Search found 1446 matches

by Chris
19 Aug 2018, 22:33
Forum: Support
Topic: Sound effects missing with Rapture 3D
Replies: 7
Views: 241

Re: Sound effects missing with Rapture 3D

By it, you mean Rapture3D, in that their drivers do not follow the spec? Yes, their driver doesn't follow the apparently intended behavior of the spec (given the wording, and how Creative's drivers work (and OpenAL Soft, which was based on Creative's software driver)). However, it shouldn't be diff...
by Chris
19 Aug 2018, 04:18
Forum: Off Topic
Topic: NVIDIA Turing GPUs
Replies: 4
Views: 236

Re: NVIDIA Turing GPUs

It's surprising to me because the way things are currently done sounds way more complicated and ray tracing seems more intuitive. I'm honestly surprised that this wasn't (successfully) done before now in the professional realm since basically all prerendered stuff has been doing this for years. It ...
by Chris
18 Aug 2018, 13:30
Forum: Support
Topic: Sound effects missing with Rapture 3D
Replies: 7
Views: 241

Re: Sound effects missing with Rapture 3D

I don't see how it has anything to do with extensions. The problem is Rapture3D does not seem to accept setting the source's playback offset prior to the buffer being attached. I can see why it wants to behave that way (makes certain state tracking simpler), but the spec does not mention that kind o...
by Chris
15 Aug 2018, 01:48
Forum: Feature Requests and Suggestions
Topic: [OpenMW CS] Give two records of different types the same name
Replies: 5
Views: 277

Re: [OpenMW CS] Give two records of different types the same name

It's not just scripts. Say a mod creates a book with the book record "my_super_weapon" which talks about a super-secret weapon, and also creates a weapon record "my_super_weapon". Now lets say you place a "my_super_weapon" object into a cell. Are you placing the book or the weapon? Now imagine a pat...
by Chris
14 Aug 2018, 10:02
Forum: Support
Topic: Sound effects missing with Rapture 3D
Replies: 7
Views: 241

Re: Sound effects missing with Rapture 3D

Looks like Rapture3D doesn't like the source's play offset being set before the buffer. I recall hearing about a similar issue elsewhere. Funny thing is it says hrtf unavailable but the speech dfinitly is hrtf It says the HRTF status is unavailable, so it can't tell you if HRTF is on or not. Standar...
by Chris
14 Aug 2018, 06:14
Forum: Feature Requests and Suggestions
Topic: [OpenMW CS] Give two records of different types the same name
Replies: 5
Views: 277

Re: [OpenMW CS] Give two records of different types the same name

In vanilla morrowind, no two records can have the same ID. (i.e. if you have an exterior named Balmora, you can't also have a sword with the internal ID "Balmora") So, it would be cool if OpenMW CS allows for two different kinds of records to have the same ID attached to them. Records are identifie...
by Chris
14 Aug 2018, 01:35
Forum: Support
Topic: Sound effects missing with Rapture 3D
Replies: 7
Views: 241

Re: Sound effects missing with Rapture 3D

Do you have the log output? Are there any audio-related errors?
by Chris
08 Aug 2018, 02:20
Forum: Feature Requests and Suggestions
Topic: Multiple select items in inventory
Replies: 4
Views: 306

Re: Multiple select items in inventory

The main problem I see with that is it relies on the developer predefining what you should and shouldn't be interested in. While for some things it may be obvious, it's not always (e.g. a steel dagger; in the early game it's potentially rather useful, but later on it's junk to sell for a bit of extr...
by Chris
08 Aug 2018, 00:21
Forum: Feature Requests and Suggestions
Topic: Multiple select items in inventory
Replies: 4
Views: 306

Re: Multiple select items in inventory

In Divinity: Original Sin 2, it gives the ability for the player to mark particular items as Junk in their inventory (placing a little icon on them when it is). Then when trading, there's a button that moves all currently marked Junk items to barter on them.
by Chris
01 Aug 2018, 00:05
Forum: General discussion
Topic: Would OpenMW be possible on the Playstation Vita?
Replies: 2
Views: 281

Re: Would OpenMW be possible on the Playstation Vita?

Depends on the hardware capabilities, I imagine. How much memory it has (vs how much OpenMW requires), how good its CPU is, and what level of OpenGL/GLES it can support.