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mygamepages  |  Forum  |  General Category  |  General Discussion  |  Outerra - 3D Planetary Engine 0 Members and 1 Guest are viewing this topic. « previous next »
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Author Topic: Outerra - 3D Planetary Engine  (Read 10739 times)
jgr9
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« Reply #105 on: June 03, 2012, 09:56:24 AM »

Mount Fujiyama





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jgr9
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« Reply #106 on: June 04, 2012, 08:01:17 PM »

Outerra demonstration made very recently
http://www.youtube.com/watch?feature=player_embedded&v=pA7s6oyl3vo
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« Reply #107 on: June 10, 2012, 08:49:29 AM »

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Version 0.7.11.3100

    performance fixes - 20% fps gain in some cases
    enhanced detection of injected modules that can interfere with rendering and cause bugs, now detects also the hidden ones
    fixed black spots in fog
    fixed diffuse light on trees not being recalculated
    fixed collision glitch with angled rays crossing edges of tiles
    grass lighting and transition enhancements
    fog support on grass
    fixed ambient lighting on terrain and trees, allowing light after sunset
    set minimum lighting level during night
    workaround for excessive mie scattering visible through terrain
    fixed roads disappearing after a crash
    fixed selection of server when downloading data
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jgr9
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« Reply #108 on: June 16, 2012, 06:00:32 AM »

Oh man, I definitely laughed at this post because reminded me of something else familiar.  :D

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Atlantis is revived  ;)
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spaceboy
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« Reply #109 on: June 16, 2012, 09:56:21 AM »

just give me my hovercraft!
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« Reply #110 on: June 21, 2012, 02:19:28 PM »

Inertia head/camera movement with bumps etc.
http://www.youtube.com/watch?v=00zWIs-bTik

And new cessna.





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jgr9
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« Reply #111 on: July 03, 2012, 08:37:14 PM »


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jgr9
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« Reply #112 on: July 07, 2012, 11:33:34 AM »

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Preliminary development (unstable) version for testing. Main changes since the 0.7.11.3100 version:

    reworked object rendering pipeline: much faster, a better lighting model, culling on all objects including static, LOD
    optimizations in terrain rendering, mainly apparent on ATI cards (+20% on 4850, +10% 6850)


This version has to be installed manually, as it doesn't yet support everything that was in the last "stable" version. The purpose of this release is to get some feedback on how it works on various systems, to be able to catch problems early.

Please install it to a new path, and it's also preferable to use a different data path for it. It can use your existing configuration files, but it will modify them and make incompatible with the previous version, if they share the same data folder.

Download link: Anteworld-0.7.12.3162

Changelog:

    added support for account password/email change and password reset
    fixed external payments on IE browser
    new model format
    lowered GPU memory requirements on terrain rendering
    fixed selection of roads with malformed waypoints
    fixed sound bug on tile edges
    fixed water and fog lighting bugs
    fixed MSAA artifacts in shallow water
    added support for custom sea level (world.cfg)
    added inertial head movement simulation in vehicles
    added debug_keys option to eng.cfg


Known issues:

    MSAA is ignored on ATI due to ATI driver bug when reading depth data (new pipeline needs it)
    gaps on the mesh of the truck model
    head movement simulation jerky when the truck is braked
    not all old models converted into the new format yet
    app sometimes hangs on exit, may be specific to ATI 12.6 drivers


Please report other issues you encounter with this version.
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jgr9
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« Reply #113 on: July 13, 2012, 03:22:27 PM »

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Patch 0.7.12.3175

    reverse on vehicles implemented
    wheels can block and skid
    fixed vehicle jitter when braked
    fixed forgotten key problem with keyboard steering
    fixed entering vehicle
    fixed glass rendering
    added fading log when changing base speed in UFO mode
    Fx keys now also close the tool they open, Esc too
    fixed sandbox menu shortcuts not working when menu is up
    fixed grass showing forest ambient when trees are off
    fixed water surface rendering bugs
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jgr9
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« Reply #114 on: July 17, 2012, 02:24:51 PM »

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Patch 0.7.12.3179: geotagged screenshots and vehicle configuration

    screenshot saved as jpeg with exif gps info
    added optional cmdline argument - path to a jpeg file from which to read embedded gps position
    ufo camera will rise to ground level if initially found under it
    added testing chassis configuration, read from vehicle.cfg dynamically

http://www.youtube.com/watch?v=nIAny-L3n5k&feature=player_embedded
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jgr9
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« Reply #115 on: July 26, 2012, 02:45:31 PM »

http://www.youtube.com/watch?v=GERKJDWhfIg&feature=player_embedded
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spaceboy
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« Reply #116 on: July 26, 2012, 04:55:59 PM »

Quite nice.  The water/waves look great.
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« Reply #117 on: August 05, 2012, 04:18:59 PM »

Texture mods
http://www.youtube.com/watch?v=tvAZ9YfW7Ds&feature=player_embedded
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« Reply #118 on: August 07, 2012, 02:28:04 PM »

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New patch 0.7.12.3212

    added "Others" tab in controls, mostly as a reference of what other keys are there
    F12 remapped to the issue tracker (see below)
    detection of buggy NV 304.xx beta drivers
    gmaps in sandbox mode use exact height instead of the filtered one
    bilinear 2x2 PCF samples for shadowmap
    fixed metallic materials
    fixed c172 propeller visibility
    added lerp between alpha channel and computed fresnel val (for blurred propellers)

Another texture cessna texture mod
http://www.youtube.com/watch?v=XzSxCY_b66k&feature=player_embedded
« Last Edit: August 07, 2012, 03:56:21 PM by jgr9 » Logged
jgr9
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« Reply #119 on: August 09, 2012, 03:17:02 PM »

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New patch 0.7.12.3217

    fixed ambient clamp
    fixed black propeller
    ufo min height above terrain lowered to 0.5m
    extended diffuse multiplier range to 0.0 - 4.0 (for normalization of textures)
    modified default t817 cabin and bed textures to diffuse coefs to 2.0 (better contrast)
    ambient light on objects changes with object height above ground
    FOV slider in config shows also vertical value
    fixed trac access code generator
    fixed tex error message on cessna load
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