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Author Topic: Latest version: 17.0.3.8141  (Read 294068 times)

Rudeboy1988

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Re: Latest version: 16.7057
« Reply #165 on: November 22, 2016, 07:00:59 am »

As a Linux user (Ubuntu 16.04 LTS) I must say I am very happy that the engine runs pretty well using PlayOnLinux with Wine 1.9.20.

I just had great fun driving a Tatra truck down from the Mont Blanc  :D

Hi, did you use a joysticks? on my POL Outerra can`t find any controllers. :(
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cameni

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Re: Latest version: 16.7057
« Reply #166 on: November 25, 2016, 08:43:31 am »

Just curious, can we expect to have an update by the end of the year? I'm actually missing the thrill of reading changelogs...

Hoping so, though end of the year is always busy.
The main feature is supposed to be the multiplayer, but it required a lot of modifications to many parts of the engine, and it's taking us quite a lot of time.
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Varldsligist

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Re: Latest version: 16.7057
« Reply #167 on: November 25, 2016, 11:14:20 am »

Muliplayer *drools*

What else do we have to look forward to?
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DenisJ

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Re: Latest version: 16.7057
« Reply #168 on: November 25, 2016, 03:42:14 pm »

Just curious, can we expect to have an update by the end of the year? I'm actually missing the thrill of reading changelogs...

Hoping so, though end of the year is always busy.
The main feature is supposed to be the multiplayer, but it required a lot of modifications to many parts of the engine, and it's taking us quite a lot of time.

Great news!
I wanted to ask whether it's going to be similar to the multiplayer plugin from a while ago or are you implementing other means of interaction between players, but... I'd rather have this update spoiler free :)
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cameni

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Re: Latest version: 16.7057
« Reply #169 on: December 16, 2016, 05:19:38 pm »

A bugfix version 16.1.0.7471 released.

For changelog readers:

- fixed vehicle physics in water, fixed boat physics not reacting to waves
- fixed water mesh animation, enhanced (less repetitive) ocean wave spectrum
- wind direction applied to ocean waves
- fixed screenshot path with relative data.cfg paths
- fixed location save with relative paths
- update not called on vehicle in case of script error
- fixed cleanup of old vector data on server data change
- fixed road modulation texture for gravel

- fixed terrain projection mode with mixed datasets (earth + new biome)
- planet variants can have selected datasets customized (except elevation which defines the planet)

- support for multi-axis hid devices (3DConnexion Space Navigator ...)
- fix for projection distortion of laser distance
- fixed black rivers in geomap mode

- bendable/snappable trees that heavy vehicles can overcome, physics only - not visual yet
- added rupture, elasticity and trunk diameter params into tree cfg
- fixed road slant in ui
- fixed road markings (incomplete)
- fixed previous terrain leveling being reset
- fixed panning in ufo mode
- fixed precomputed tile atmo (pale color terrain)

- fix for trees sometimes sunken into ground outside of rivers/roads
- less visible 3D grass transition, green boost for bland grass
- lighter dirt color

- detection of inverted axle bindpose in vehicles, support for wheel radius 0, fixed rigid body offset handling
- terrain tile state consistency fixes, terrain loading, missing trees
- fixed IR focus (msaa1 mode only)
- extended alt+9 collision debug output, vehicle wheel rays info
- fixed aircraft script reload and reset shortcuts
- contact and rolling friction, bounce in physics test objects (defined in objdef)

- added defaults for turret/mantlet
- fixed hand brake defaults
- fixed clearance on vehicles
- vehicles can drive on other objects (previously just glided with collision boxes)

- gl version checking for intel skylake, broadwell
- fixed grass shaders on Nvidia 2xx series

- a grass coloring experiment

Scenery editor:
- multiselect (shift + drag, only for objects not terrain levelings)
- asset picker in asset list
- location browser fixes
- possibility to change selected asset for another one (dblclick in asset list or dblclick when using the asset picker)
« Last Edit: December 16, 2016, 05:26:41 pm by cameni »
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DenisJ

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Re: Latest version: 16.7057
« Reply #170 on: December 16, 2016, 05:44:52 pm »

Yay!
I noticed serious performance improvements, previously I had awful stuttering when turning camera with ambient occlusion on. Now I'm getting nothing less than 60 fps with everything maxed out and vertical sync on. Feels so good...
Also, checkboxes in options menu now only show 'on' regardless of indicator itself.

Nah, stuttering caused by AO is actually still there in dense forest areas.
« Last Edit: December 18, 2016, 09:00:45 pm by DenisJ »
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zzz

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Re: Latest version: 16.7057
« Reply #171 on: December 16, 2016, 06:09:01 pm »

*sigh* Still no way for objects to share information with each other, or detect projectile impacts, or anything that improves the functionality and brings it closer to being a game.  =|
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Jagerbomber

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Re: Latest version: 16.7057
« Reply #172 on: December 16, 2016, 10:52:37 pm »

*sigh* Still no way for objects to share information with each other, or detect projectile impacts, or anything that improves the functionality and brings it closer to being a game.  =|

How's your game goin'?
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"Perhaps this speaks to some larger trend within society today...  A prevailing desire on the part of indie developers to recreate the entire world into one where you can charge more than $15 for your game design degree coursework." - Yahtzee ;) :P

zzz

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Re: Latest version: 16.7057
« Reply #173 on: December 17, 2016, 05:24:50 am »

*sigh* Still no way for objects to share information with each other, or detect projectile impacts, or anything that improves the functionality and brings it closer to being a game.  =|

How's your game goin'?

AI and pathfinding complete. Unless this is some variation of "you can't say food tastes bad unless you're a chef" argument?
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cameni

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Re: Latest version: 16.7057
« Reply #174 on: December 17, 2016, 06:43:31 am »

*sigh* Still no way for objects to share information with each other, or detect projectile impacts, or anything that improves the functionality and brings it closer to being a game.  =|

Um, that probably wouldn't even be documented here.
There was one internal change that allows you to share info, as long as you can obtain a reference to the other object.
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.
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Acetone

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Re: Latest version: 16.7057
« Reply #175 on: December 17, 2016, 03:21:04 pm »

Made a little video showing some of the editor improvements :)

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Jagerbomber

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Re: Latest version: 16.7057
« Reply #176 on: December 17, 2016, 06:26:18 pm »

Oh snap, do they all stay aligned with the ground?...
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"Perhaps this speaks to some larger trend within society today...  A prevailing desire on the part of indie developers to recreate the entire world into one where you can charge more than $15 for your game design degree coursework." - Yahtzee ;) :P

Lewin

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Re: Latest version: 16.7057
« Reply #177 on: December 18, 2016, 01:14:24 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?
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Acetone

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Re: Latest version: 16.7057
« Reply #178 on: December 18, 2016, 01:16:51 am »

Oh snap, do they all stay aligned with the ground?...

That's a feature of the new editor since day one :)



It's selected by default. Keep in mind it uses the pivot point of the model, so you might need to adjust it (like I did in the video) and the ground alignment can be a little off if you start moving a large number of buildings on a large surface. Combined with auto-leveling under individual objects, it's easy to make a little city fast.
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cameni

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Re: Latest version: 16.7057
« Reply #179 on: December 18, 2016, 02:20:24 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.
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