Search found 633 matches

by Capostrophic
13 Jan 2020, 12:38
Forum: General
Topic: Possible issue with potion crafting?
Replies: 9
Views: 453

Re: Possible issue with potion crafting?

Basically yes.
by Capostrophic
12 Jan 2020, 22:42
Forum: General
Topic: Possible issue with potion crafting?
Replies: 9
Views: 453

Re: Possible issue with potion crafting?

The code that decides whether to use the maximum count of ingredients possible or the value set in the count field in the lower left corner of the alchemy window (the former is chosen if it's smaller) is written correctly and it works in my game. Make sure count field doesn't have a larger number th...
by Capostrophic
02 Jan 2020, 19:50
Forum: General
Topic: Comments on first try
Replies: 19
Views: 944

Re: Comments on first try

Yes, the nightly. The upcoming release is 0.46.0. can I ask when that is expected? I don't know. Also, is there a page anywhere that shows what the current development priorities are? It's a volunteer project so the plans aren't exactly set in stone. You can check the bug tracker and github/gitlab r...
by Capostrophic
02 Jan 2020, 10:47
Forum: General
Topic: Comments on first try
Replies: 19
Views: 944

Re: Comments on first try

GTX 1050 is 3 years old (released October 2016). I'd say it's only slightly dated (especially when it comes to playing games from 2002). And a lot of OpenMW users ( cough android users cough ) have weaker GPUs. One thing is that while 0.46.0 (make sure you're using it already) includes a lot of dist...
by Capostrophic
01 Jan 2020, 22:05
Forum: General
Topic: Comments on first try
Replies: 19
Views: 944

Re: Comments on first try

I wouldn't have recommended increasing cell load distance anyway. Ever. It's a can of worms, really. I don't think 1050 is that old. There isn't a card with a better price performance ratio yet. Just stand by for more engine-side optimizations, there are still many many tricks up the sleeve. Also tr...
by Capostrophic
01 Jan 2020, 15:14
Forum: General
Topic: Compatibility with later BGS games
Replies: 3
Views: 365

Re: Compatibility with later BGS games

Oh, lots of exciting stuff, though it also depends on your definition of "usable". It's not impossible to make OpenMW a barebones world viewer, as demonstrated in cc9cii's videos. On a basic level, OpenMW is an asset parser (it usually needs assets to work with and work in general) in the same way a...
by Capostrophic
01 Jan 2020, 14:43
Forum: General
Topic: Comments on first try
Replies: 19
Views: 944

Re: Comments on first try

1. Not a bug. Menu/loading screen backgrounds lack aspect information (they're 2048x1024, stretched from whatever aspect they're supposed to be), so it's forcibly set to 4:3. This allows vanilla textures to not be stretched. You can disable the forced aspect by adjusting this setting, this will allo...
by Capostrophic
30 Dec 2019, 22:57
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 332
Views: 116484

Re: Elder-scrolls IV Oblivion

cc9cii, if you don't mind asking, how did you approach adding bezier/quadratic interpolation for quaternions, if you did at all? Seems like it's a significant part of animations/morphs sometimes, and its importance increases for later games.
by Capostrophic
12 Dec 2019, 17:43
Forum: Organisation and Planning
Topic: OpenMW 0.46.0
Replies: 60
Views: 19510

Re: OpenMW 0.46.0

Weekly reminder for someone with Wordpress access to fix this.
by Capostrophic
11 Dec 2019, 18:56
Forum: Mod Compatibility
Topic: Simple Picture Frame (Solved)
Replies: 5
Views: 379

Re: Simple Picture Frame

The path is broken, make it relative, not absolute. It was never going to work on any PC but your own either way.
Remove the part before the second "textures" in the mesh file path.