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Author Topic: Latest version: 17.0.3.8141  (Read 293293 times)

aWac9

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Re: Latest version: 16.7057
« Reply #180 on: December 18, 2016, 06:57:48 am »

Thanks Acetone for the video ,, I did not know how to use that powerful multiselect tool (shift + drag). Now you can have anywhere in the world a design made of well-oriented houses and it would be enough to do this multiselect then ctrl + C press F2 and look for the place of the planet where you want to start working, enter and paste with Ctrl + V and you would have in that new Place all that previous design.
I think this can help create cities as long as you just like to recreate reality. :)

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Lewin

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Re: Latest version: 16.7057
« Reply #181 on: December 18, 2016, 07:17:10 am »

It looks nice, but I have 5 minutes later FPS drops sharply to an average of 25 to 10, only helps reboot. In the previous version was smooth FPS all the time

Previously FPS did not measure accurately, but now I would like to compare, whether it is possible for the Previous Version disable the update?

There's -noupdate command line argument you could use.

With this argument  "-noupdate" Outerra crashes after step "Checking for update planetary data" writes that "io error during processing"
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zzz

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Re: Latest version: 16.7057
« Reply #182 on: December 18, 2016, 10:09:05 am »

Alt-E no longer opens the JS Editor. Can't find any entry in the Controls. Tried resetting to defaults but no change.
Pressing Return lets you leave an object but not enter it.

Quote
So if you are launching your own objects (rockets?) or you use object_test() to find it, you should now receive an object reference that is also the "this" of the remote object, and you should be able to set its properties directly.

There's no documentation for object_test(). What's the syntax? How do you launch objects from others?
« Last Edit: December 18, 2016, 10:22:10 am by zzz »
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SteelRat

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Re: Latest version: 16.7057
« Reply #183 on: December 18, 2016, 11:43:15 am »

 8)
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cameni

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Re: Latest version: 16.7057
« Reply #184 on: December 18, 2016, 12:04:11 pm »

Alt-E no longer opens the JS Editor. Can't find any entry in the Controls. Tried resetting to defaults but no change.
Pressing Return lets you leave an object but not enter it.

Both work for me. To enter, you need to be 5m from the bounding box, but not inside.

Quote
There's no documentation for object_test(). What's the syntax? How do you launch objects from others?

It's because these are temporary, meant for hacking only.
To launch an object, you can use this:

Code: [Select]
$query_interface("ot::js::world.get").create_instance(objurl, pos, rot, bool_permanent);

Code: [Select]
    ///Test if ray from model hits an object
    //@param pos model-space position
    //@param dir model-space ray direction
    //@param maxdist max ray distance to check (keep short if possible)
    //@param exclude_self true if ray should not hit origin body
    //@param joint [optional] bone id to be relative to (with pos, rot arguments)
    //@return {$ret: object hit, norm: hit surface normal vector, hitpoint: world position}
    function object_test( pos, dir, maxdist, exclude_self, joint)
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zzz

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Re: Latest version: 16.7057
« Reply #185 on: December 21, 2016, 12:15:34 pm »

When I click Import for the DAE importer after pressing shift-F7 nothing happens.

Alt-E no longer opens the JS Editor. Can't find any entry in the Controls. Tried resetting to defaults but no change.
Pressing Return lets you leave an object but not enter it.

Both work for me. To enter, you need to be 5m from the bounding box, but not inside.

still not working for me.  =|
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KW71

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Re: Latest version: 16.7057
« Reply #186 on: December 21, 2016, 09:21:47 pm »

When I click Import for the DAE importer after pressing shift-F7 nothing happens.

I have the same issue.
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"A man who is contented with what he has done, will never become famous for what he will do".

zzz

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Re: Latest version: 16.7057
« Reply #187 on: December 22, 2016, 05:04:29 pm »

For controls marked as a -/+, instead of returning the minvalue for the negative command, it returns a value just above it.

e.g. this.register_axis("car/controls/steering", {minval:-1, center:1000, vel:1000, acc:1000}, function(v) {

will return -0.99972..... instead of -1. I can change the JS code but a fix would be preferable to having to change it in every single one of my objects.
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eisenopferd

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Re: Latest version: 16.7057
« Reply #188 on: December 25, 2016, 04:23:11 pm »

Is there any chance of getting the game working with the buggy Intel HD4400 driver?
(wrong colours)
There is still no new driver from Intel...

