Search found 16 matches

by JDGBOLT
12 Sep 2018, 00:50
Forum: General Development
Topic: Shadows
Replies: 245
Views: 33144

Re: Shadows

Yeah, likely meaning Distant Statics, as without the statics the experience isn't nearly the same as what you can get with MGEXE, also that unloading of distant land outside of the view distance would also probably be a big help, since if you do run with TR it definitely does cause hitching as it tr...
by JDGBOLT
04 Sep 2018, 19:07
Forum: General
Topic: [WIP] Android port testing
Replies: 506
Views: 167210

Re: [WIP] Android port testing

I don't know whether this is a bug or normal but when I first load the game it start with 20-30 fps then over 1-2 minutes it decreses to 10-20 fps and seems to stopp there. Most likely normal as I can get a similar sort of behavior, I believe that is just the phone thermal throttling, when it first...
by JDGBOLT
26 Jul 2018, 01:45
Forum: General Development
Topic: [patch] new fog shader
Replies: 126
Views: 38661

Re: [patch] new fog shader

I am not too sure what is going on with the Fog shaders, when I tried patching it against the latest openmw git, this is the result I got: https://i.imgur.com/jQLrVMe.png I then tried your local branch and it was about the same, maybe with the hair not being black but everything else pretty similar....
by JDGBOLT
15 Jun 2018, 07:43
Forum: General Development
Topic: The Future of OpenMW Scripting
Replies: 127
Views: 8173

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: 278
Views: 38090

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: 278
Views: 38090

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: 278
Views: 38090

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: 278
Views: 38090

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: 278
Views: 38090

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: 10
Views: 3183

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...