Search found 1032 matches

by AnyOldName3
12 Oct 2017, 22:55
Forum: Off Topic
Topic: Linux IDE?
Replies: 15
Views: 4509

Re: Linux IDE?

If you get really good with Vim, then it's feasible to use that and nothing else. By the time you get that good, though, you might have turned into the kind of person who gets irrationally angry when they know another person's typing anything into a computer and it's not via Vim. Tools like Sublime ...
by AnyOldName3
12 Oct 2017, 20:35
Forum: General Development
Topic: Set up dev environment, builds fine, runs like garbage
Replies: 2
Views: 368

Re: Set up dev environment, builds fine, runs like garbage

That's expected for a debug build as optimisation is off. If you want it to go faster, try switching the configuration with the drop-down at the top of Visual Studio.
by AnyOldName3
11 Oct 2017, 00:42
Forum: General Development
Topic: Custom OSG binaries with Visual Studio made bad things happen
Replies: 2
Views: 498

Custom OSG binaries with Visual Studio made bad things happen

As part of my quest to implement shadows, I'm trying to build OpenMW against my own OSG libs and DLLs which I have the source code and debug files for instead of Ace's, which come with the CI script and do not include the PDB files. The gist of what I've done so far is as follows: Started with my da...
by AnyOldName3
10 Oct 2017, 14:19
Forum: Content Development
Topic: Best texture format to use for OpenMW specific mods?
Replies: 5
Views: 919

Re: Best texture format to use for OpenMW specific mods?

The compression formats used in DDS files are natively supported by modern GPUs, so you can literally just copy the file from disk to VRAM and magically it'll work, usually even faster than if the texture was uncompressed, too, as memory accesses are smaller and more localised. There are plenty of g...
by AnyOldName3
07 Oct 2017, 02:12
Forum: General Development
Topic: Shadows
Replies: 249
Views: 35565

Re: Shadows

I might have decided that ViewDependentShadowMap works better than LightSpacePerspectiveShadowMap now I'm in a position where I have a better idea about what various things are actually doing. While I've got it sort-of working in mini-experiments, I haven't implemented the shader changes OpenMW woul...
by AnyOldName3
05 Oct 2017, 14:40
Forum: General Development
Topic: Pickpocketing mechanics in OpenMW
Replies: 21
Views: 4393

Re: Pickpocketing mechanics in OpenMW

I'm with Lysol. For point 4, I'd like to add that the player would surely have a preference for discarding stolen goods instead of owned ones wherever possible. For example: If you're poisoning someone or giving them a live grenade, then there's no reason not to use the stolen one. If it's just some...
by AnyOldName3
03 Oct 2017, 16:50
Forum: Editor Development
Topic: To nickname or not to nickname? A tale of two choices.
Replies: 2
Views: 1272

Re: To nickname or not to nickname? A tale of two choices.

So it's never actually used for anything in vanilla files, but often contains a friendly name for the record? Do other sources of esp format info (e.g. xEdit, specifically TES3Edit) not have a description? Is an equivalent field used for anything useful in later games?
by AnyOldName3
03 Oct 2017, 03:36
Forum: General Development
Topic: Shadows
Replies: 249
Views: 35565

Re: Shadows

I was hoping to upload one brilliant commit that magically fixed everything in one go, but between me not having as much time to work on this as I'd like (which I don't understand as I've finished my degree and not got a job yet) and it being complicated (which I do understand) this looks to have be...
by AnyOldName3
02 Oct 2017, 19:21
Forum: Feature Requests and Suggestions
Topic: S3TC software decoding in OpenMW
Replies: 17
Views: 2799

Re: S3TC software decoding in OpenMW

Not necessarily just potatoes. The compression format used by Morrowind's textures was covered by a patent, so anyone wanting to write a GPU driver that could handle them would have to pay a licencing fee. Obviously, the big GPU vendors had support in their proprietary drivers, but certain open-sour...
by AnyOldName3
29 Sep 2017, 14:12
Forum: Off Topic
Topic: Creation Club for Skyrim Special Edition
Replies: 12
Views: 2256

Re: Creation Club for Skyrim Special Edition

We could always use this as an incentive to draw new developers to work on OpenMW-CS as any mods made with a hypothetical version of that which supported Skyrim wouldn't be claimable by Bethesda.