Search found 64 matches

by halbe
03 Jun 2017, 16:14
Forum: Feature Requests and Suggestions
Topic: Request : Modify Armor Class Weight Ranges
Replies: 5
Views: 1768

Re: Request : Modify Armor Class Weight Ranges

Or you could do the duct-tape madman solution like me and set both of those GMSTs to 0, prevent the unarmored/heavy armor skills from increasing/decreasing, and renaming them to "dummy skill" so that the player isn't discouraged from mixing armor classes. This crazy BS also includes renaming light a...
by halbe
14 Apr 2017, 00:13
Forum: Off Topic
Topic: [resolved] Crisis in Ubuntu land
Replies: 28
Views: 5003

Re: Crisis in Ubuntu land

raevol wrote:
halbe wrote:here's how I tricked out XFCE to make it more to my liking: https://i.imgur.com/713p34z.png
What WM theme are you using?

Also Xubuntu is cool, but there's no reason for me not to run Debian Sid. :)
style: Adwaita
icons: GNOME
font: URW Gothic L
WM: Greybird
by halbe
13 Apr 2017, 19:27
Forum: Off Topic
Topic: [resolved] Crisis in Ubuntu land
Replies: 28
Views: 5003

Re: Crisis in Ubuntu land

I'd suggest trying Cinnamon. It's fantastic. I got mad crazy memory leaks when I used Cinnamon on Linux Mint 18.1 a couple months ago, switched to XFCE and everything has been fine. Like the OP I also really like unity (mainly the vertical bar thing) so here's how I tricked out XFCE to make it more...
by halbe
30 Mar 2017, 15:59
Forum: General
Topic: Xubuntu 16.04.2 Fatal Error Crash
Replies: 79
Views: 7958

Re: Xubuntu 16.04.2 Fatal Error Crash

Just a heads up to say that new versions of Bullet and OSG with corrected SOVERSION information are being built on ppa:openmw/staging When they are ready, I'll then rebuild the latest OpenMW release and once tested, migrated to ppa:openmw/openmw This includes an additional fix that came into scrawl...
by halbe
29 Mar 2017, 01:50
Forum: General
Topic: Xubuntu 16.04.2 Fatal Error Crash
Replies: 79
Views: 7958

Re: Xubuntu 16.04.2 Fatal Error Crash

This might be related since ya'll are talking about libbullet2.86, when I try to install the dependencies to build OpenMW I get an error when it tries to install libbullet2.86. I've tried this on both Linux Mint 18.1 and Ubuntu 16.10 and both of them give me the following terminal output: https://pa...
by halbe
25 Mar 2017, 20:46
Forum: Feature Requests and Suggestions
Topic: Map Options
Replies: 19
Views: 4571

Re: Map Options

I think you can almost get what you need with a simple trick. Create an empty texture file and replace the triangle texture. I played like that for a while, the map is still very precise, but without the arrow it does not look like a GPS anymore. I tried this but the problem is that you can still f...
by halbe
25 Mar 2017, 20:44
Forum: Off Topic
Topic: Skywind assets license?
Replies: 9
Views: 2205

Re: Skywind assets license?

From how I read it, TESrenewal required everyone who submitted assets to grant TESrenewal the following rights: When you submit content to TESrenewal.com you simultaneously grant TESrenewal.com an irrevocable, worldwide, royalty free license to publish, display, modify, distribute and syndicate you...
by halbe
25 Mar 2017, 02:46
Forum: Off Topic
Topic: Skywind assets license?
Replies: 9
Views: 2205

Skywind assets license?

I heard on the OpenMW Discord that all Skywind assets have only been licensed for use in Skywind, does this mean that we can't liberate them and use them in real Morrowind? If that's true then this is pretty unfortunate as all those man-hours will have gone to waste. Hopefully noone would do somethi...
by halbe
22 Mar 2017, 16:00
Forum: General
Topic: OpenMW discord
Replies: 17
Views: 5450

Re: OpenMW discord

I'd imagine the apprehension towards using Discord has to do with the fact that it is proprietary and a lot of people here are FOSS enthusiasts. I really don't like IRC though so perhaps something like TOX could work as a middleground.
by halbe
19 Mar 2017, 06:42
Forum: Mod Compatibility
Topic: Can't figure out why this mod is broken in OpenMW
Replies: 1
Views: 777

Re: Can't figure out why this mod is broken in OpenMW

Ah I've figured it out, OpenMW must recalculate magicka from Intelligence after scripts are updated each frame. Vanilla MW must do all of the derived attribute recalculations before the scripts update. I solved it by modifying it to only update magicka on the next frame and it works perfectly. I gue...