Search found 295 matches

by akortunov
16 Jul 2018, 18:50
Forum: General
Topic: TES3MP on Red Hat
Replies: 4
Views: 110

Re: TES3MP on Red Hat

Cartifer wrote:
16 Jul 2018, 18:38
Does anyone know where Qt5 puts its .so.x files?
I'd suggest just to use the "find" console command.
by akortunov
16 Jul 2018, 07:37
Forum: Editor Development
Topic: Creature/Npc Editing
Replies: 16
Views: 988

Re: Creature/Npc Editing

Thanks for the help. I was wondering if vampirism/lycanthropy could be detected from the editors perspective. These sorts of things seem to depend on scripts in a few of the cases I've looked at. It seems you are right. Currently OpenMW treats NPC as vampire, if he has an ability with ESM::MagicEff...
by akortunov
16 Jul 2018, 07:14
Forum: Mod Compatibility
Topic: Kahleigh's Retreat disposing mannequins
Replies: 1
Views: 128

Re: Kahleigh's Retreat disposing mannequins

dans wrote:
15 Jul 2018, 14:06
So, if you just wait for 3 days, they dissappear completely.
Should be fixed in master branch (tested on Castle Hestatur mannequins), but 0.44 release will not have this fix.
by akortunov
15 Jul 2018, 18:02
Forum: General
Topic: TES3MP on Red Hat
Replies: 4
Views: 110

Re: TES3MP on Red Hat

Cartifer wrote:
15 Jul 2018, 15:38
why is tes3mp looking for it?
Because launcher, editor, etc. use Qt. TES3MP builds linked against Qt5, so you need to install it if you want to use these apps.
Otherwise you can look for TES3MP builds with Qt4, if there are any.
The game itself does not use Qt.
by akortunov
15 Jul 2018, 13:07
Forum: Support
Topic: Textures and collision not loading
Replies: 13
Views: 382

Re: Textures and collision not loading

Cartifer wrote:
15 Jul 2018, 12:57
Is Qt only used for the launcher? If that's the case, there is still hope.
For launcher, editor and other external apps. Game itself does not use Qt.
by akortunov
15 Jul 2018, 05:33
Forum: Support
Topic: Textures and collision not loading
Replies: 13
Views: 382

Re: Textures and collision not loading

Cartifer wrote:
13 Jul 2018, 13:45
"undefined symbol: _ZN9QListData11detach_growEPii".
Looks like Qt packages, installed on your system, have different version, than OpenMW requires.
For example, your system has Qt 4.6, but binary requires Qt 4.8.
by akortunov
14 Jul 2018, 07:14
Forum: Editor Development
Topic: Creature/Npc Editing
Replies: 16
Views: 988

Re: Creature/Npc Editing

Take a look at animation.cpp and npcanimation.cpp. In these files we handle NPC bodyparts. IIRC, we do not handle every finger separately - we handle whole "Left Hand" and "Right Hand" bones. When I left off, I discovered that female hands have bones that male hands don't... That is strange. IIRC, f...
by akortunov
13 Jul 2018, 03:33
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 344
Views: 126968

Re: OpenMW Nightly builds

Interesting. There were some CI updates after 9667dd051c8f1794cd01605df9c88d10fe0cd514.
The issue can be with 90ccf5b42baedac1fd2bbd9a4265737063e959a3 commit (using 10.13 SDK and new depencencies for MacOS builds).
by akortunov
12 Jul 2018, 18:20
Forum: Support
Topic: Textures and collision not loading
Replies: 13
Views: 382

Re: Textures and collision not loading

In brief: "openmw-wizard.x86_64" says it cannot find "libunshield.so.0", but the file does exist in the folder "lib". How do I fix this? Install missing packages for your distro? Also if you have a lot of problem with dependencies, you can try to use the Flatpak OpenMW package from download page.
by akortunov
12 Jul 2018, 10:10
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 21
Views: 1052

Re: Water shaders, OpenMW vs MGEXE

And? What kind of conclusion should we do?
As for me, shaders looks pretty similar on these screenshots.
Only differences I see:
1. MGE has a bloom.
2. Water color is different a bit because of sky reflection.