Search found 2044 matches

by scrawl
03 Oct 2017, 12:45
Forum: Feature Requests and Suggestions
Topic: S3TC software decoding in OpenMW
Replies: 17
Views: 1126

Re: S3TC software decoding in OpenMW

It's worth noting that there are no such things are "software patent" in Europe, this is why the party for the expiration mostly happens on the other side of the ocean. Europeans can still party, after all they don't want their software to only be used in Europe. Created a bugtracker request (for t...
by scrawl
03 Oct 2017, 10:19
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 278
Views: 76951

Re: OpenMW Nightly builds

I swear I've fixed that before. No idea where that fix ended up (probably in the endless depths of my git stash never to be seen again?). Anyway, should work now.
by scrawl
02 Oct 2017, 14:42
Forum: Off Topic
Topic: Release stats
Replies: 11
Views: 624

Re: Release stats

Probably more, due to the not included other ways of obtaining OpenMW.

Comparing against SteamSpy for Morrowind:
Players in the last 2 weeks: 20,944 ± 4,247 (1.68%)

We're almost in the same league 8-)
by scrawl
02 Oct 2017, 14:34
Forum: Feature Requests and Suggestions
Topic: S3TC software decoding in OpenMW
Replies: 17
Views: 1126

Re: S3TC software decoding in OpenMW

If the game is already working fine for you, nothing will change. This mainly affects systems that are unable to run OpenMW currently.
by scrawl
02 Oct 2017, 14:31
Forum: Off Topic
Topic: Release stats
Replies: 11
Views: 624

Release stats

Just for fun I made a graph of download stats from the github API (doesn't include downloads.openmw.org, source builds, linux distro's, etc): dlcount.png Note: numbers for some releases may be inflated compared to others (e.g. 0.36 had a patch release 0.36.1) Looks like a nice trend. At this rate, 0...
by scrawl
02 Oct 2017, 12:57
Forum: Feature Requests and Suggestions
Topic: S3TC software decoding in OpenMW
Replies: 17
Views: 1126

Re: S3TC software decoding in OpenMW

Yay! Looks like we're late to the party - Mesa already had a patch up their sleeves they just held it back until the expiry date. Apart from non-supporting drivers, we have another use case for S3TC software decoding. Morrowind's cursor textures need to be uncompressed to be usable as a hardware cur...
by scrawl
28 Sep 2017, 00:26
Forum: Development
Topic: osgb/osgt animation format support
Replies: 34
Views: 2235

Re: osgb/osgt animation format support

Sorry, that was just a tangential thought it shouldn't have to do anything with what we planned.
by scrawl
27 Sep 2017, 16:45
Forum: Development
Topic: osgb/osgt animation format support
Replies: 34
Views: 2235

Re: osgb/osgt animation format support

I've been thinking about the issue with bones (bind matrix set on mesh vs. bind matrix set on bone) again and I'm starting to think the way Morrowind does things kinda makes sense, considering how equipment/bodyparts are stitched together from multiple files. There's no need for the base skeleton to...
by scrawl
27 Sep 2017, 09:46
Forum: Development
Topic: osgb/osgt animation format support
Replies: 34
Views: 2235

Re: osgb/osgt animation format support

You can use the root node's 'getNumChildrenRequiringUpdateTraversal'. If it's 0, the file shouldn't have anything animated. If it's > 0, we still can't be sure if there are actually animations or just some something else like a material controller or particles, but at least we won't have to scan the...
by scrawl
26 Sep 2017, 10:32
Forum: Development
Topic: osgb/osgt animation format support
Replies: 34
Views: 2235

Re: osgb/osgt animation format support

After taking a look at NifOsg::NodeUserData there doesn't seem to anything tied to the nif in that derived object. Couldn't we just do this same call in the osgAnimation -> openmw animation code? Hmm.. in theory, yes. I'd prefer getting rid of it in one way or another eventually, but we can worry a...