Search found 1469 matches

by AnyOldName3
27 Aug 2016, 00:35
Forum: Join the team
Topic: Application: Methelina
Replies: 5
Views: 2581

Re: Application: Methelina

Cool. Out of interest, is the PBR implementation going to be a metalness or a specular one, and is it going to be compatible with the experimental implementation for the original engine? It would be ideal if people didn't have to go authoring two versions of everything if they want support in both e...
by AnyOldName3
26 Aug 2016, 02:15
Forum: Organisation and Planning
Topic: OpenMW 0.40.0
Replies: 243
Views: 53363

Re: OpenMW 0.40.0

Here is some output I got when compiling using Debian Stretch: In file included from /usr/include/boost/iostreams/detail/is_dereferenceable.hpp:12:0, from /usr/include/boost/iostreams/detail/resolve.hpp:26, from /usr/include/boost/iostreams/detail/push.hpp:24, from /usr/include/boost/iostreams/filt...
by AnyOldName3
26 Aug 2016, 02:11
Forum: Off Topic
Topic: An OpenMW "competitor" or scam?
Replies: 23
Views: 8182

Re: An OpenMW "competitor" or scam?

Well this could be a nice thing to have - two projects are less likely to die out than one. However, it might be a good idea to try and keep certain stuff compatible between the two engines. If someone makes a mod that won't open in the one it wasn't made for, that's going to upset people, so it mig...
by AnyOldName3
18 Aug 2016, 10:48
Forum: Feature Requests and Suggestions
Topic: add a preparation time
Replies: 18
Views: 4553

Re: add a preparation time

As it would be a change applied by a modder, not the engine, it could be done more intelligently than that. The modder would be applying the change to the magic effect's script, so would be free to add some extra state to it so that when it was 'recalculated', it would detect that it should be resum...
by AnyOldName3
17 Aug 2016, 19:08
Forum: Feature Requests and Suggestions
Topic: add a preparation time
Replies: 18
Views: 4553

Re: add a preparation time

One thing that could be done to keep everyone happy is (probably as a post-1.0 feature) add some way to flag magic effect scripts such that their effect will be recalculated whenever there's any change to any other magic effect on the same actor, and also another which causes any other magic effect ...
by AnyOldName3
14 Aug 2016, 19:38
Forum: Example-Suite
Topic: OpenMW Example Suite 0.14
Replies: 44
Views: 14631

Re: OpenMW Example Suite 0.14

The main justification for making the ES CC-By-SA is that people aren't willing to create assets with generous licences. There's no reason why you couldn't make resources and licence them with a more permissive compatible licence, but if we were to say that all weapons were CC-By, we'd potentially b...
by AnyOldName3
14 Aug 2016, 17:30
Forum: Organisation and Planning
Topic: OpenMW 0.40.0
Replies: 243
Views: 53363

Re: OpenMW 0.40.0

If we're discussing compiler-generated warnings, when I was working on the PRs I did, Visual Studio spat out warnings for several OpenMW classes (which I didn't touch) about things having non-virtual destructors but virtual methods. I don't think the issues brought up here cover the same classes. I'...
by AnyOldName3
14 Aug 2016, 00:42
Forum: General
Topic: Benchmarks / Hardware Specs
Replies: 86
Views: 49020

Re: Benchmarks

Wanna pay for one for me, then? :P
by AnyOldName3
10 Aug 2016, 17:17
Forum: Organisation and Planning
Topic: OpenMW 0.40.0
Replies: 243
Views: 53363

Re: OpenMW 0.40.0

- Fixed crash when loading an ESP file with a '#' character in the filename It wasn't just esp files, but in fact any variable in openmw.cfg including a '#' would be truncated from that point on loading, so, for example, when told to load "modwitha#hash.esp", it would try and load a file called "mo...
by AnyOldName3
01 Aug 2016, 00:57
Forum: Feature Requests and Suggestions
Topic: 5K resolution, Quad-SLI and 10-core support?
Replies: 39
Views: 9894

Re: 5K resolution, Quad-SLI and 10-core support?

A few quick points about SLI/Crossfire: I'm pretty sure it's OSG's job to support SLI, not OpenMW's. NVidia are only phasing out support for SLI, but not multi-GPU in general. It's still possible in a different way in DirectX 12 and Vulkan. OSG's creators are planning on creating a similar library f...