Thanks /Hendrik/

(it is the same on Broadwell HD 5300)
« Last Edit: December 25, 2016, 04:39:56 pm by eisenopferd »
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cameni

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Re: Latest version: 16.7057
« Reply #189 on: December 27, 2016, 09:17:43 am »

It's very time consuming to find workarounds for driver bugs, and especially if it's about a below-spec hardware, it's not getting a high priority.
Diagnostics emits a few problems there, and the one related to the colors is probably the "NVIDIA texture array bug". That one was first found on Nvidia hardware, where it was relatively quickly fixed by the vendor. Interestingly, it appeared on Intel later, as if they tried to replicate the behavior ???
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eisenopferd

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Re: Latest version: 16.7057
« Reply #190 on: December 28, 2016, 03:54:40 pm »

OK, Thanks.
Does anybody know another program where this bug should appear? I could write to Intel.
But if I only can tell them one program where this bug comes to view, they probably will sort in this bug in low priority too...
/Hendrik/
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cameni

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Re: Latest version: 16.7057
« Reply #191 on: December 31, 2016, 08:59:13 am »

Version 16.1.0.7503
- grass roads/levelings (TODO: turn grassy option to grass height)
- swamp grass roads (grass+mud)
- grassy option for dirt roads
- support for flat road fitting type (not curved in vertical axis, for better road connections), automatic vertical road fitting handling most cases
- fixed dashed road markings
- fixed leveling width
- fixed terrain and grass getting too bright
- fix for leveling and road leftovers
- no dashed markings on road connections
- fixed ext.controls range (-1..1)
- deep water rendering fixes
- animal sounds in forests made less frequent
- scenery editor fixes

We are also releasing a sample of OSM road and building import. Please download and install the following mods:
swiss_roads.otx - Swiss road network (Gdrive)
Bern_OSM.otx - alpha building import for Bern, Switzerland (Gdrive)

The building import uses the building models from package imported by Levi, made by tonywob http://forum.outerra.com/index.php?topic=2888.0
Also thanks for contributions and testing by Acetone, KW71, Uriah and Langdon.

Happy New Year everyone!











« Last Edit: December 31, 2016, 09:20:36 am by cameni »
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cameni

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Re: Latest version: 16.1.0.7503
« Reply #192 on: December 31, 2016, 09:12:18 am »

Both imports are, of course, still alpha. You may encounter some really weird road crossings and lane merges, these are only in a primitive form for now.
Performance-wise the rendering of distant buildings will considerably change, using a specialized renderer that will be able to render the distant (but numerous) shapes much more efficiently, also reducing the memory footprint.

Currently the number of objects reaches some internal limits, so you may have problems modifying the scenery.
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Acetone

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Re: Latest version: 16.1.0.7503
« Reply #193 on: December 31, 2016, 09:52:43 am »

Congrats for this release, it takes some special dedication to release an update the 31 December :)

It's so nice to finally see OSM in action!


Edit: As noted by HiFlyer, you could experience some rendering artifacts over the buildings depending on your hardware configuration. Be sure Minimum Object Size is set to 5.0 or higher in the graphics/setting menu, and change the variable so flickering/dark buildings are correctly rendered.
« Last Edit: December 31, 2016, 10:28:58 am by Acetone »
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2eyed

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Re: Latest version: 16.1.0.7503
« Reply #194 on: December 31, 2016, 11:10:42 am »

Happy New Year to all OT's
Great thing with OSM!
However, buildings rendering (Bern) is messed up when viewing in VR.
Edit: crashes with suisse scenery in VR.
« Last Edit: December 31, 2016, 02:42:52 pm by 2eyed »
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