Search found 25 matches

by thegriglat
22 Sep 2021, 12:55
Forum: Organisation and Planning
Topic: OpenMW 0.47.0
Replies: 180
Views: 188694

Re: OpenMW 0.47.0

RC7: Windows: https://openmw.rgw.ctrl-c.liu.se/Releases/OpenMW-0.47.0-RC7-win64.exe Linux: https://redfortune.de/openmw/rc/openmw-0.47.0-Linux-64BitRC7.tar.gz macOS: https://mega.nz/file/CJkgHQhK#3t2GTDofZwoi5x8vNlcm8T8k1Xwr-bQgHPGecCDHjD4 2021-09-07 --- Edit by Atahualpa: added link to Linux RC7 p...
by thegriglat
24 Mar 2018, 13:19
Forum: General Development
Topic: Retrieve projectiles from game world
Replies: 8
Views: 9260

Re: Retrieve projectiles from game world

Cool!
New step is to draw projectiles when you hit creature ;)
by thegriglat
13 Dec 2017, 11:56
Forum: General Development
Topic: Bug #4241
Replies: 13
Views: 7829

Re: Bug #4241

it seems segfault is fixed.
But anyway camera starts updating before cell is full loaded.
by thegriglat
12 Dec 2017, 23:18
Forum: General Development
Topic: Bug #4241
Replies: 13
Views: 7829

Re: Bug #4241

Trying to fix segfaults at continuous savegame reloads if (mTrackingPtr.isEmpty()) return position; const ESM::Cell* cell = mTrackingPtr.getCell()->getCell(); if (!cell) return position; if (!(cell->hasWater())) // <<<<<<<<<< segfault here return position; const osg::Node* baseNode = mAnimation->get...
by thegriglat
12 Dec 2017, 13:41
Forum: General Development
Topic: Bug #4241
Replies: 13
Views: 7829

Re: Bug #4241

Hi guys, After some coding, I'm a bit confused what can be done next to fix this bug? What we have now in PR: * camera position depends on head x,y-coordinates, z-coordinate depends on RootNode (committed as workaround basically). Unfortunately, this changes camera view :( * head targeting is disabl...
by thegriglat
05 Dec 2017, 12:35
Forum: General Development
Topic: Bug #4241
Replies: 13
Views: 7829

Re: Bug #4241

I submitted PR in which I change only z-coordinate so the camera is centered as before. But yes, unlikely it is a suitable solution.
by thegriglat
05 Dec 2017, 01:04
Forum: General Development
Topic: Bug #4241
Replies: 13
Views: 7829

Re: Bug #4241

I tried this, camera works fine but view of hands changed. diff --git a/apps/openmw/mwrender/camera.cpp b/apps/openmw/mwrender/camera.cpp index cb6188a54..13c52492a 100644 --- a/apps/openmw/mwrender/camera.cpp +++ b/apps/openmw/mwrender/camera.cpp @@ -87,7 +90,7 @@ namespace MWRender osg::Vec3d Came...
by thegriglat
04 Dec 2017, 02:56
Forum: General Development
Topic: Bug #4241
Replies: 13
Views: 7829

Bug #4241

Hi all, today I have found a bug with a camera (https://bugs.openmw.org/issues/4241). I'm not a C++ and/or OpenMW code guru and after playing with camera.cpp I found a solution which seems to be workaround (lift camera up to 2 points(pixels?) -- it is enough to "fix" issue): diff --git a/a...
by thegriglat
01 Dec 2017, 14:41
Forum: Feature Requests and Suggestions
Topic: Time passing while in some menus
Replies: 8
Views: 5995

Re: Time passing while in some menus

Hi all, 1. Only inventory menu affected, the main menu still causes game pause (seems to be OK) 2. If you start dialogue and NPC get killed or became inaccessible dialogue will continue (bug) 3. Not tested yet. But I think an item will be removed from inventory (problem) Yes, there are some cases wh...