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Outerra Tech Demo download. Help with graphics driver issues

Author Topic: Long term future of all things Outerra...  (Read 5984 times)

chomper

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Long term future of all things Outerra...
« on: August 26, 2017, 10:11:22 pm »

First things first, I have to tip my hat to the team for creating Outerra, it is simply an epic undertaking.

To the development team, what is the long term plan for Outerra?
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DenisJ

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Re: Long term future of all things Outerra...
« Reply #1 on: August 27, 2017, 02:13:53 am »

There is probably more to it since then, but the info in this post still stands I think.

https://forum.outerra.com/index.php?topic=3616.msg41895#msg41895
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MedwedianPresident

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Re: Long term future of all things Outerra...
« Reply #2 on: August 27, 2017, 04:10:41 am »

I am especially interested in bridges and tunnels. I am constructing fictional highways in Siberia, and the "bridges" I create look ugly. Moreover, I can't build tunnels where a real civil engineer would, meaning that my roads have to go around mountains instead of going through.

Good work so far. I like the new cars.

P.S.: Why is there savannah vegetation in northeastern Siberia?
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TeslaK20

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Re: Long term future of all things Outerra...
« Reply #3 on: August 27, 2017, 11:22:50 am »

I doubt tunnels are possible because I don't think Outerra supports volumetric terrain. That would require a massive overhaul probably.
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HiFlyer

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Re: Long term future of all things Outerra...
« Reply #4 on: August 27, 2017, 06:49:45 pm »

I doubt tunnels are possible because I don't think Outerra supports volumetric terrain. That would require a massive overhaul probably.

Yet tunnels were an Outerra goal from a very long time ago, along with things like fully 3D trees.
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chomper

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Re: Long term future of all things Outerra...
« Reply #5 on: August 29, 2017, 04:00:56 am »

I doubt tunnels are possible because I don't think Outerra supports volumetric terrain. That would require a massive overhaul probably.

Yet tunnels were an Outerra goal from a very long time ago, along with things like fully 3D trees.

How much work would be involved to integrate volumetric terrain?
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cameni

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Re: Long term future of all things Outerra...
« Reply #6 on: August 29, 2017, 03:54:57 pm »

Volumetric terrain is not required for tunnels, we will generate tunnel geometry procedurally from tunnel segments, and fit it to terrain mesh at entrances.
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chomper

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Re: Long term future of all things Outerra...
« Reply #7 on: August 29, 2017, 11:40:45 pm »

Volumetric terrain is not required for tunnels, we will generate tunnel geometry procedurally from tunnel segments, and fit it to terrain mesh at entrances.

As an aside, will user modding of the world be a feature in a future update?
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cameni

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Re: Long term future of all things Outerra...
« Reply #8 on: August 30, 2017, 05:44:17 am »

What kind of modding do you mean? You can already mod the world to an extent in the scenery editor, so I guess you want something else more.
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chomper

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Re: Long term future of all things Outerra...
« Reply #9 on: August 31, 2017, 02:57:08 am »

What kind of modding do you mean? You can already mod the world to an extent in the scenery editor, so I guess you want something else more.

Ad-hoc terrain modification is what I was thinking.
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cameni

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Re: Long term future of all things Outerra...
« Reply #10 on: September 04, 2017, 10:43:56 am »

We are primarily trying to use available real world datasets to reproduce Earth, to make it usable primarily for simulators and games that do not need large scale world modifications. If you want to remodel mountains or something such, that won't be possible. Smaller scale modifications like fixing baked-in buildings in terrain data in cities are going to be possible via a vector-based tool, but we are also working on filtering the source data to obtain better terrain models, and the tools may not be strictly necessary for that purpose.
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