Search found 45 matches

by mattwla
13 Oct 2017, 19:23
Forum: Support
Topic: Merged latest master with my own .42 build (which has my own modified UI), now tab key won't work as bind.
Replies: 6
Views: 385

Re: Merged latest master with my own .42 build (which has my own modified UI), now tab key won't work as bind.

Thanks for the response. I went ahead and made sure my new windows were not visible, didn't change anything, and I even made it so they were never instantiated in the first place.... still no luck.

Any suggestions how I might track down whatever is intercepting tab?

Thanks
by mattwla
13 Oct 2017, 15:03
Forum: Support
Topic: Merged latest master with my own .42 build (which has my own modified UI), now tab key won't work as bind.
Replies: 6
Views: 385

Merged latest master with my own .42 build (which has my own modified UI), now tab key won't work as bind.

Here is a quick run-down. I had my own version of .42 that I am tweaking, so far I have modified the dialogue menu and have added a new distant dialogue menu (when an NPC is activated from a distance, player is presented with a menu that lets them wave to the NPC or call NPC over) I decided to merge...
by mattwla
10 Oct 2017, 14:22
Forum: Content Development Section
Topic: Best texture format to use for OpenMW specific mods?
Replies: 5
Views: 454

Re: Best texture format to use for OpenMW specific mods?

So it sounds like sticking to DDS, but looking more into the pros/cons of each DDS compression format is the path to take.

Thanks!
by mattwla
10 Oct 2017, 13:06
Forum: Content Development Section
Topic: Best texture format to use for OpenMW specific mods?
Replies: 5
Views: 454

Best texture format to use for OpenMW specific mods?

So it seems that I am not limited to .dds when making OpenMW mods. I tried a jpeg and it worked fine. Which has me thinking: If I were to make a mod specifically for OpenMW, what would be the ideal texture format to use? Should I stick with dds? Or should I branch out to jpeg or something else? I gu...
by mattwla
05 Sep 2017, 18:11
Forum: Support
Topic: Compiled and everything seems to run fine, except I can't change characters on load game screen (error within)
Replies: 2
Views: 291

Compiled and everything seems to run fine, except I can't change characters on load game screen (error within)

Like title says, when I change character the window just freezes. In the cmd here is the error I get, Error in framelistener: MyGUI EXCEPTION : Trying to add same delegate twice. in MyGUI at b:\programming\libraries\mygui\source\myguiengine\include\MyGUI_DelegateImplement.h (line 255) \ All other me...
by mattwla
04 Sep 2017, 23:38
Forum: Support
Topic: My own build of .42 wants a newer version of avcodec than the official .42?
Replies: 0
Views: 248

My own build of .42 wants a newer version of avcodec than the official .42?

Like title says, the precompiled windows x64 .42 is happy with avcodec-56, my own compiled version wants -57 Is this intentional or did I go wrong with my build? Thanks Edit: looks like I didn't clone .42 but whatever the most recent one is, so I've cloned .42 and I will update how it goes after I b...
by mattwla
08 Aug 2017, 15:59
Forum: Development
Topic: Looking to understand how to work with OSG in OpenMW, would this tutorial help?
Replies: 2
Views: 451

Looking to understand how to work with OSG in OpenMW, would this tutorial help?

The only tutorials I could find for OSG are deprecated. so I was wondering if this OpenGL tutorial would help me out: https://learnopengl.com/ Would going through that help me out at all in working in OpenMW, or should I stick to figuring out OSG? Maybe outdated OSG tutorial would still be useful? T...
by mattwla
05 Aug 2017, 13:21
Forum: Development
Topic: Difference between world and worldimp?
Replies: 3
Views: 403

Re: Difference between world and worldimp?

Thanks Chris,

So, to make sure I understand. world.hpp declares the public functions of the MWWorld subsystem, worldimp.hpp declares the private, and all MWWorld functions public or private are defined in worldimp.cpp?