................... >:( :) solution???????

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Uriah

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Re: Latest version: 0.8.4.5175
« Reply #28 on: January 31, 2015, 04:19:51 am »

Oops... I somehow didn't post the link:
http://www.nvidia.com/Download/index.aspx

Did you install this driver update:

http://www.nvidia.com/download/driverResults.aspx/77224/en-us

Regards,
Uriah
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Levi

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Re: Latest version: 0.8.4.5175
« Reply #29 on: January 31, 2015, 04:48:31 am »

Awesome update!

Also, I hope in the future we'll be able to land aircraft on top of watercraft. On the USS Nimitz's flight deck for example:



Are there any plans for this feature? Or is it already possible with the current collision support?
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