Search found 1032 matches

by AnyOldName3
17 Oct 2018, 02:50
Forum: General Development
Topic: Shadows
Replies: 249
Views: 35517

Re: Shadows

Normally, AppVeyor handles Windows builds, no one cares about OSX, and Linux users are willing to build just about anything. AppVeyor isn't handling Windows builds for the stripe test as I've obviously not made a PR for it. For this specific test, I just require confirmation from a few systems as th...
by AnyOldName3
16 Oct 2018, 21:48
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 366
Views: 146709

Re: OpenMW Nightly builds

On GL appveyor is triggered per merge into master
A few posts ago (although not in this sudden flurry of posts today) you said this. It might be better to use this automatic trigger rather than a nightly cron job as it makes bisecting issues either if there's one build per PR.
by AnyOldName3
16 Oct 2018, 21:36
Forum: General Development
Topic: Shadows
Replies: 249
Views: 35517

Re: Shadows

I've made progress trying to fix an issue I couldn't solve back in January with Scrawl's help (although I'm not entirely sure why it's started working now, as I can't get the fix to work when I apply it to the branch from January). In order to verify that it's actually working, can people please tes...
by AnyOldName3
16 Oct 2018, 21:35
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 366
Views: 146709

Re: OpenMW Nightly builds

I'm pretty sure Travis does artefacts if you tell it to. I think that's how Dolphin Emulator does its Ubuntu and OSX builds.
by AnyOldName3
16 Oct 2018, 21:05
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 366
Views: 146709

Re: OpenMW Nightly builds

I'm unconvinced we need nightlies now that AppVeyor does artefacts. Maybe we should just change the first post to point to those.
by AnyOldName3
16 Oct 2018, 14:24
Forum: Editor Development
Topic: Object editing widgets
Replies: 17
Views: 785

Re: Object editing widgets

The current design is fine, except that it is very incomplete.
I'm pretty sure we're a long way from a consensus that the current design qualifies as fine.
by AnyOldName3
13 Oct 2018, 21:27
Forum: Documentation
Topic: Typo in the documentation sections of config file?
Replies: 9
Views: 447

Re: Typo in the documentation sections of config file?

I'm not super happy with that solution as "Shaders settings" isn't correct English. I'm still most keen on having a "These settings go under the `[Category name]` heading" line on the page for each category.
by AnyOldName3
13 Oct 2018, 00:54
Forum: Support
Topic: My normal map doesn't work in game.
Replies: 4
Views: 176

Re: My normal map doesn't work in game.

The only issue I'm seeing in the zip is that you've called your textures folder testures instead, but if that were the case on your machine, too, it wouldn't have even picked up the texture we're seeingin the screenshot. It's possible that there's another issue I've missed, though, so other people s...
by AnyOldName3
10 Oct 2018, 03:31
Forum: Other Forks and Ports
Topic: OpenNuka
Replies: 64
Views: 1822

Re: OpenNuka

Hopefully the OpenNuka team unites as smoothly as the Avengers, and not as badly as the Justice League. Didn't they spend their first film fighting each other until Phil Coulson 'died', then the next one disagreeing about whether it was a good idea to do something with AI (rather than the more sens...
by AnyOldName3
10 Oct 2018, 03:25
Forum: Other Forks and Ports
Topic: Performance Suggestions
Replies: 14
Views: 658

Re: Performance Suggestions

On a desktop machine, there's basically no additional impact to rendering at higher resolutions as the fragment shader's so much simpler than what you'd get in a typical application these days that the actual draw calls (and the associated cull traversal etc.) burn so much more CPU time than the inc...