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
Search found 109 matches
- 05 May 2020, 20:36
- Forum: Support
- Topic: Building openmw 0.46 from source on linux
- Replies: 3
- Views: 2153
- 30 Mar 2020, 19:19
- Forum: Support
- Topic: 1.6 Patch on Mac
- Replies: 5
- Views: 2568
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.
- 09 Mar 2020, 22:59
- Forum: Support
- Topic: Nightlies on Arch Linux AUR
- Replies: 10
- Views: 4636
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...
- 22 Feb 2019, 17:06
- Forum: General Development
- Topic: Fog shader?
- Replies: 19
- Views: 17740
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...
- 01 Aug 2018, 21:18
- Forum: General Development
- Topic: [patch] new fog shader
- Replies: 127
- Views: 125732
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...
- 12 Jul 2018, 14:07
- Forum: General Development
- Topic: [patch] new fog shader
- Replies: 127
- Views: 125732
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!
- 13 Jun 2018, 20:12
- Forum: General Development
- Topic: Distant objects
- Replies: 34
- Views: 30545
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.
- 12 Jun 2018, 16:05
- Forum: Other Forks and Ports
- Topic: [WIP] Android port testing
- Replies: 508
- Views: 549720
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
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
- 07 May 2018, 12:20
- Forum: Organisation and Planning
- Topic: OpenMW Nightly builds
- Replies: 552
- Views: 1014470
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...
- 25 Apr 2018, 17:32
- Forum: Organisation and Planning
- Topic: It's really important to have graphical parity with MGE.
- Replies: 28
- Views: 34699
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...