Search found 25 matches

by Husaco
15 Sep 2019, 10:35
Forum: Mod Compatibility
Topic: Black Soul Gems OpenMW east too much script resources [Untested Solution]
Replies: 12
Views: 1123

Re: Black Soul Gems OpenMW east too much script resources [Untested Solution]

Not the only problem. Yes, it's pretty nuts in terms of script load. However, if you look at the second picture... *shudder* Having the script load at 47.87 is very different from having it at 6.5, you know? 6.5 is still excessive, I'd agree, but what I meant was that I wasn't getting anywhere near...
by Husaco
13 Sep 2019, 08:34
Forum: Organisation and Planning
Topic: Old menu resources
Replies: 2
Views: 464

Re: Old menu resources

Nah, Starwarsguy was an old hand from the modding community, not a programmer (as I recall). I thought it was Starwarsgal at some point too? Either way, it's always nice to see people from way back.

The 1drv.ms shouldn't be down, it's Microsoft's cloud service. I don't have trouble accessing them.
by Husaco
08 Sep 2019, 10:07
Forum: Mod Compatibility
Topic: Black Soul Gems OpenMW east too much script resources [Untested Solution]
Replies: 12
Views: 1123

Re: Black Soul Gems OpenMW east too much script resources [Untested Solution]

I just tested the black soulgem mod both with and without an altered script, and found...pretty much nothing. I explicitly avoided using your solution, saving and exiting multiple times before activating the altar for the first time with my test character, and got no excess script lag in either cas...
by Husaco
06 Sep 2019, 09:00
Forum: Feature Requests and Suggestions
Topic: (Fleeing) NPC use doors
Replies: 4
Views: 504

Re: (Fleeing) NPC use doors

Actors can't use either doors that teleport you somewhere else in the same cell (e.g. trapdoors in many interiors) or doors that lead to other cells (like zelazko was originally talking about). Changing the latter situation would be much more involved than the former.
by Husaco
03 Sep 2019, 07:47
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 330
Views: 108660

Re: Elder-scrolls IV Oblivion

I am a little concerned for the people working on this extended support that they are trying to do too much at once by trying to add support for multiple Bethesda games at once. By doing so, they might get burned out and/or delay the addition of support for just one other game. If I had the ability...
by Husaco
13 Aug 2019, 02:15
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 439
Views: 260688

Re: OpenMW Nightly builds

Ramimilk daedric ruins. The door opens and game temporarily goes black then after activating door again the screen goes back to normal. Video with the problem: https://www.youtube.com/watch?v=ov42zq712bo Look at the effects list on the HUD. The door was trapped and cast a blind spell on you when yo...
by Husaco
29 Apr 2019, 14:28
Forum: Feature Requests and Suggestions
Topic: Collision detection system discussion [Original title: Very low FPS]
Replies: 36
Views: 4958

Re: Very low FPS

I tend to get distracted by other projects but I am still working on the dedicated collision/physics system, and I fully intend on giving the same treatment to the rendering system eventually. I'm very disappointed with OpenMW's performance and want to improve it as best I can but it will take a wh...
by Husaco
07 Apr 2019, 08:38
Forum: Feature Requests and Suggestions
Topic: Collision detection system discussion [Original title: Very low FPS]
Replies: 36
Views: 4958

Re: Very low FPS

Especially since OpenMW depends on software made by other people which this project can't improve significantly. I meant Bullet and maybe also OSG. There was a discussion about it, but it was more than a year ago and I can't find it. Something about physics problems and Bullet, I think. As a matter...
by Husaco
03 Apr 2019, 07:22
Forum: Feature Requests and Suggestions
Topic: Procedural generation based on land terrain texture grid
Replies: 35
Views: 5594

Re: Procedural generation based on land terrain texture grid

For me, it's about creating the perception of a large world. Unlike later games where people don't seem to recognize things that happen 5 feet outside of town (or worse, when two warring "cities" are a few minutes' walk down the main road), in Daggerfall places feel appropriately separated. It also...
by Husaco
02 Apr 2019, 08:06
Forum: Feature Requests and Suggestions
Topic: Custom music with its own folders for locations
Replies: 8
Views: 1297

Re: Custom music with its own folders for locations

I'm pretty sure there are already plans to dehardcode playlist selection post-1.0. You can already add/remove whatever tracks you want from the Data Files/Music folders if you get bored of listening to the same dozen tracks at least, there's just no option to change when they play outside of combat/...