Search found 652 matches

by akortunov
05 Mar 2020, 19:27
Forum: Feature Requests and Suggestions
Topic: Add a setting to choose between different UI (desktop, mobile)
Replies: 7
Views: 311

Re: Add a setting to choose between different UI (desktop, mobile)

PaddleStroke wrote:
05 Mar 2020, 15:20
If you can give me some explanation about how the UI is implemented and how to customize it I can give it a go!
Layout files in the XML format and logic written on C++.
by akortunov
05 Mar 2020, 09:52
Forum: Feature Requests and Suggestions
Topic: Better grass support
Replies: 24
Views: 1621

Re: Better grass support

is a robust batching implementation on the roadmap? Well, the current state is the "it would be nice if someone could implement it, but we have no idea how exactly it should work, and have no people to work on this feature". Since this feature is not an 1.0 blocker, it is actually shelved for futur...
by akortunov
05 Mar 2020, 09:40
Forum: Feature Requests and Suggestions
Topic: Add a setting to choose between different UI (desktop, mobile)
Replies: 7
Views: 311

Re: Add a setting to choose between different UI (desktop, mobile)

We can add such setting, but someone should come and implement mobile/XBox UI first. There are no volunteers so far.
From what I can tell, Android users are pretty fine with current UI, so they are not going to design a separate one as well.
by akortunov
04 Mar 2020, 08:04
Forum: Support
Topic: OpenMW 0.46.0 52fa20fb1c - DirectInput Controller Buttons 11 and 12 ignored
Replies: 3
Views: 258

Re: OpenMW 0.46.0 52fa20fb1c - DirectInput Controller Buttons 11 and 12 ignored

I have a suspicion that gamecontrollerdb.txt (which the SDL_GameControllerAddMappingsFromFile() uses) does not have an entry for your controller, so SDL uses a some kind of default setup. Google says that a stock SDL has an entry for SVEN X-PAD, which uses the same ID as Gembird JPD-DualForce. 30000...
by akortunov
28 Feb 2020, 09:55
Forum: Mod Compatibility
Topic: Scripted alchemy vendors restock mod/ST_Alch_Economy broken
Replies: 2
Views: 129

Re: Scripted alchemy vendors restock mod/ST_Alch_Economy broken

Judging by scripts from this mod, it uses AddItem/RemoveItem for levelled lists, and AddItem to remove restockable items (which have negative count). These features work properly only with MCP, despite mod description does not say that. In OpenMW these features are not implemented, and they will not...
by akortunov
28 Feb 2020, 07:39
Forum: Mod Compatibility
Topic: The Symphony Mod
Replies: 8
Views: 332

Re: The Symphony Mod

Well, since you wrote that you do not use shadows, you got 2.5x FPS boost in problematic areas (from 14 to 34), right? As for me, it is more than "just a little bit better". some crashes too which is expected because it's experimental OpenMW version No, they are not expected. If you notice closely n...
by akortunov
27 Feb 2020, 10:23
Forum: Mod Compatibility
Topic: The Symphony Mod
Replies: 8
Views: 332

Re: The Symphony Mod

Swadian63 wrote:
27 Feb 2020, 09:18
Is it that OpenMW only uses two cores?
2 cores for per-frame updates + several cores for background tasks (preloading, navmesh updates, etc.).
by akortunov
27 Feb 2020, 06:28
Forum: Mod Compatibility
Topic: The Symphony Mod
Replies: 8
Views: 332

Re: The Symphony Mod

Looks like OpenMW cannot handle higher poly models for moving objects like NPCs or creatures. I have a guess that bodypart meshes from this mod abuse skinning, which is handled by CPU in OpenMW in the main thread. So high-poly skinned meshes can degrade performance a lot. Also keep in mind that in ...
by akortunov
26 Feb 2020, 16:33
Forum: Mod Compatibility
Topic: The Symphony Mod
Replies: 8
Views: 332

Re: The Symphony Mod

Use the profiler (press F3 twice, or three times) to determine a culprit.
Also you did not provide OpenMW settings, which you use - this mod may have badly optimized meshes, which DDOS realtime shadows and reflections, or have badly optimized collision shapes.