Search found 102 matches

by Allofich
25 Jan 2017, 13:08
Forum: General Development
Topic: Better windows build instructions
Replies: 19
Views: 5988

Re: Better windows build instructions

I got the script working. First I uninstalled Visual Studio Community 2017 RC and installed Visual Studio Community 2015. I then tried the script but it still failed at the same spot. Looks like I had wrongly assumed that maybe I could just copy the 7-Zip executable 7zFM.exe into a location on my sy...
by Allofich
24 Jan 2017, 09:23
Forum: General Development
Topic: Better windows build instructions
Replies: 19
Views: 5988

Re: Better windows build instructions

I've reinstalled Windows 7 64-bit on my system and am setting up my development environment again. I've installed Visual Studio 2017 RC this time instead of 2015 to experiment with, but when I try to use before_script.msvc, it always silently quits after "Bullet 2.83.7..." in the extracting dependen...
by Allofich
03 Jan 2017, 13:28
Forum: Support
Topic: Can't acces the main menu
Replies: 2
Views: 675

Re: Can't acces the main menu

goes right into some random character, when I hit escape it has all of the options except for loading and saving Sounds like maybe a new game is being started? Save won't be there until you finish character creation and, I just found out, neither will load until you have a saved game. (Load is ther...
by Allofich
22 Dec 2016, 14:57
Forum: Organisation and Planning
Topic: OpenMW 0.41.0
Replies: 214
Views: 50899

Re: OpenMW 0.41.0

For the atan2 false positive, I don't understand what's happening so I might be saying something stupid, but does Coverity just think it's wrong because it sees variable names with x and y in the opposite order? Would it make sense to just store x and y as oppositely named variables and then pass th...
by Allofich
21 Dec 2016, 16:08
Forum: Organisation and Planning
Topic: OpenMW 0.41.0
Replies: 214
Views: 50899

Re: OpenMW 0.41.0

The fix is that those spells are now played over a duration of 1, rather than being instant. This is the same as in vanilla. For example, with Cure Common Disease, you will be constantly applied with the cure effect for 1 second. Even if a common disease was inflicted on you during that second, it w...
by Allofich
20 Dec 2016, 12:54
Forum: Organisation and Planning
Topic: OpenMW 0.41.0
Replies: 214
Views: 50899

Re: OpenMW 0.41.0

stated a 1 second duration for the spell effect Are you sure? I tried in 0.40.0 but I don't see 1 second duration displayed for potion of cure common disease. This lead me to the conclusion that the issue was with the specific spell effects, not with the time duration. Well in this case it's not po...
by Allofich
20 Dec 2016, 08:59
Forum: Organisation and Planning
Topic: OpenMW 0.41.0
Replies: 214
Views: 50899

Re: OpenMW 0.41.0

I watched the engine video and it was a nice video as always. The description of the instant spell effect fix is a little off, though. It's not that icons are shown now for instant effects, it is that the spells were instant when they should have been one second long. So, you see the icon now for th...
by Allofich
19 Dec 2016, 18:05
Forum: General
Topic: THANK YOU! THANK YOU!
Replies: 5
Views: 2289

Re: THANK YOU! THANK YOU!

I think we already have a game save import feature... openmw-essimporter. Not sure how well it works. It's not useful yet for importing and continuing your game, because NPCs won't have AI or will be lying around dead. Unfortunately their stats and AI aren't being imported correctly yet. Bits and p...
by Allofich
18 Dec 2016, 20:13
Forum: Organisation and Planning
Topic: OpenMW 0.41.0
Replies: 214
Views: 50899

Re: OpenMW 0.41.0

So the effects had been instant (time = zero) in previous versions but, a few releases ago, we changed the code to give them a 1 second duration? (I remember some discussions about that matter a while ago.) However, we forgot to change the indicator behaviour. Correct? -- And vanilla Morrowind also...
by Allofich
18 Dec 2016, 06:13
Forum: Organisation and Planning
Topic: OpenMW 0.41.0
Replies: 214
Views: 50899

Re: OpenMW 0.41.0

The animation state would be set to the start of the animation but when triggering that particular animation again, the game would treat the animation as if it had correctly finished. I had trouble understanding this sentence until I read your example. I didn't work on this bug or test it, so this ...