Search found 14 matches
- 21 Oct 2018, 12:19
- Forum: Support
- Topic: Building OpenMW on Windows
- Replies: 3
- Views: 3273
Building OpenMW on Windows
I'm having some difficulties building OpenMW on Windows. I have followed the recommended method to build, described at: https://wiki.openmw.org/index.php?title=Development_Environment_Setup Everything seems to work fine at first, but after running "CI/before_script.msvc.sh -k -p Win64 -v 2017&q...
- 07 Jun 2015, 16:33
- Forum: News
- Topic: OpenSceneGraph port now playable
- Replies: 88
- Views: 80749
Re: OpenSceneGraph port now playable
Finally! Been waiting for this. Thank you all for your hard work! Could someone post a build please (win -64)? I really want to give it a try.
- 15 Oct 2014, 23:48
- Forum: Organisation and Planning
- Topic: OpenMW 0.33.0
- Replies: 144
- Views: 82825
Re: OpenMW 0.33.0
Just wanted to say that removing the xcavemudcrab.kf did fix it. Just out of curiosity, what are .kf files? Animation?
Edit: And, Gramblosh, if you know what the source of the problem is, then maybe you could report it in the bugtracker?
Edit: And, Gramblosh, if you know what the source of the problem is, then maybe you could report it in the bugtracker?
- 15 Oct 2014, 20:53
- Forum: Organisation and Planning
- Topic: OpenMW 0.33.0
- Replies: 144
- Views: 82825
Re: OpenMW 0.33.0
Are you using the vanilla meshes? I had that problem with some smoothed meshes but the vanilla ones seem to work. No, I'm not using vanilla meshes. I pretty much have replacements for every mesh. Probably also the reason why the head of my steel war axe is hovering, separated a couple of inches awa...
- 15 Oct 2014, 20:33
- Forum: Organisation and Planning
- Topic: OpenMW 0.33.0
- Replies: 144
- Views: 82825
Re: OpenMW 0.33.0
Mudcrabs seems to be broken. They walk right through me (and in mid air) and reset their position after a few seconds. Is this an old bug, or is this new?
- 15 Oct 2014, 17:49
- Forum: Organisation and Planning
- Topic: OpenMW 0.33.0
- Replies: 144
- Views: 82825
Re: OpenMW 0.33.0
Gave 33.0 a quick try. The first thing i noticed was a significant fps increase since last i played. So I compared the two versions.
Outside Seyda Neen
Shadow and water options turned off
Direct3D9 renderering
31 fps with 32.0
39 fps with 33.0
Awesome.
Outside Seyda Neen
Shadow and water options turned off
Direct3D9 renderering
31 fps with 32.0
39 fps with 33.0
Awesome.
- 14 Oct 2014, 00:25
- Forum: General
- Topic: Playthrough observations
- Replies: 48
- Views: 24871
Re: Playthrough observations
If the solution would be a mod, then maybe some sort of"Official openMW mod" that fixes this (and any other similar bugs that is not directly related to the engine.) could be included with the engine?
- 10 Oct 2014, 21:29
- Forum: General
- Topic: What tools will OpenMW render obsolete?
- Replies: 10
- Views: 8910
Re: What tools will OpenMW render obsolete?
To my knowledge, The Morrowind Graphics Extender, Code patcher and the Script Extender will be obsolete. I believe there is more, or will be in the future. Everything is possible.
- 10 Oct 2014, 21:18
- Forum: Feature Requests and Suggestions
- Topic: Smoother cell transitions
- Replies: 33
- Views: 20206
Re: Smoother cell transitions
That is true, but it would have some use. When you start a new game or load a saved game when you are already inside somewhere. And there are a few caves and dungeons that have multiple areas. Or why not load a parts of a dungeon, cave or house if the players begins to move closer to their entrances...
- 10 Oct 2014, 20:51
- Forum: Feature Requests and Suggestions
- Topic: Smoother cell transitions
- Replies: 33
- Views: 20206
Re: Smoother cell transitions
How about a feature that enabled connected cells to load when you are inside an interiors? Basically, after an interior has finished loading, it will find all the exits (most commonly doors) and begin to load parts of (or all of) the cells that they connect to? For example, you start the game on the...