Search found 154 matches

by drummyfish
07 Dec 2017, 22:59
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 278
Views: 77122

Re: OpenMW 0.44.0

[*] Feature #3537: Water ripple vfx This I may look at, I've already been thinking about it. For the simple, non-shadered water we will probably have to keep the current ripples. For the water shader we could change the behavior from emitting a ripple particle (current behavior) to sending info to ...
by drummyfish
07 Dec 2017, 22:24
Forum: Editor Development
Topic: 3D editing
Replies: 37
Views: 16928

Re: 3D editing

I'm not sure I'm posting in the right thread or tackling something that's being discussed somewhere else, but I just started looking at the editor and I think the camera in 3D editor needs some improvements: - Orbiting mode changes the camera roll, that's bad. Roll should never be changed (just like...
by drummyfish
07 Dec 2017, 20:16
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 278
Views: 77122

Re: OpenMW 0.44.0

raevol wrote:
07 Dec 2017, 20:09
What are the chances we can get shadows into 0.44? And if not, what features *can* we get in? Having a bugfix-only release will be a little discouraging.
Would be great to have shadows, I also hope to get my 360 screenshots there.
by drummyfish
07 Dec 2017, 16:49
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 278
Views: 77122

Re: OpenMW 0.44.0

btw. I have mostly put the work on the new merge tool (announced a while back) on hold for now and I am focussing on the post 1.0 design document. 1.0 is approaching quickly and I don't want to be caught flatfooted. In case anyone is interested, at 36 pages now and probably a bit more than halfway ...
by drummyfish
07 Dec 2017, 14:54
Forum: News
Topic: OpenMW 0.43.0 Released!
Replies: 24
Views: 14329

Re: OpenMW 0.43.0 Released!

elring wrote:
07 Dec 2017, 14:14
No, you are not alone ;-) A long time Morrowind Czech lurker here (so far not active :))
Hey :) We should get more of our people here, do some PR stuff, so far I'm trying to get my brother hooked :)
by drummyfish
06 Dec 2017, 23:51
Forum: General Development
Topic: Should water refractions be scaled?
Replies: 10
Views: 3952

Re: Should water refractions be scaled?

Is the change we've made definitely physically correct instead of just looking physically correct in a few test cases which look good? Should be correct: https://i.imgur.com/bg6trA4.png Refracted rays (left) can be achieved by scaling down the space underwater (right). Anyway we're already doing ph...
by drummyfish
06 Dec 2017, 22:29
Forum: General Development
Topic: Should water refractions be scaled?
Replies: 10
Views: 3952

Re: Should water refractions be scaled?

Thank you for the feedback, I've made a PR to make this an optional setting. I keep liking this effect more and more, it really adds realism, for example look how this oar is "broken".

Image

Image
by drummyfish
06 Dec 2017, 20:55
Forum: Support
Topic: Distant land
Replies: 2
Views: 1689

Re: Distant land

Also increase viewing distance from 6666 to like 666666.

Also note what's written in the header - it's better to make changes to your settings.cfg file rather than settings-default.cfg.
by drummyfish
06 Dec 2017, 19:57
Forum: News
Topic: OpenMW 0.43.0 Released!
Replies: 24
Views: 14329

Re: OpenMW 0.43.0 Released!

raevol wrote:
06 Dec 2017, 19:47
Hmm, aside from "translate stuff and post it here" I honestly am not sure. That's a better question for one of our other translators?
Yeah sure, I mean anyone who's responsible for translations, feel free to contact or redirect me.
by drummyfish
06 Dec 2017, 19:39
Forum: General Development
Topic: Should water refractions be scaled?
Replies: 10
Views: 3952

Should water refractions be scaled?

I found this on reddit: https://i.imgur.com/NjVdSyv.jpg Should we do it? Here's how diff --git a/apps/openmw/mwrender/water.cpp b/apps/openmw/mwrender/water.cpp index c4dffb7..991de1b 100644 --- a/apps/openmw/mwrender/water.cpp +++ b/apps/openmw/mwrender/water.cpp @@ -272,6 +272,10 @@ public: void s...