Search found 25 matches
- 04 Nov 2020, 21:26
- Forum: Feature Requests and Suggestions
- Topic: Keybinds for view distance changing
- Replies: 3
- Views: 3613
Keybinds for view distance changing
I've replayed Gothic 2 recently, and it had a neat feature: pressing keys from F1 to F4 would change the view distance. I think it would be nice to have in openmw since high FPS in outdoor areas can fall greatly in cities. High view distance isn't needed in most cities anyway since buildings obstruc...
- 27 Jun 2020, 09:51
- Forum: News
- Topic: OpenMW Spotlight: Turning the Pages
- Replies: 4
- Views: 12300
Re: OpenMW Spotlight: Turning the Pages
Hi, I've downloaded the nightly on Debian and run around Balmora&Seyda Neen. The graphics is really getting amazing! Between the new performance, real-time shadows, distant statics, radial fog and 3rd-person diagonal movement it's getting difficult to ask for more:D. I think I'll wait until some...
- 26 Apr 2020, 17:41
- Forum: Support
- Topic: OpenMW Arch Linux ARM Build
- Replies: 30
- Views: 16271
Re: OpenMW Arch Linux ARM Build
Regarding the patch - I know that it's used by Android guys to make the red sky look normal. It should have the same effect on your chromebook. OpenMW also has the red sky issue on the Pinebook Pro, an Arm laptop. It's confirmed on the forum that patch solves the issue. All it does is disabling Shad...
- 21 Apr 2020, 20:09
- Forum: Support
- Topic: OpenMW Arch Linux ARM Build
- Replies: 30
- Views: 16271
Re: OpenMW Arch Linux ARM Build
https://forum.pine64.org/showthread.php?tid=8665&page=7
A patch for the red sky is mentioned in this thread.
A patch for the red sky is mentioned in this thread.
- 04 Mar 2020, 17:17
- Forum: Join the team
- Topic: Questions about joining
- Replies: 1
- Views: 7026
Questions about joining
Hi! Sometime this year my studies will end and my magnum opus* will reach a state when I'm satisfied with it. I should have few hours a week to spare for open-source development then, and I'd be strongly inclined to help with OpenMW. I think I can write decent code, tackle complex problems and I kno...
- 25 Jan 2020, 12:04
- Forum: General
- Topic: Comments on first try
- Replies: 40
- Views: 19131
Re: Comments on first try
So you can basically teleport whole building from before player's eyes? Or make it grow strider's legs and walk off? Kind of cool.
- 24 Jul 2019, 14:57
- Forum: Feature Requests and Suggestions
- Topic: Postprocessing
- Replies: 5
- Views: 4444
Re: Postprocessing
Thank you, that's all I wanted to know. If I ever actually get to it, I will probably open a new topic. I don't assume you'd want to merge the half-baked approach:)
- 24 Jul 2019, 11:24
- Forum: Feature Requests and Suggestions
- Topic: Postprocessing
- Replies: 5
- Views: 4444
Re: Postprocessing
Thank you. Do you think that trying to hardcode some particular effects as a way of learning both the OpenMW codebase and compositing prequisites would be a viable way of educating myself, with the purpose of creating a compositing system in the future?
- 21 Jul 2019, 09:46
- Forum: Feature Requests and Suggestions
- Topic: Postprocessing
- Replies: 5
- Views: 4444
Postprocessing
Hi, I guess it's more of a set of questions than request, as it's an obvious feature. OpenMW has come a long way graphically. With the water shader, distant land and new shadows it really looks cool, and it's very nice to see all this progress. One piece I feel is missing is the postprocessing - fog...
- 13 Apr 2019, 13:37
- Forum: General Modding
- Topic: Portmod - Mod Manager
- Replies: 76
- Views: 94761
Re: Portmod - Mod Manager
Seems fantastic. I'd love the ability to get massive mod compilations installed with one script, instead of doing all the manual work myself. Also, I've got a list of some mods which provide permission to redistribute: Morrowind Optimization Patch Correct Meshes Correct UV Mudcrabs Ingredients Mesh ...