Search found 540 matches

by akortunov
15 Apr 2019, 14:50
Forum: Mod Compatibility
Topic: Morrowind Rebirth-Creature fatigue issue
Replies: 1
Views: 167

Re: Morrowind Rebirth-Creature fatigue issue

Currently health damage is tied to the knockout state, and the knockout state is tied to the "knockout" animation group (see the CharacterController::refreshHitRecoilAnims() function).
So if there is no "knockout" animation group, there is no knockout state for that actor.
by akortunov
14 Apr 2019, 15:33
Forum: General Development
Topic: Actors processing range
Replies: 2
Views: 229

Re: Actors processing range

Also it would be nice to have a feedback from Android users. With this approach mods with travellers, caravans or patrols can decrease FPS a lot on a low-end or mobile hardware.
by akortunov
14 Apr 2019, 14:35
Forum: General Development
Topic: Actors processing range
Replies: 2
Views: 229

Actors processing range

While decreased values can increase performance a lot, in its current implementation it can cause a broken backward compatibility with mods. In vanilla Morrowind, AI Processing Range slider seem to affect only combat AI and animations update. It still updates non-combat AI in the 7168 units range. I...
by akortunov
11 Apr 2019, 06:36
Forum: Support
Topic: Spiky, moving shadows on vertical surfaces.
Replies: 28
Views: 1253

Re: Spiky, moving shadows on vertical surfaces.

raevol wrote:
11 Apr 2019, 05:56
Interesting... ok so this is system dependent.
Or more likely a resource-dependent - I got a white texture on the Spellbreaker mesh from the Forgotten Shields: Artifacts mod, which I believe uses additional texture layers.
by akortunov
11 Apr 2019, 05:37
Forum: Support
Topic: Spiky, moving shadows on vertical surfaces.
Replies: 28
Views: 1253

Re: Spiky, moving shadows on vertical surfaces.

raevol wrote:
11 Apr 2019, 05:34
What does 5 look like for you?
As a 4, but with lower FPS.
by akortunov
11 Apr 2019, 05:32
Forum: Support
Topic: Spiky, moving shadows on vertical surfaces.
Replies: 28
Views: 1253

Re: Spiky, moving shadows on vertical surfaces.

I can confirm that 4-th shadowmap definely makes situaltion better, but it replaces a used texture slot, so I get some white textures. As for shadowmap resolution, 1024 is enough for actor shadows and 2048 is enough for shadows for everything for me (without Distant Terrain and "compute tight scene ...
by akortunov
10 Apr 2019, 17:54
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 405
Views: 202867

Re: OpenMW Nightly builds

It seems build process is broken - a last nightly is dated by April 5.
by akortunov
07 Apr 2019, 08:30
Forum: General Development
Topic: Pull requests cleanup
Replies: 28
Views: 3754

Re: Pull requests cleanup

And again we have about 50 opened PRs on the GitHub only. High-priority candidates for review: https://github.com/OpenMW/openmw/pull/2302 https://github.com/OpenMW/openmw/pull/2292 https://github.com/OpenMW/openmw/pull/2288 https://github.com/OpenMW/openmw/pull/2277 https://github.com/OpenMW/openmw/...
by akortunov
06 Apr 2019, 07:09
Forum: Support
Topic: Very low FPS
Replies: 18
Views: 720

Re: Very low FPS

It is hard to tell something without profiler output (F3 twice) and settings.cfg. Laptops often can not handle collisions detection well in OpenMW.