Search found 590 matches

by akortunov
02 Jun 2017, 19:34
Forum: General Development
Topic: What should I work on?
Replies: 7
Views: 1598

Re: What should I work on?

Hello, urm!

Welcome to OpenMW forum. You can look at list of AI issues here. As you can see, the main problem is pathfinding AI. You can try to improve it, if you wish.
by akortunov
24 May 2017, 20:53
Forum: Support
Topic: 3-8 fps in Sadrith Mora. Physics out the roof
Replies: 34
Views: 8596

Re: 3-8 fps in Sadrith Mora. Physics out the roof

Some modern CPU's have 4-8 threads. Can we use idle cores to compute physics since it takes a lot of CPU time (especially with mods, Tamriel Rebuilt for example)? Or it is a very difficult task? For example, on my laptop with i7-3632QM only two CPU threads are actively used (physics and draw, I thin...
by akortunov
13 May 2017, 05:32
Forum: Support
Topic: Problems with meshes
Replies: 9
Views: 2557

Re: Problems with meshes

What version are you guys running?
Latest master, Linux. In 0.41 performance was much worse.

PhysicsSystem::applyQueuedMovement(float dt) causes slowdown in areas with large number of actors.
by akortunov
12 May 2017, 17:12
Forum: Support
Topic: Problems with meshes
Replies: 9
Views: 2557

Re: Problems with meshes

performance drops to 10-15 fps in sadrith mora Same thing with my laptop with i7-3632QM. Profilier shows 50-80 points in physics thread when I use a game with some mods. There is a question: When I modified physicsDt from 1/60 to 1/12 I got 5-8 points in physics thread and 25-50 fps (with bottlenec...
by akortunov
12 May 2017, 13:13
Forum: General Development
Topic: GUI localization
Replies: 23
Views: 5082

Re: GUI localization

This is a post 1.0 feature.
Ok. Sorry for bothering you then.
by akortunov
11 May 2017, 20:27
Forum: General Development
Topic: GUI localization
Replies: 23
Views: 5082

Re: GUI localization

They are hardcoded on engine level. Ok, I can use CSMWorld::DefaultGmsts::Strings and CSMWorld::DefaultGmsts::OptionalStrings arrays then. I tested this with "Time played" feature. A current implementation: 1) Used "#{sTimePlayed}" variable in savegame window instead of hardcoded value 2) Added str...
by akortunov
10 May 2017, 06:50
Forum: General Development
Topic: GUI localization
Replies: 23
Views: 5082

Re: GUI localization

Storing fallback values in openmw.cfg file works fine, but how can I add a new GMST? It seems neither TES CS nor OpenMW-CS allows this.
by akortunov
07 May 2017, 16:13
Forum: Mod Compatibility
Topic: Logic and (&&) is unsupported?
Replies: 29
Views: 9083

Re: Logic and (&&) is unsupported?

vanilla engine somehow ignores them
It seems vanilla engine treats "&&" and second command as valid extra string arguments in first command. These values are not ignored - there are just elements of arguments array, unused by command.
by akortunov
05 May 2017, 09:19
Forum: Feature Requests and Suggestions
Topic: Add a shortcut to switch map between "world" and "local"
Replies: 3
Views: 1286

Re: Add a shortcut to switch map between "world" and "local"

Maybe a hotkey for local/world map switching would be a better solution?

If you able to build OpenMW by yourself, you can try to test this feature from this branch. Maybe it will be useful for you.
by akortunov
05 May 2017, 08:51
Forum: General Development
Topic: GUI localization
Replies: 23
Views: 5082

GUI localization

As you know, Morrowind uses string GMST's for menu localization. OpenMW now has some hardcoded English strings in GUI, because there are no suitable GMST's in Bethesda's resource files. We can provide small localization esp's, of course, but I don't like an idea to force players to use it. Maybe we ...