Search found 10 matches

by Hallfaer
19 Aug 2018, 14:27
Forum: Feature Requests and Suggestions
Topic: #3431 VFS resource name clashes
Replies: 5
Views: 1328

Re: #3431 VFS resource name clashes

Situation 1 is really a feature request about per-game configs for OpenMW engine, what makes sense. - If a resource name clash happens, which file is loaded is determined by the internal logic of the OpenMW VFS, even though one of the files is guaranteed to be wrong. IIRC, VFS will just load folder...
by Hallfaer
21 Apr 2018, 18:44
Forum: Feature Requests and Suggestions
Topic: #3431 VFS resource name clashes
Replies: 5
Views: 1328

#3431 VFS resource name clashes

Concerning: https://bugs.openmw.org/issues/3431 I made a bug report/feature request (it's causing me bugs, but still it's a new feature) for on the tracker, but it was rejected rather harshly: "Not even considering that this is really a feature request, this should be discussed on the forums" So I'm...
by Hallfaer
21 Apr 2018, 18:07
Forum: Feature Requests and Suggestions
Topic: Undo the alleged MCP "fix" for Absorb spell reflection
Replies: 63
Views: 20053

Re: Undo the alleged MCP "fix" for Absorb spell reflection

How do I fight monsters with reflect? Several options: Dump multiple summons on them. Personally aside from my personal ability to summon high level daedra, I'd consider bringing Gothren's Cephalopod helm and Aryon's Helper to the fight (summon Dremora and summon one of each atronach). But aside fro...
by Hallfaer
24 Jul 2016, 20:08
Forum: Feature Requests and Suggestions
Topic: 5K resolution, Quad-SLI and 10-core support?
Replies: 39
Views: 9538

Re: 5K resolution, Quad-SLI and 10-core support?

I can confirm that OpenMW runs splendidly on 4K, GTX960 and 4 cores. Instead of asking such silly questions, please provide artwork for OpenMW that actually: Is a significant improvement to the graphical quality of Morrowind in a meaningful way. Actually stresses the system in a meaningful way. (Mak...
by Hallfaer
09 Jun 2014, 18:07
Forum: General Development
Topic: Bug #1341: Summons don't vanish on death
Replies: 9
Views: 2038

Re: Bug #1341: Summons don't vanish on death

That'd be implicit, and would be a bad idea, since it is entirely valid for mods to have the same behaviour on non-summon creatures. No, that is not possible. The AiFollow constructor we are talking about is not exposed by the aifollow console commands. Only summons can use it. That is interesting....
by Hallfaer
09 Jun 2014, 18:02
Forum: General Development
Topic: multiple loops in Actors::update
Replies: 3
Views: 1296

Re: multiple loops in Actors::update

I suspected this kind of stuff happening, and I explicitly mention that when trying to fix the summon death (In reply to: https://forum.openmw.org/viewtopic.php?f=6&t=2223#p25055) we should avoid that kind of multiple-iteration. I'm think the current summons and bound weapons update code is free of ...
by Hallfaer
09 Jun 2014, 15:30
Forum: General Development
Topic: Bug #1341: Summons don't vanish on death
Replies: 9
Views: 2038

Re: Bug #1341: Summons don't vanish on death

Regarding summoned creatures not vanishing properly, vanilla Morrowind had an exploit where if you could open the "dead body" container fast enough you could loot the corpse before it vanished. Golden Saints almost always had money items worth selling off. I think this should NOT be allowed, IMHO. ...
by Hallfaer
07 Jun 2014, 12:22
Forum: General Development
Topic: Bug #1341: Summons don't vanish on death
Replies: 9
Views: 2038

Re: Bug #1341: Summons don't vanish on death

Hmm... I'm not sure anymore whether this is the right way to do this. Looking up all summons, every tick, to check whether they're still alive is ugly. An event driven solution would be much nicer. Is there a flag on creatures that indicates whether they are a summon or not? If so, it would make sen...
by Hallfaer
06 Jun 2014, 23:34
Forum: General Development
Topic: Bug #1341: Summons don't vanish on death
Replies: 9
Views: 2038

Bug #1341: Summons don't vanish on death

Note: Title summarised due to maximum thread title length. Original text is: Summoned Creatures do not immediately disappear when killed. I looked into this for a short while, but I'm not too familiar with the code. I think this is the relevant code from actors.cpp:534 if (found != (magnitude > 0)) ...
by Hallfaer
06 Jun 2014, 15:21
Forum: Join the team
Topic: Application: Hallfaer
Replies: 4
Views: 2014

Application: Hallfaer

Hello everyone, I reported a little on some bugs, and today I made my first pull request, so I thought I'd write a small application. I'm a BSc Technical Informatics student with an interest in security, and love hacking both software and hardware, though I'm not great at either. I enjoy reading hig...