Search found 2142 matches

by scrawl
13 Mar 2018, 02:53
Forum: Infrastructure
Topic: Spam deletion?
Replies: 20
Views: 34585

Re: Spam deletion?

I'm not super-comfortable with reCaptcha, since it's used to improve drone strike :/ Woah, that's a new one to add to the "screw google" list :( I am not so sure about the new rules, because if anyone did get tripped up by them it is unlikely we would ever hear about it, they would just n...
by scrawl
04 Mar 2018, 19:46
Forum: General Development
Topic: Downloading the PR build artifacts
Replies: 2
Views: 4185

Re: Downloading the PR build artifacts

See https://forum.openmw.org/viewtopic.php?f=20&t=1808&start=280#p51902 and https://bugs.openmw.org/issues/4015 TL;DR: The CI builds are not likely to be very useful because they're built without any optimisation. Even if we could do it, it's probably quite wasteful to make them into 'proper...
by scrawl
13 Feb 2018, 01:49
Forum: Feature Requests and Suggestions
Topic: MCP-like menu
Replies: 36
Views: 30627

Re: MCP-like menu

You know, this is why I'm sceptical to adding such settings, because people inevitably ask for more and more. Improved scripting capabilities should really be the main focus.
by scrawl
13 Feb 2018, 01:46
Forum: Support
Topic: Distant Terrain Performance
Replies: 7
Views: 11228

Re: Distant Terrain Performance

Are you maybe using landmass mods like Tamriel Rebuilt? The larger the world, the longer this will take. Anyway, I've pushed a change that should make things much faster, at least if your framerate is significantly higher than 60. If isn't, you can lower the new 'target framerate' setting to squeeze...
by scrawl
12 Feb 2018, 18:06
Forum: Support
Topic: Distant Terrain Performance
Replies: 7
Views: 11228

Re: Distant Terrain Performance

Even with a high frame rate it can be a lengthy wait (minutes) for this number to reach 0, Strange. If I remember right, for me that would complete within a few seconds. What's your video hardware and your FPS like? Can other users confirm this finding? and each composite seems to take a different ...
by scrawl
12 Feb 2018, 17:58
Forum: General Development
Topic: Black textures as hit faders appear as transparent.
Replies: 2
Views: 5197

Re: Black textures as hit faders appear as transparent.

Morrowind's hit fader uses additive rendering. If you add black (=0) to something, nothing will happen.

openmw_layers.xml:

Code: Select all

    <Layer name="AdditiveOverlay" type="AdditiveLayer" pick="false"/>
Just remove the type="AdditiveLayer".
by scrawl
11 Feb 2018, 16:20
Forum: Support
Topic: Distant Terrain Performance
Replies: 7
Views: 11228

Re: Distant Terrain Performance

in a freshly-loaded exterior (such as travelling from indoors to outdoors or loading a save) one can reliably induce a pronounced stutter simply by turning around on the spot Press 'F4' and look at the counter for 'Terrain Composite' or whatever it was called. That's the textures for distant terrai...
by scrawl
11 Feb 2018, 16:00
Forum: General Modding
Topic: Modded Race Hand Meshes not Showing?
Replies: 4
Views: 5316

Re: Modded Race Hand Meshes not Showing?

Error loading meshes/b/b_s_skel_m_r_hand_1.1st: no readerwriter for '1st' found There's your issue. The file extension is '.1st' when it should really be '.nif'. I'm not too surprised that this still works in MW, because .nif is the only supported file format there. In OpenMW though, we have a bunc...
by scrawl
11 Feb 2018, 00:50
Forum: General Modding
Topic: Modded Race Hand Meshes not Showing?
Replies: 4
Views: 5316

Re: Modded Race Hand Meshes not Showing?

Post your openmw.log, how you installed those files and we'll know more. Probably it is one of (from most to least likely): 1. You haven't installed the mod's data files correctly. 2. The mod uses broken file references that only happen to work because of the guessing games the original engine does,...
by scrawl
10 Feb 2018, 18:43
Forum: Other Forks and Ports
Topic: [WIP] Android port testing
Replies: 508
Views: 545717

Re: [WIP] Android port testing

The issue with the water is caused by the large faces of the water surface messing with per-vertex fog. It's worked around here by applying a shader so that fog is always per pixel, but for some reason the previous android port developer #if'd out that part. https://github.com/OpenMW/openmw/blob/mas...