Search found 102 matches

by Allofich
14 Aug 2016, 19:41
Forum: Organisation and Planning
Topic: OpenMW 0.40.0
Replies: 243
Views: 58969

Re: OpenMW 0.40.0

About those MSVC virtual method warnings, here's what I get. 6>c:\openmw\src\components\compiler\lineparser.hpp(96): warning C4265: 'Compiler::GetArgumentsFromMessageFormat': class has virtual functions, but destructor is not virtual 6> instances of this class may not be destructed correctly 6>c:\op...
by Allofich
14 Aug 2016, 18:22
Forum: Organisation and Planning
Topic: OpenMW 0.40.0
Replies: 243
Views: 58969

Re: OpenMW 0.40.0

A fix that slipped through the cracks for the 0.40.0 changelog:

https://bugs.openmw.org/issues/3432 was fixed. Follow and Escort AI packages operate on hours now.
by Allofich
10 Aug 2016, 15:19
Forum: Organisation and Planning
Topic: OpenMW 0.40.0
Replies: 243
Views: 58969

Re: OpenMW 0.40.0

How about "Fixed NPCs not favoring ranged weapons over comparable melee ones in combat"? Yeah, I suppose that's fine. I think it's mostly a fix in that it made an NPC who was expected to use thrown weapons because they did so in the original game also do so in OpenMW, so another option might be "Fi...
by Allofich
10 Aug 2016, 14:25
Forum: Organisation and Planning
Topic: OpenMW 0.40.0
Replies: 243
Views: 58969

Re: OpenMW 0.40.0

CODE: SELECT ALL - Fixed NPCs not favoring ranged weapons "[...] when the player is far away" I took a quick look at the code for that fix, and unless I'm mistaken it does not specifically make NPCs favor ranged weapons when the player is far away, it just gave a general boost to the likelihood of ...
by Allofich
10 Aug 2016, 08:49
Forum: Organisation and Planning
Topic: OpenMW 0.40.0
Replies: 243
Views: 58969

Re: OpenMW 0.40.0

Regarding this fix Fixed class graphic for custom classes I reported that issue, but my initial understanding of it was wrong. I thought it was an issue for custom classes, but actually it affected all classes. You'll see this if you read the comments in the bug report. You might want to rewrite thi...
by Allofich
05 Aug 2016, 18:57
Forum: Organisation and Planning
Topic: OpenMW 0.40.0
Replies: 243
Views: 58969

Re: OpenMW 0.40.0

That would be "at."
by Allofich
05 Aug 2016, 17:57
Forum: Organisation and Planning
Topic: OpenMW 0.40.0
Replies: 243
Views: 58969

Re: OpenMW 0.40.0

Maybe "doors that lead into other areas"? Or, "doors that lead into and out of buildings?" The second one doesn't cover all situations but may have a little better sentence flow. "Loading doors" might be fine, too. I think I've heard that term used for other games (although they may have been Bethes...
by Allofich
05 Aug 2016, 17:22
Forum: Organisation and Planning
Topic: OpenMW 0.40.0
Replies: 243
Views: 58969

Re: OpenMW 0.40.0

Sounds like another entertaining video! One thing I noticed. Telekinesis effect was also suitable for talking to NPCs and activating doors. You can no longer use telekinesis to travel through a door that loads into another cell, but you can still use it to open doors that don't do that (doors with a...
by Allofich
02 Aug 2016, 11:49
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 479
Views: 326555

Re: OpenMW Nightly builds

Hi, sorry if this is already known, but it looks like the nightly build is continuing to have a framerate issue due to the version of OSG that is being used. You can see discussion about it on https://bugs.openmw.org/issues/3052. I'm sure people using the nightly build would appreciate it if the pro...
by Allofich
29 Jul 2016, 16:47
Forum: General Development
Topic: Compiling with the latest Bullet3
Replies: 7
Views: 3146

Re: Compiling with the latest Bullet3

The errors are (from Visual Studio 2015) for debugwindow.cpp 4>C:\OpenMW\src\apps\openmw\mwgui\debugwindow.cpp(12): error C2065: 'CProfileIterator': undeclared identifier 4>C:\OpenMW\src\apps\openmw\mwgui\debugwindow.cpp(12): error C2065: 'pit': undeclared identifier 4>C:\OpenMW\src\apps\openmw\mwgu...