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Outerra Tech Demo download. Help with graphics driver issues

Author Topic: Underground problem  (Read 3911 times)

TheSquiffy

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Underground problem
« on: February 25, 2012, 07:21:45 am »

I can't reproduce it yet, and I did'nt know the UI yet enough to go for lat/lon location, sorry, but It happened I could go under terrain level/coords I suppose. After it, I could'nt "escape". So quitting and reopening was the only solution here:


By thesquiffy at 2012-02-25

Sq.
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cameni

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Re: Underground problem
« Reply #1 on: February 28, 2012, 05:35:29 am »

Looks like camera pitch turned by 180°
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TheSquiffy

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Re: Underground problem
« Reply #2 on: February 28, 2012, 07:29:04 am »

Looks like camera pitch turned by 180°

I remember I could not move anymore. Anyway, I've recorded a funny video with a similar situation. I'll try to give you it later (I'm not at home right now).

Here's what I done, I think it's reproducible:
I moved to grand canyon, a few hundered meters from it, landed a veichle, then started a suicide/rush to the canyon, watching from external camera. Veichle flawn a bit and after it's fall down, camera started an endless rotation without control (maybe the veichle). Here I seen the veichle model going under the ground, and After 5 minutes, it was still rotating and no further movements were possible. I suppose the camera "entered" someway under the ground limits with no chance to get out. I also think rotation moment where unstable and unable to recover.

Hope this helps to reproduce.

Sq.
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TheSquiffy

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Re: Underground problem
« Reply #3 on: February 28, 2012, 03:46:51 pm »

ehm... how do I convert yog files to something easier to manage? It's first time i see such format  :-[ :-[ :-[

Sq.
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C. Shawn Smith

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TheSquiffy

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Re: Underground problem
« Reply #5 on: February 28, 2012, 03:58:59 pm »

oh thank you very much ;-)
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PRiME

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Re: Underground problem
« Reply #6 on: March 09, 2012, 01:32:45 am »

Yes this happens allot on hills, it seems the team has yet to add in collision for steep generated terrain details so objects fall through the surface a bit. Check this out after walking over hills etc..

It be nice to know when this will be addressed? perhaps it needs to wait until better physics is adopted?



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C. Shawn Smith

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Re: Underground problem
« Reply #7 on: March 09, 2012, 01:37:34 am »

The issue, I think, is with the way the collision detection takes place currently, and is one of the things they've been discussing.  Collision detection, however, is probably a lower priority than some of the other issues and enhancements that need to be addressed, just by its nature.  Lower altitudes don't suffer the above-mentioned bugs.  It's primarily the higher altitudes that do.   I wouldn't be surprised to see a generalized "fix" to mitigate it in the interim, but would expect to see something a lot later in the builds to actually address it point-blank.
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What we think, we become -- Buddha
There is no spoon -- Neo, The Matrix
The Cosmos is all that is, or ever was, or ever will be. -- Carl Sagan
Outerra is all that is, or ever was, or ever will be. -- Me :)
- Yes, I'm still around ... just been busy with other projects ;)

Sam

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Re: Underground problem
« Reply #8 on: March 09, 2012, 02:12:35 am »

or try press key "R" or "F". Maybe you stuck in the ounderground.  ;)
It helps my.
« Last Edit: March 09, 2012, 03:50:52 am by Sam »
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ZeosPantera

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Re: Underground problem
« Reply #9 on: March 09, 2012, 02:15:41 am »

Yeah, in the build stages Cameni left it so that at a certain vertical angle the resolution of the collision mesh is less than flat ground. This was to save it from bogging things down while he was just coding the generation. He told me it was an easy fix. But easy fix might be 12-20 hours of work and with other bigger problems keeping people from playing and the controller issues. I am sure it is on the back burner for now.
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