Search found 369 matches

by Capostrophic
19 Aug 2018, 08:42
Forum: Support
Topic: Framerates haven't changed since installing better gpu (ubuntu 14.04)
Replies: 15
Views: 383

Re: Framerates haven't changed since installing better gpu (ubuntu 14.04)

FYI you don't need to publish pictures on imgur to make them public, unless imgur changed something in that recently. You may have brought your game to a crawl with the mods. With this Balmora expansion and Vurt's trees the "visual" threads and physics taking too long is somewhat understandable (tho...
by Capostrophic
19 Aug 2018, 01:14
Forum: Support
Topic: Framerates haven't changed since installing better gpu (ubuntu 14.04)
Replies: 15
Views: 383

Re: Framerates haven't changed since installing better gpu (ubuntu 14.04)

There seems to be a massive stall for no reason in the middle of that.
That's both OSG updating the scene bounds and since F3 was pressed four times all the stuff (lots of it) in the scene being counted. OP should probably make another screenshot where View, Stateset etc. column isn't visible.
by Capostrophic
18 Aug 2018, 00:19
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 13
Views: 4012

Re: Sotha Sil Expanded

I took that plugin down because I felt like I broke something there.
Here's a plugin I just made (again) where I fixed or at least attempted to fix every error and warning in the scripting. Even then, SSE will not work perfectly, and I don't guarantee I didn't break something.
by Capostrophic
11 Aug 2018, 09:13
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 78
Views: 14457

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

Er... What's wrong with using the previously unused parameter to potentially decrease the amount of user complaining??! It'll look exactly like your conversion does but with slight amount of weird glowiness. Let users do whatever they want with their game, not suffer from consequences of shticks of ...
by Capostrophic
11 Aug 2018, 08:18
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 78
Views: 14457

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

The bump map is applied to the environment map in Morrowind, while normal maps are obviously not in OpenMW. The luminosity changes just make environment map which is applied to the properly normalmapped object less intense (that is, they make the environment map color ("tint") almost black). I have ...
by Capostrophic
10 Aug 2018, 19:29
Forum: Organisation and Planning
Topic: Post 1.0 Plans
Replies: 84
Views: 8039

Re: Post 1.0 Plans

Read stage 1 of post-1.0 development design document.

tl;dr yes, dehardcoding of stuff like game mechanics will be a focus of post-1.0 development.
by Capostrophic
10 Aug 2018, 18:52
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 78
Views: 14457

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

Shiny Septims are shiny
it's a feature™

Saw the commit in your fork. Great! :)
by Capostrophic
10 Aug 2018, 16:42
Forum: Development
Topic: Changing resolution on Android
Replies: 4
Views: 190

Re: Changing resolution

There's no desktop launcher in Android port, and you can't change the resolution in the android port yet.
by Capostrophic
10 Aug 2018, 15:14
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 78
Views: 14457

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

I wonder how vanilla game handles texture effects.
If I've not mistaken without MCP it handles spherical environment maps exactly as OpenMW does now. MCP applies local lighting to these reflections.