Search found 13 matches

by JDGBOLT
15 Jun 2018, 07:43
Forum: Development
Topic: The Future of OpenMW Scripting
Replies: 120
Views: 6463

Re: The Future of OpenMW Scripting

I also vote for a common API that could be developed in conjunction between OpenMW and MWSE, probably lua but really whatever is the best fit. I personally think having compatibility between both would be a pretty major thing, as it would ensure that average Joe player could just install a mod made ...
by JDGBOLT
16 Apr 2018, 18:55
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 196
Views: 26658

Re: OpenMW 0.44.0

Well, the OSG guys basically did some work and I think managed to fix at the very least the crash. Noticed they had responded to Scrawl's bug report and tested their test and didn't crash, unlike previously. So that is something, I posted my apitrace into that thread just so that it could be verifie...
by JDGBOLT
14 Apr 2018, 21:08
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 196
Views: 26658

Re: OpenMW 0.44.0

Okay, in my previous message the forum murdered my screenshot, so hopefully this will actually be visible: https://i.imgur.com/uV3l05q.png
by JDGBOLT
14 Apr 2018, 20:46
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 196
Views: 26658

Re: OpenMW 0.44.0

Sorry, not too familiar with apitrace. Here is the screenshot. Hopefully this helps.
by JDGBOLT
14 Apr 2018, 19:40
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 196
Views: 26658

Re: OpenMW 0.44.0

Sure, can do, since the output is kind of long I put it up to pastebin, but this is the full loading of openmw with just the problem mod into a start cell of "balmora, south wall cornerclub", which has both khajiit and argonians within the cell: https://pastebin.com/R6ujZzqn . Hopefully since it is ...
by JDGBOLT
14 Apr 2018, 01:20
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 196
Views: 26658

Re: OpenMW 0.44.0

Well, after spending the better part of 6+ hours doing git bisect and full recompiles of both OpenMW and OpenSceneGraph, I can conclusively say the cause of the crash when using the Better Beast Bodies Clean Version mod is this commit: https://github.com/OpenMW/osg/commit/94891778c40ff08fcc626f91ded...
by JDGBOLT
13 Apr 2018, 19:14
Forum: Feature Requests and Suggestions
Topic: Swift Cast
Replies: 8
Views: 2445

Re: Swift Cast

I think that does work, at least I didn't notice any crashing in a minute or two of testing, though one thing that I do notice is that if say you are unarmed and you cast a bound weapon, you will pull an invisible weapon, if you sheath and pull out again it works, but just thought I would let you kn...
by JDGBOLT
13 Apr 2018, 18:21
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 196
Views: 26658

Re: OpenMW 0.44.0

Well, just built the new 3.6 branch of the fork, and it does build successfully. The error is still there, and the tried OSG_GL_ERROR_CHECKING=ONCE_PER_ATTRIBUTE didn't seem to produce any additional output, and there seemed to be no change with OPENMW_DONT_PRECOMPILE=1. I ran apitrace on openmw and...
by JDGBOLT
12 Apr 2018, 20:36
Forum: Feature Requests and Suggestions
Topic: Swift Cast
Replies: 8
Views: 2445

Re: Swift Cast

I managed to get a working prototype of this feature: https://github.com/akortunov/openmw/tree/swiftcasting This feature is togglable and disabled by default: [Game] swift casting = true Very nice implementation, pretty ingenious just replacing the ready magic key to just cast a spell, regardless o...
by JDGBOLT
12 Apr 2018, 16:46
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 196
Views: 26658

Re: OpenMW 0.44.0

With the OSG fork everything runs fine, but the minute I switch over to OSG 3.6 and recompile OpenMW, it causes a segfault going all the way down into my Mesa driver How did you try to rebuild it? I got a similar segfault when I tried to do a partial rebuild (run "make" on existing build), but 3.6 ...