Search found 2110 matches

by scrawl
13 Feb 2018, 01:49
Forum: Feature Requests and Suggestions
Topic: MCP-like menu
Replies: 36
Views: 9915

Re: MCP-like menu

You know, this is why I'm sceptical to adding such settings, because people inevitably ask for more and more. Improved scripting capabilities should really be the main focus.
by scrawl
13 Feb 2018, 01:46
Forum: Support
Topic: Distant Terrain Performance
Replies: 7
Views: 6716

Re: Distant Terrain Performance

Are you maybe using landmass mods like Tamriel Rebuilt? The larger the world, the longer this will take. Anyway, I've pushed a change that should make things much faster, at least if your framerate is significantly higher than 60. If isn't, you can lower the new 'target framerate' setting to squeeze...
by scrawl
12 Feb 2018, 18:06
Forum: Support
Topic: Distant Terrain Performance
Replies: 7
Views: 6716

Re: Distant Terrain Performance

Even with a high frame rate it can be a lengthy wait (minutes) for this number to reach 0, Strange. If I remember right, for me that would complete within a few seconds. What's your video hardware and your FPS like? Can other users confirm this finding? and each composite seems to take a different ...
by scrawl
12 Feb 2018, 17:58
Forum: Development
Topic: Black textures as hit faders appear as transparent.
Replies: 2
Views: 2731

Re: Black textures as hit faders appear as transparent.

Morrowind's hit fader uses additive rendering. If you add black (=0) to something, nothing will happen.

openmw_layers.xml:

Code: Select all

    <Layer name="AdditiveOverlay" type="AdditiveLayer" pick="false"/>
Just remove the type="AdditiveLayer".
by scrawl
11 Feb 2018, 16:20
Forum: Support
Topic: Distant Terrain Performance
Replies: 7
Views: 6716

Re: Distant Terrain Performance

in a freshly-loaded exterior (such as travelling from indoors to outdoors or loading a save) one can reliably induce a pronounced stutter simply by turning around on the spot Press 'F4' and look at the counter for 'Terrain Composite' or whatever it was called. That's the textures for distant terrai...
by scrawl
11 Feb 2018, 16:00
Forum: Mod Compatibility
Topic: Modded Race Hand Meshes not Showing?
Replies: 4
Views: 2062

Re: Modded Race Hand Meshes not Showing?

Error loading meshes/b/b_s_skel_m_r_hand_1.1st: no readerwriter for '1st' found There's your issue. The file extension is '.1st' when it should really be '.nif'. I'm not too surprised that this still works in MW, because .nif is the only supported file format there. In OpenMW though, we have a bunc...
by scrawl
11 Feb 2018, 00:50
Forum: Mod Compatibility
Topic: Modded Race Hand Meshes not Showing?
Replies: 4
Views: 2062

Re: Modded Race Hand Meshes not Showing?

Post your openmw.log, how you installed those files and we'll know more. Probably it is one of (from most to least likely): 1. You haven't installed the mod's data files correctly. 2. The mod uses broken file references that only happen to work because of the guessing games the original engine does,...
by scrawl
10 Feb 2018, 18:43
Forum: General discussion
Topic: [WIP] Android port testing
Replies: 74
Views: 24233

Re: [WIP] Android port testing

The issue with the water is caused by the large faces of the water surface messing with per-vertex fog. It's worked around here by applying a shader so that fog is always per pixel, but for some reason the previous android port developer #if'd out that part. https://github.com/OpenMW/openmw/blob/mas...
by scrawl
10 Feb 2018, 18:40
Forum: Support
Topic: Mac 2017 cursor upside-down
Replies: 5
Views: 1278

Re: Mac 2017 cursor upside-down

Huh, weird. 1. What's transparent? Is there no cursor at all? A garbled cursor? Or is there a normal cursor but the part that should be opaque is semi-transparent? 2. Was it not transparent before, when the cursor was still flipped, before you used the environment variable? 3. I don't suppose it's p...
by scrawl
10 Feb 2018, 18:24
Forum: Feature Requests and Suggestions
Topic: Subdivided Exterior Grid
Replies: 10
Views: 7028

Re: Subdivided Exterior Grid

They've probably changed it because there are more objects in those games compared to Morrowind's sparsely populated landscape, and they tested the number that actually works best for each game. Smaller cells doesn't necessarily mean better performance, because you'll have more overhead traversing e...