Search found 429 matches

by Capostrophic
18 Nov 2018, 11:23
Forum: Content Development
Topic: Adding scripts generated like a levelled list merger.
Replies: 8
Views: 227

Re: Adding scripts generated like a levelled list merger.

1. Scripted items aren't supposed to be stacked, but even if stack comparison is fixed there's another issue that can cause unstackable items to be stacked. And yes, stacking scripted items breaks scripts since there is a single reference with non-1 count and one script. 2. Use a variable in the scr...
by Capostrophic
15 Nov 2018, 14:19
Forum: General
Topic: Is this 'normal' Morrowind enemy behaviour?
Replies: 1
Views: 261

Re: Is this 'normal' Morrowind enemy behaviour?

Combat AI package is not removed when the actor is out of AI processing range. This is not the vanilla behavior of combat (it's not implemented as an AI package there whatsoever though), but it's a known reported issue.
by Capostrophic
09 Nov 2018, 12:18
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 382
Views: 160760

Re: OpenMW Nightly builds

I'm not Ace, but nightly builds are more recent than the RC builds. They have some more fixes and features that haven't been finished in time for 0.45.0, and though the difference is just a week or so of the commit history of the repository they are likely to get far ahead of the release builds when...
by Capostrophic
08 Nov 2018, 14:55
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 152
Views: 20319

Re: OpenMW 0.45.0

Sorry, that was me overreacting.

I'd welcome any suggestions regarding the changelog now, I'd rather not rewrite it from scratch in full because it was deeply flawed once I no longer have access to my usual PC for the rest of November.
by Capostrophic
08 Nov 2018, 12:20
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 152
Views: 20319

Re: OpenMW 0.45.0

:( With all due respect, please reconsider. Even without considering the nice round number of 200 in decimal numeric system, if NPC rendering is not an important future, I don't know what is, the RC phase hasn't even really started yet, and I'm pretty sure the existing dirty fix as it is could be co...
by Capostrophic
06 Nov 2018, 18:07
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 152
Views: 20319

Re: OpenMW 0.45.0

Current changelog revision is still up here.
by Capostrophic
05 Nov 2018, 18:43
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 91
Views: 19227

Re: Older bump mapped mods (and how to make them work in OpenMW)

I guess I should say something. Morrowind doesn't support using environment maps on skinned objects (other than the enchanted equipment environment maps, I guess), so bumpmapping doesn't work on skinned models. But that shouldn't be replicated I suppose. MCP fixes that. Gloss map support in Morrowin...
by Capostrophic
05 Nov 2018, 15:14
Forum: Feature Requests and Suggestions
Topic: Hungarian translate bug
Replies: 8
Views: 226

Re: Hungarian translate bug

AA = ú (*) AB = é (*) A5 = ó (*) BB = Ü (*) BA = Ö (*) AA corresponds to prima ordinal indicator symbol which is replaced with "a". AB corresponds to double left-pointing angle quotation mark which is replaced with "<". A5 corresponds to yen sign which is replaced with "Y". BB corresponds to double...
by Capostrophic
05 Nov 2018, 10:23
Forum: General Development
Topic: OpenSceneGraph 3.6
Replies: 6
Views: 470

Re: OpenSceneGraph 3.6

Maybe, if 3.6 branch of OpenMW/osg could be rebased with all the patches made previously plus some new 3.4 branch patches to the release branch of 3.6-whatever. But it's like asking whether OpenMW is ready for C++20C++17.
by Capostrophic
05 Nov 2018, 10:13
Forum: Feature Requests and Suggestions
Topic: Hungarian translate bug
Replies: 8
Views: 226

Re: Hungarian translate bug

What content language have you set? That affects the assumed encoding of content files. You might have to either use Polish (Win-1250) or English (Win-1252).