Search found 10 matches
- 08 Apr 2019, 17:51
- Forum: General Development
- Topic: Combat AI issue
- Replies: 2
- Views: 2614
Re: Combat AI issue
MiroslavR has weighed in on the MR: The code was reversed, though I could have easily missed or misinterpreted something - I'm not very good at RE. My memory is fuzzy but I think actors in combat are supposed to flee if you jump over them or something like that. The check is definitely very strange ...
- 08 Apr 2019, 06:27
- Forum: General Development
- Topic: Combat AI issue
- Replies: 2
- Views: 2614
Re: Combat AI issue
I have created a merge request https://gitlab.com/OpenMW/openmw/merge_requests/91 that seems to fix this issue with no side effects found so far. Will keep it WIP until input has been received.
- 08 Apr 2019, 03:49
- Forum: General Development
- Topic: Combat AI issue
- Replies: 2
- Views: 2614
Combat AI issue
So I was snooping through Arkngthand today when I noticed that enemy NPCs were getting into an endless loop of combat/no combat running in and out of my line of sight. To reproduce run command player->positioncell 175 2376 903 -28 "Arkngthand, Hall of Centrifuge" stay put, and wait for som...
- 08 Apr 2019, 03:34
- Forum: General Development
- Topic: Debugging graphics glitches
- Replies: 3
- Views: 2933
Re: Debugging graphics glitches
I am running on Windows with Intel HD Graphics 530, driver version 24.20.100.6344. The problem seems to be particularly caused when fires, torches, etc. are in view. I will investigate further and update when I have more information.
- 04 Apr 2019, 06:30
- Forum: General Development
- Topic: Debugging graphics glitches
- Replies: 3
- Views: 2933
Debugging graphics glitches
Hello, when I run OpenMW 0.45 (vanilla game files, no Trib or Bloodmoon, no mods), I experience glitched frames every once in a while where one or a few actor vertices are either missing or ridiculously displaced, resulting in huge wacky faces/edges. I don't want to file an issue until I have collec...
- 30 Nov 2016, 06:37
- Forum: General Development
- Topic: Saving previous equipped items for bound item spells
- Replies: 1
- Views: 1581
Saving previous equipped items for bound item spells
Hi, I'm trying to start work on #2326 , and I think I know what needs to be done. A new field will need to be added to ActiveSpellParams for the name of the previously equipped item that the bound item replaced, along with a corresponding data field in the savegame file (similar to what vanilla Morr...
- 19 Nov 2016, 00:53
- Forum: Support
- Topic: Map control bar is off screen
- Replies: 2
- Views: 1760
Re: Map control bar is off screen
Go to your settings.cfg file ( https://wiki.openmw.org/index.php?title=Paths ) and delete the lines in [Windows] section that start with "map h", "map w", "map x", and "map y". That should reset the map to its default position. Yeah, your fix worked, thanks. ...
- 18 Nov 2016, 23:21
- Forum: Support
- Topic: Map control bar is off screen
- Replies: 2
- Views: 1760
Map control bar is off screen
I have to say I don't quite know how this happened. Is this a bona fide bug? Halp.
- 14 Nov 2016, 21:25
- Forum: Join the team
- Topic: Introducing myself...
- Replies: 5
- Views: 4514
Re: Introducing myself...
Well hello there! I guess you're familiar with GDAL? :) Not really, actually. I work on the Landsat project and we write only straight to GeoTIFF using the native library . What our customers do with that data is their business. :lol: You can check out http://earthexplorer.usgs.gov/ to take a look ...
- 13 Nov 2016, 22:20
- Forum: Join the team
- Topic: Introducing myself...
- Replies: 5
- Views: 4514
Introducing myself...
Hi, I am phillipedison1891 on the forums and bug tracker and PhillipAnd on GitHub. I just submitted pull request #1129 making some minor tweaks to the build environment that were necessary to get it working on my system. My plans right now are to work on AI issues and hunt down discrepancies between...