Search found 694 matches

by Capostrophic
09 Apr 2020, 06:56
Forum: Organisation and Planning
Topic: OpenMW 0.46.0
Replies: 213
Views: 60916

Re: OpenMW 0.46.0

Yes, but given that MOP has been updated somewhat recently and that it's pretty popular it's expected that people will learn about openmw due to the hype on the internet, install MOP as well, then will be confused about how half their particles are gone or absent. There is rarely a similar situation...
by Capostrophic
08 Apr 2020, 18:21
Forum: Organisation and Planning
Topic: OpenMW 0.46.0
Replies: 213
Views: 60916

Re: OpenMW 0.46.0

Some early notes: 1) Looks like Windows RC builds specifically currently have older OpenMW/osg. That's fine but still update whenever possible pls 2) Simple water is currently broken with radial fog on most (all?) devices due to the huge triangles breaking depth calculations. Not sure whether proper...
by Capostrophic
08 Apr 2020, 11:28
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 505
Views: 378995

Re: OpenMW Nightly builds

Currently not, Tab shouldn't really be bound to anything in GUIs in general at the moment, as it's often consumed by keyboard navigation feature and then can't be used for game actions. I'm considering options how to avoid upsetting players that rely on Tab for inventory (some people are) but ideall...
by Capostrophic
07 Apr 2020, 12:20
Forum: Organisation and Planning
Topic: OpenMW 0.46.0
Replies: 213
Views: 60916

Re: OpenMW 0.46.0

Note to packagers: OpenMW/osg 3.4 branch has been updated, so openscenegraph libraries that were based on OSGoS should be rebuilt.
by Capostrophic
04 Apr 2020, 13:30
Forum: Support
Topic: Water Shader turns into a pixelated mess
Replies: 31
Views: 4333

Re: Water Shader turns into a pixelated mess

Nouveau didn't seem to have this issue (the game seemed to look exactly the same as on a setup with Nvidia) but I can't check for sure atm.

2nd page of this thread shows raevol having this issue on FOSS AMD driver with Ubuntu.
by Capostrophic
01 Apr 2020, 13:30
Forum: General
Topic: Is OpenMW playable?
Replies: 30
Views: 5401

Re: Is OpenMW playable?

Are you you didn't have the collision for your character disabled?
by Capostrophic
23 Mar 2020, 09:33
Forum: Mod Compatibility
Topic: Does dopey Necromancy work in OpenMW?
Replies: 6
Views: 1353

Re: Does dopey Necromancy work in OpenMW?

That should be the issue tracker (click Bugs in the header of the website).

There'll be a huge number of mod compatibility improvements in 0.46.
by Capostrophic
22 Mar 2020, 22:44
Forum: Mod Compatibility
Topic: Does dopey Necromancy work in OpenMW?
Replies: 6
Views: 1353

Re: Does dopey Necromancy work in OpenMW?

This script will never work in 0.45.0, but it will work in 0.46.0 and should presently work in the nightly builds (didn't test).

OpenMW didn't replicate the vanilla PCSkipEquip/OnPCEquip behavior until recently.
by Capostrophic
16 Mar 2020, 19:34
Forum: Support
Topic: Blind effect and partial magicka resist causes crashes
Replies: 6
Views: 754

Re: Blind effect and partial magicka resist causes crashes

Non-reproducible for me on either my own builds or the latest (generic) nightly. Using Fedora 30.

The crash log isn't very informative. The function that crashes hasn't really been touched since like 0.42.0.
by Capostrophic
11 Mar 2020, 17:30
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 105
Views: 48778

Re: Older bump mapped mods (and how to make them work in OpenMW)

Bumpmapping support, including a slightly updated documentation and an option to make environment-mapped objects look like with that option from MCP toggled on, has been merged today and should be included in tomorrow's nightlies and in the upcoming 0.46.0 release, retiring this thread at last.