Search found 1549 matches

by Chris
05 Jan 2019, 01:10
Forum: Feature Requests and Suggestions
Topic: feature request finding mod conflict (multiple mod changing same object ID)
Replies: 15
Views: 2123

Re: feature request finding mod conflict (multiple mod changing same object ID)

I know that that may sound like a large undertaking but what I meant is like this, scan mods and check if any mods modify the same record (object/GMST/Leveled list, etc) and report the mods and the object ID in a log somewhere. That will basically end up listing every modded record. A lot of mods w...
by Chris
19 Dec 2018, 09:57
Forum: Off Topic
Topic: A kind of crazy idea
Replies: 39
Views: 8504

Re: A kind of crazy idea

Nope, it does not. It's just another one of those cool features that has always been present in OpenMW, but without any content to show it with. Isn't the height of terrain fixed? The terrain is specified using 8-bit values, so it can only go so high in either vanilla or OpenMW. IIRC, there are pla...
by Chris
13 Dec 2018, 08:56
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 15224

Re: Hey let's switch away from bullet to anything else (discussion)

They're basically just saying that you can use cells as an initial broadphase stage and only look for objects that are touching the cells that the actor you're moving is touching. That's basically a quad-tree, isn't it? Surely Bullet (or any collision/physics library worth its salt) has something l...
by Chris
13 Dec 2018, 01:00
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 15224

Re: Hey let's switch away from bullet to anything else (discussion)

With OpenMW we have a few more luxuries, such as knowing that the exterior world is divided into a 2D grid of a fixed size with each cell having a heightmap at a fixed resolution. That immediately gives us some direction as, for example we can ignore any comparisons with objects in other cells if a...
by Chris
05 Dec 2018, 01:57
Forum: Support
Topic: Crashing on startup in Arch Linux
Replies: 30
Views: 2542

Re: Crashing on startup in Arch Linux

I wasn't aware there was any option for playing windows games on Arch other than using playonlinux. It is the only way I know of to get a morrowind.esm. What are you suggesting I do instead? Since you have Steam, you can run the Linux version of Steam and enable Steam Play (aka Proton). You can run...
by Chris
04 Dec 2018, 22:21
Forum: Support
Topic: Crashing on startup in Arch Linux
Replies: 30
Views: 2542

Re: Crashing on startup in Arch Linux

/usr/share/games/openmw/data had read only permissions. That should be read-only (read+execute for the directories themselves, actually; only root should have write access). The /usr/share directory is accessible to all users, so individual users shouldn't be able to modify it. Individual users wou...
by Chris
04 Dec 2018, 05:00
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 15224

Re: Hey let's switch away from bullet to anything else

Just to throw it out there, nVidia just open sourced PhysX, under the simple BSD-3 license. Should be usable by GPL apps, though I can't say anything about the API or how easy it is to use.
by Chris
29 Nov 2018, 22:42
Forum: General
Topic: What is the status on performance?
Replies: 16
Views: 2750

Re: What is the status on performance?

How useful is this to throw in a cpu thread who's responsibility is to this kind of thing? Or is the overhead going to also nullify any gains (delay/stall) in the rendering thead? (or do I have this right?) OSG does its culling prior to drawing on its own render thread. There's not much sense putti...
by Chris
29 Nov 2018, 19:34
Forum: General
Topic: What is the status on performance?
Replies: 16
Views: 2750

Re: What is the status on performance?

It's not a chicken-and-egg problem - you do occlusion queries by rendering a bounding box of a big chunk of the scene, not all the individual objects as full meshes. Whether you draw the bounding box or mesh, you still need to draw to tell if you should draw, it may be cheaper, but the draws are st...
by Chris
29 Nov 2018, 05:39
Forum: General
Topic: What is the status on performance?
Replies: 16
Views: 2750

Re: What is the status on performance?

Regarding occlusion planes, it looks like OSG doesn't support them at all via occlusion queries with osg::OcclusionQueryNode (as those just check against the previous frame once every few frames, not against an existing depth buffer at cull time). You probably wouldn't want to use occlusion queries...