Search found 10 matches
- 19 Aug 2018, 14:27
- Forum: Feature Requests and Suggestions
- Topic: #3431 VFS resource name clashes
- Replies: 5
- Views: 4120
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...
- 21 Apr 2018, 18:44
- Forum: Feature Requests and Suggestions
- Topic: #3431 VFS resource name clashes
- Replies: 5
- Views: 4120
#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&qu...
- 21 Apr 2018, 18:07
- Forum: Feature Requests and Suggestions
- Topic: Undo the alleged MCP "fix" for Absorb spell reflection
- Replies: 63
- Views: 44467
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...
- 24 Jul 2016, 20:08
- Forum: Feature Requests and Suggestions
- Topic: 5K resolution, Quad-SLI and 10-core support?
- Replies: 39
- Views: 20116
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...
- 09 Jun 2014, 18:07
- Forum: General Development
- Topic: Bug #1341: Summons don't vanish on death
- Replies: 9
- Views: 4380
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....
- 09 Jun 2014, 18:02
- Forum: General Development
- Topic: multiple loops in Actors::update
- Replies: 3
- Views: 2475
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...
- 09 Jun 2014, 15:30
- Forum: General Development
- Topic: Bug #1341: Summons don't vanish on death
- Replies: 9
- Views: 4380
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 allow...
- 07 Jun 2014, 12:22
- Forum: General Development
- Topic: Bug #1341: Summons don't vanish on death
- Replies: 9
- Views: 4380
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...
- 06 Jun 2014, 23:34
- Forum: General Development
- Topic: Bug #1341: Summons don't vanish on death
- Replies: 9
- Views: 4380
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)) ...
- 06 Jun 2014, 15:21
- Forum: Join the team
- Topic: Application: Hallfaer
- Replies: 4
- Views: 3833
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...