Search found 25 matches
- 22 Sep 2021, 12:55
- Forum: Organisation and Planning
- Topic: OpenMW 0.47.0
- Replies: 180
- Views: 189502
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...
- 24 Mar 2018, 13:19
- Forum: General Development
- Topic: Retrieve projectiles from game world
- Replies: 8
- Views: 9293
Re: Retrieve projectiles from game world
Cool!
New step is to draw projectiles when you hit creature
New step is to draw projectiles when you hit creature
- 13 Dec 2017, 11:56
- Forum: General Development
- Topic: Bug #4241
- Replies: 13
- Views: 7886
Re: Bug #4241
it seems segfault is fixed.
But anyway camera starts updating before cell is full loaded.
But anyway camera starts updating before cell is full loaded.
- 12 Dec 2017, 23:18
- Forum: General Development
- Topic: Bug #4241
- Replies: 13
- Views: 7886
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...
- 12 Dec 2017, 13:41
- Forum: General Development
- Topic: Bug #4241
- Replies: 13
- Views: 7886
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...
- 05 Dec 2017, 12:35
- Forum: General Development
- Topic: Bug #4241
- Replies: 13
- Views: 7886
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.
- 05 Dec 2017, 01:04
- Forum: General Development
- Topic: Bug #4241
- Replies: 13
- Views: 7886
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...
- 04 Dec 2017, 02:56
- Forum: General Development
- Topic: Bug #4241
- Replies: 13
- Views: 7886
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...
- 03 Dec 2017, 14:13
- Forum: Feature Requests and Suggestions
- Topic: OpenMW desperately needs a Flatpak
- Replies: 25
- Views: 16936
Re: OpenMW desperately needs a Flatpak
Wow, super!
- 01 Dec 2017, 14:41
- Forum: Feature Requests and Suggestions
- Topic: Time passing while in some menus
- Replies: 8
- Views: 6035
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...