Search found 253 matches

by Capostrophic
08 Dec 2017, 12:43
Forum: Mod Compatibility
Topic: Limit for data folders for OpenMW?
Replies: 1
Views: 151

Re: Limit for data folders for OpenMW?

More than you'll ever need. Seriously, you can add thousands of folders, if not millions or billions. You'll run out of RAM long before you can fill up the theoretical max size of the vector used for data directories, which depends on the architecture and OS and can be 18,446,744,073,709,551,615 (ye...
by Capostrophic
05 Dec 2017, 00:48
Forum: Organisation and Planning
Topic: OpenMW 0.43.0
Replies: 257
Views: 29218

Re: OpenMW 0.43.0

Then #4239 (introduced during 0.43.0 development) crash fix won't make it to the release builds. I'm assuming it's not that important. :/
by Capostrophic
03 Dec 2017, 14:38
Forum: Feature Requests and Suggestions
Topic: OpenMW desperately needs a Flatpak
Replies: 25
Views: 1950

Re: OpenMW desperately needs a Flatpak

1. There is always one entry highlighted by default in any menu. Be it the main menu, bartering menu, whatever. If I'm not completely mistaken, menu entries should be 'unfocussed' by default and only highlighted when the cursor hovers over them. Not a bug, it's intentional. Highlighted button is th...
by Capostrophic
19 Nov 2017, 10:39
Forum: Organisation and Planning
Topic: OpenMW 0.43.0
Replies: 257
Views: 29218

Re: OpenMW 0.43.0

Grilly wrote:
19 Nov 2017, 04:36
It seems to be the case that turning distant land off removed the lag and prevented locking up.
You're probably running out of RAM, which is expected with both cell preloading and distant terrain turned on on less powerful computers.
by Capostrophic
16 Nov 2017, 10:28
Forum: Mod Compatibility
Topic: Normal Mapping
Replies: 9
Views: 487

Re: Normal Mapping

It's meant for spherical mapping, and it has been implemented in 0.39.0 specifically to support the reflection effects replacers may utilize. Dropping its support yet again isn't very useful. Some replacers, like Pherim's Real Reflective Weapons, look perfectly fine in OpenMW, in fact.
by Capostrophic
12 Nov 2017, 11:08
Forum: Development
Topic: Shadows
Replies: 162
Views: 11747

Re: Shadows

Pull request with known issues is linked by JohnMaster up here.
by Capostrophic
08 Nov 2017, 14:00
Forum: Organisation and Planning
Topic: OpenMW 0.43.0
Replies: 257
Views: 29218

Re: OpenMW 0.43.0

No, he's not submerged enough. OpenMW replicates vanilla behavior.
by Capostrophic
07 Nov 2017, 09:09
Forum: Organisation and Planning
Topic: OpenMW 0.43.0
Replies: 257
Views: 29218

Re: OpenMW 0.43.0

#2923: inventory, as an optional setting ([Game], show projectile damage). #3851: Boethia should still speak through the player. Script command "say" bypasses dialogue manager and uses sound manager instead, which doesn't check if the actor is a submerged NPC. Non-scripted dialogue, though, like pai...
by Capostrophic
07 Nov 2017, 08:24
Forum: Organisation and Planning
Topic: OpenMW 0.43.0
Replies: 257
Views: 29218

Re: OpenMW 0.43.0

The linked commit just fixes something unrelated that I broke a few commits earlier. oh, my bad. Anyway, my description of the current behavior of pinned windows should be accurate. raevol: #3934: basically yes, since Qt is only used in the launcher and the editor (and I don't think you can select ...
by Capostrophic
06 Nov 2017, 15:05
Forum: Off Topic
Topic: Accusations of OpenMW having an in-built bitcoin miner?
Replies: 18
Views: 1114

Re: Accusations of OpenMW having an in-built bitcoin miner?

Such claim is so ridiculous I don't even know what would be the motivation for anyone to make it.