Search found 109 matches

by magamo
05 May 2020, 20:36
Forum: Support
Topic: Building openmw 0.46 from source on linux
Replies: 3
Views: 502

Re: Building openmw 0.46 from source on linux

There is the openscenegraph-openmw-git AUR package for what's considered the best version of OSG to use with OpenMW (Keep in mind the tweak to the PKGBUILD that is listed in the comments on the AUR listing.

https://aur.archlinux.org/packages/open ... openmw-git
by magamo
30 Mar 2020, 19:19
Forum: Support
Topic: 1.6 Patch on Mac
Replies: 5
Views: 371

Re: 1.6 Patch on Mac

As an aside, the Steam version of Morrowind is fully patched with the latest 1.6 bloodmoon patch from Bethesda.
by magamo
09 Mar 2020, 22:59
Forum: Support
Topic: Nightlies on Arch Linux AUR
Replies: 10
Views: 781

Re: Nightlies on Arch Linux AUR

Hey Time4Tea. I'm going to give my comment on the AUR some time to gestate in case the maintainer of the openscenegraph-openmw-git package sees it and corrects the issue. In the meantime, you can certainly add the branch to the PKGBUILD. I'm sure that someone will correct me, but I don't think maint...
by magamo
22 Feb 2019, 17:06
Forum: General Development
Topic: Fog shader?
Replies: 19
Views: 7128

Re: Fog shader?

Unfortunately, visvaldis's newer version does a lot more deep plumbing in the code, and a patchless version is not really feasible. Hopefully he'll come back and make a merge request at some point. The old patchless version may work with modification, but as it stands, I highly doubt it will be comp...
by magamo
01 Aug 2018, 21:18
Forum: General Development
Topic: [patch] new fog shader
Replies: 127
Views: 61080

Re: [patch] new fog shader

Hi! Here is a screenshot from Tel Vos: https://ibb.co/bwcZr8 The problem seems to be with loaded cells, because the blue grid moves when a new cell is loaded. If I have some more time, perhaps I'll make a video. Thanks! I'm rather curious, which version of the shader are you using? That very much l...
by magamo
12 Jul 2018, 14:07
Forum: General Development
Topic: [patch] new fog shader
Replies: 127
Views: 61080

Re: [patch] new fog shader

This is looking really good! It still affects the minimap, but it's usable, unlike with the old version. This is fantastic work!
by magamo
13 Jun 2018, 20:12
Forum: General Development
Topic: Distant objects
Replies: 34
Views: 13388

Re: Distant objects

Those look to be pretty ideal to me, especially if these simplified meshes were only shown at greater distances, with the full object being used for things closer. This looks no worse than MGE's 50% simplification to me.
by magamo
12 Jun 2018, 16:05
Forum: Other Forks and Ports
Topic: [WIP] Android port testing
Replies: 508
Views: 337922

Re: [WIP] Android port testing

Try that with fallback-archive lines in your openmw.cfg file

fallback-archive=PT_Data.bsa
fallback-archive=TR_Data.bsa

They are ordered in precedence, but do not have explicit enumeration like they did in Morrowind.ini
by magamo
07 May 2018, 12:20
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 490
Views: 342819

Re: OpenMW Nightly builds

Just a Linux designation for 64-bit IBM architecture for mainframes (IBM Z). I doubt that OpenMW will have many users on this platform (sysadmins during work time? :lol: ). s390 (without x) is a designation for old 32-bit architecture (IBM System/390 series mainframes). You'll be surprised how bore...
by magamo
25 Apr 2018, 17:32
Forum: Organisation and Planning
Topic: It's really important to have graphical parity with MGE.
Replies: 28
Views: 11341

Re: It's really important to have graphical parity with MGE.

I hate this comparison. After all, OpenMW had real normal mapping before MGE did. It has dynamic water reflections, which MGE does not. It'll be capable of reflecting shadows, which to my knowledge, MGE XE cannot do. It has the capability of rendering distant terrain at ranges far surpassing MGE wit...