Search found 596 matches

by AnyOldName3
18 Jan 2018, 12:49
Forum: Development
Topic: OpenMW on android flipped textures
Replies: 33
Views: 1410

Re: OpenMW on android flipped textures

There's a couple of potential issues with removing you completely from everything. Firstly, if we ever need to relicense OpenMW (for example because a bug/loophole in the GPL means it needs changing or because it turns out to be incompatible with something we want to support, much like how Dolphin E...
by AnyOldName3
18 Jan 2018, 12:25
Forum: Development
Topic: OpenMW on android flipped textures
Replies: 33
Views: 1410

Re: OpenMW on android flipped textures

The S3TC patent expired, so there are no issues with texture decompression anymore. Provided you're using a recent enough build of OSG (either from their master branch or our fork) there's even the option to decode DTX compressed textures in software.
by AnyOldName3
18 Jan 2018, 03:22
Forum: Development
Topic: OpenMW on android flipped textures
Replies: 33
Views: 1410

Re: OpenMW on android flipped textures

I'm pretty sure we didn't need to remove the screenshots from the first post of this thread after rereading that. Hosting a few screenshots of a bug in a development thread isn't really making Morrowind the poster child of OpenMW on Android, after all.
by AnyOldName3
18 Jan 2018, 00:42
Forum: Development
Topic: OpenMW on android flipped textures
Replies: 33
Views: 1410

Re: OpenMW on android flipped textures

The actual email back-and-forth is floating around somewhere, but I can't remember how to find it right now. That would tell you absolutely everything you might need to know.
by AnyOldName3
17 Jan 2018, 21:51
Forum: Development
Topic: OpenMW on android flipped textures
Replies: 33
Views: 1410

Re: OpenMW on android flipped textures

The main limitation with posting binaries is making sure that the source code is easily available so you don't accidentally violate the GPL.
by AnyOldName3
17 Jan 2018, 15:42
Forum: Support
Topic: .tga files support
Replies: 9
Views: 266

Re: .tga files support

I thought the default behaviour was to prefer the dds over tga files? Or is that not the issue in this case? I think we settled on that behaviour because it was determined to be how vanilla worked, so if the mod works in vanilla it means either that isn't the issue or we've subtly misunderstood wha...
by AnyOldName3
17 Jan 2018, 15:40
Forum: Support
Topic: .tga files support
Replies: 9
Views: 266

Re: .tga files support

I didn't fix the bug so that people could just work around it. It should be the case that the provided binaries for Windows include the fix, but there could be any number of reasons why that hasn't happened. Either way, though, the image in the zip file at the top of the thread isn't affected by the...
by AnyOldName3
16 Jan 2018, 22:29
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 299
Views: 88578

Re: OpenMW Nightly builds

They'd been broken for at least a fortnight before it was noticed last time. A lack of complaints doesn't mean all that much.
by AnyOldName3
13 Jan 2018, 13:55
Forum: Feature Requests and Suggestions
Topic: Per-slot armor rating
Replies: 4
Views: 237

Re: Per-slot armor rating

This was something I wanted to have eventually in my somewhat far-fetched vision for a future VR version of OpenMW where it mattered where you hit someone. In my envisaged version it would also require knowing which parts of a mesh are actually armour and which are exposed skin so you could get a sn...
by AnyOldName3
12 Jan 2018, 20:16
Forum: General discussion
Topic: Problem installing animations.
Replies: 7
Views: 358

Re: Problem installing animations.

Almost certainly, although I'd potentially make it disableable or off when case folding is turned off.