Search found 707 matches

by AnyOldName3
29 Aug 2016, 17:50
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 316
Views: 109265

Re: OpenMW Nightly builds

That seems to have fixed it for me.
by AnyOldName3
29 Aug 2016, 17:46
Forum: Organisation and Planning
Topic: OpenMW 0.40.0
Replies: 243
Views: 39714

Re: OpenMW 0.40.0

Seems to work for me, too.
by AnyOldName3
29 Aug 2016, 15:50
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 316
Views: 109265

Re: OpenMW Nightly builds

I'm still getting exactly the same behaviour with the new build.
by AnyOldName3
29 Aug 2016, 01:44
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 316
Views: 109265

Re: OpenMW Nightly builds

The launcher won't start, and spits this out:

Image

The engine itself boots, though.
by AnyOldName3
29 Aug 2016, 01:30
Forum: Feature Requests and Suggestions
Topic: support 10-bits per channel
Replies: 5
Views: 1038

Re: support 10-bits per channel

Don't shaders usually work with floats, then scale them to be between 0 and 1 (clamping if necessary for the intended exposure value), gamma correct them, multiply by 255, and then convert to int? If this is the case, even if the input data (e.g. textures) isn't HDR, you just change the multiplicati...
by AnyOldName3
28 Aug 2016, 02:31
Forum: General discussion
Topic: [TOOL] openmw mod manager
Replies: 6
Views: 1435

Re: [TOOL] openmw mod manager

A long term hypothetical goal of mine would be to make an OpenMW plugin for Mod Organizer so that its VFS can be used to get existing tools to hook into OpenMW's virtual file system. I'm really a massive fan of MO, though, so this might not be the right option for everyone, and if your tol can repla...
by AnyOldName3
28 Aug 2016, 02:04
Forum: Organisation and Planning
Topic: OpenMW 0.40.0
Replies: 243
Views: 39714

Re: OpenMW 0.40.0

How long after the actual proper release is the chocolatey package likely to be updated?
by AnyOldName3
27 Aug 2016, 18:13
Forum: Development
Topic: PBR and Graphics Improvements implementation
Replies: 33
Views: 7857

Re: PBR implementation

Technically it should be possible to bake a set of albedo/metalness/roughness/(cavity) textures for a PBR material into a traditional diffuse/specular set, so you could just switch to a PBR workflow now, and at least not have to redo anything produced after this point in time. I don't know, however,...
by AnyOldName3
27 Aug 2016, 00:35
Forum: New Developers Applications
Topic: Application: Methelina
Replies: 5
Views: 1801

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: 39714

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...