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

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Author Topic: demo ?  (Read 260575 times)

Abc94

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« Reply #45 on: May 20, 2010, 06:02:49 pm »

I hope 10.5 is going to be a "workaroundable" driver, so that maybe the demo could be relased.

I'll look forward to the next update.  I check for one every day!  :)
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helio2

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« Reply #46 on: May 20, 2010, 07:46:04 pm »

Same here!
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RaikoRaufoss

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« Reply #47 on: May 20, 2010, 07:48:02 pm »

As do I!
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angrypig

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« Reply #48 on: May 21, 2010, 04:06:21 am »

Me too :)
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cameni

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« Reply #49 on: May 21, 2010, 07:57:45 am »

Quote from: angrypig
Me too :)
Wonder who's blocking the update then :D
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Abc94

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« Reply #50 on: May 25, 2010, 05:00:34 pm »

In the demo, will you be able to spawn an object (other than the Tatra T813 and the Cessna) and use it to play with the physics engine?
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cameni

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« Reply #51 on: May 25, 2010, 06:06:13 pm »

In the demo probably not as the physics bindings are specifically written for these and not generalized yet, but later it will be configurable - that means new vehicles will be configurable by a text file. But when this will happen depends on what path we'll take - sooner if we will be making a sandbox-style game, but later if we are going after a FPS, story-based game on the engine.
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Abc94

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« Reply #52 on: May 25, 2010, 06:34:41 pm »

Oh ok that's good.  I'm fine without much physics knowing that they will be worked on at a later time.

For the demo I'll still have a blast spawning Tatra trucks in the atmosphere and following them as they fall back to Earth!  :D
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ChrisPaulson

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« Reply #53 on: May 26, 2010, 09:06:08 am »

Hi,

will be interested in how you will cope with doing AI (path finding) on such a large open world. Usual method is using navmeshes but it would be a very large navmesh. Guess you are going to have to use a tiled/streamed navmesh or some other clever way I don't now about.

PS I've used recast on my stuff which works quite nicely.

Chris
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cameni

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« Reply #54 on: May 26, 2010, 09:27:19 am »

In truth we didn't give much thought to this yet. But I suppose it will be utilizing the hierarchical quad-tree index in some way, and/or reducing the problem by considering a smaller area.

Probably the navmeshes could be hierarchized, the segments assigned a level (like 0 for long distance routes, 1 for interstate and so on) and the algorithm would be selecting the level by the distance. This way it would not get lost in the detailed mesh when traveling large distances, it would use "highway" segments to cross the distance, detaching from it and using the more detailed meshes locally. Much like traveling by a road network I'd say.
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Abc94

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« Reply #55 on: May 30, 2010, 07:50:04 pm »

I just realized 10.5 was released on the 26th!

Any luck that it is at least a "work aroundable" driver and is good enough for a demo!?!  :D:D
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cameni

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« Reply #56 on: May 31, 2010, 03:50:49 am »

This time the opengl version is higher than that of the preview driver, nevertheless the driver still crashes when compiling shaders that use some specific gl 3.3 functionality. ATI says that this problem occurs on 4xxx cards and that 5xxx series should be OK, I have yet to test it there.
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Abc94

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« Reply #57 on: June 02, 2010, 06:58:25 pm »

Ah well, just have to hope 10.6 works on the 4xxx cards.  :|

It's good to know though that there has been some progress and that they are working on it.

Anywho, any hint on what's going to be in the next update?
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cameni

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« Reply #58 on: June 03, 2010, 01:15:34 am »

There was a hint in the previous one :)
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Abc94

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« Reply #59 on: June 03, 2010, 09:54:51 am »

Oh yeah, is it angrypig's airstrips?  :)
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