Search found 488 matches

by akortunov
21 Jan 2019, 05:14
Forum: General Development
Topic: Dehardcode weapon types behaviour
Replies: 7
Views: 625

Re: Dehardcode weapon types behaviour

In theory, it is posssible to store weapon type settings in the openmw.cfg, as weather type or blood type settings. In this case we will not need to change ESM format at all and weapon type config will look like this: fallback=WeaponType_0_Name,Short Blade 1H fallback=WeaponType_0_ShortAnim,1h fallb...
by akortunov
19 Jan 2019, 18:37
Forum: Content Development
Topic: Bending at waist up/down
Replies: 4
Views: 150

Re: Bending at waist up/down

barlor wrote:
19 Jan 2019, 17:48
Maybe there is a flag which allows a weapon to do this or something, I'm being hopeful lol.
There is no "flag" for such thing. This bechaviour is hardcoded and works differently for different ranged weapon types.
by akortunov
19 Jan 2019, 05:55
Forum: Content Development
Topic: Bending at waist up/down
Replies: 4
Views: 150

Re: Bending at waist up/down

Your screenshots have a very low resolution, but I suppose it is a "pitch factor" feature. It is hardcoded for ranged weapons.
by akortunov
06 Jan 2019, 18:33
Forum: Feature Requests and Suggestions
Topic: Distant Statics Placeholder
Replies: 15
Views: 1746

Re: Distant Statics Placeholder

The same scene with custom small feature culling size (12.0) for distant objects:

Image
by akortunov
06 Jan 2019, 10:58
Forum: Feature Requests and Suggestions
Topic: Distant Statics Placeholder
Replies: 15
Views: 1746

Re: Distant Statics Placeholder

I tried to implement the "placeholder" approach, and results are quite decent - my GTX 1050 hand handle 5 cells viewing distance with 40-70 FPS in exteriors. Loading speed is much faster than with large ECLD too. Some additional test results: 1. There are deadlocks in the navmesh system (in master t...
by akortunov
04 Jan 2019, 16:03
Forum: General Development
Topic: Dehardcode weapon types behaviour
Replies: 7
Views: 625

Re: Dehardcode weapon types behaviour

De-hardcode static weapon type list and replace it with - what? A list read from the .omwgame/.omwaddon file? [/list] If we really will do it, probably it would be better to setup default records first (with vanilla behaviour), and allow to override them or add new ones. If all added or modified we...
by akortunov
02 Jan 2019, 19:49
Forum: General Development
Topic: Dehardcode weapon types behaviour
Replies: 7
Views: 625

Dehardcode weapon types behaviour

Related feature request . Related branch: https://github.com/akortunov/openmw/tree/weapon_refactoring The main idea is to move most of weapon type-specific logic from a lot of different switches to the table , and then probably to move it to omwaddon or config file. Also I tried to add custom weapon...
by akortunov
02 Jan 2019, 06:15
Forum: Support
Topic: finding textures
Replies: 2
Views: 177

Re: finding textures

Select shiny object in the console and execute the "BC" command. It will display the name of mesh, used by object under "Model" section.
Open mentioned mesh in the NifSkope and remove all NiTextureEffects from this mesh and save it.
by akortunov
25 Dec 2018, 17:08
Forum: General Development
Topic: Pull requests cleanup
Replies: 15
Views: 1870

Re: Pull requests cleanup

It seems there is a time for another cleanup.
by akortunov
25 Dec 2018, 14:19
Forum: Mod Compatibility
Topic: Silverlight Armor
Replies: 7
Views: 706

Re: Silverlight Armor

It is not a texture, there is something wrong with skinning.