http://bugs.openmw.org:81/projects/openmw/roadmapElderTroll wrote:Are the 0.14.0 and 0.15.0 roadmaps up somewhere?
Search found 295 matches
- 17 Feb 2012, 07:44
- Forum: General Development
- Topic: Physics improvement
- Replies: 272
- Views: 86000
Re: Physics improvement
- 17 Feb 2012, 07:32
- Forum: Organisation and Planning
- Topic: OpenMW 0.13.0
- Replies: 209
- Views: 81546
Re: OpenMW 0.13.0
Well, I can't say I've noticed that behavior, but I won't argue it isn't there.
- 17 Feb 2012, 07:05
- Forum: Organisation and Planning
- Topic: OpenMW 0.13.0
- Replies: 209
- Views: 81546
Re: OpenMW 0.13.0
Death will also have to interact with the physics system too. I think it is going to be an extremely hard feature to implement, simple idle ai would be easier for now, the npc/creature stays in the same position. With death the creature may lunge forward or backward and may need to end up colliding...
- 16 Feb 2012, 21:59
- Forum: Support
- Topic: Ogre crash in Akulakhan's Chamber
- Replies: 14
- Views: 8672
Ogre crash in Akulakhan's Chamber
Since I'm reporting crashes I might as well mention this one. When I coc at Akulakhan's Chamber I get this crash. loading cell Akulakhan's Chamber NIFLoader: Warn:Unhandled alpha setting for texture textures\vfx_firealpha01.tga NIFLoader: Warn:Unhandled alpha setting for texture textures\vfx_blulite...
- 16 Feb 2012, 21:40
- Forum: Support
- Topic: Ogre crash introduced with rendering fix
- Replies: 26
- Views: 15081
Re: Ogre crash introduced with rendering fix
Upon further inspection, it's exactly this commit that causes it
c471aa950f89bf674a49d7ea2f5a385643954eb5
When I revert it from master the game works ok.
Edit: lgro reports that he doesn't get it with: community/ogre 1.8.0RC1-3
c471aa950f89bf674a49d7ea2f5a385643954eb5
When I revert it from master the game works ok.
Edit: lgro reports that he doesn't get it with: community/ogre 1.8.0RC1-3
- 16 Feb 2012, 20:54
- Forum: Support
- Topic: Ogre crash introduced with rendering fix
- Replies: 26
- Views: 15081
Ogre crash introduced with rendering fix
I get this crash when I coc to Pelagiad, Vivec, Caldera or Seyda Neen and I don't see anybody else complaining. openmw: /build/buildd/ogre-1.7.3/OgreMain/include/OgreAxisAlignedBox.h:252: void Ogre::AxisAlignedBox::setExtents(const Ogre::Vector3&, const Ogre::Vector3&): Assertion `(min.x <= ...
- 15 Feb 2012, 20:30
- Forum: Infrastructure
- Topic: Media Page
- Replies: 16
- Views: 7961
Re: Media Page
I vote flashy for the media page (not adobe flashy, javascript flashy).
If they have javascript disabled we can have a link to the wiki.
If they have javascript disabled we can have a link to the wiki.
- 15 Feb 2012, 15:12
- Forum: Organisation and Planning
- Topic: Article for Freegamer
- Replies: 5
- Views: 4396
Re: Article for Freegamer
Great article, very informative.
Here is the link btw,
http://freegamer.blogspot.com/2012/02/m ... -they.html
I think it's worth spreading in whatever forums we hang out at.
Here is the link btw,
http://freegamer.blogspot.com/2012/02/m ... -they.html
I think it's worth spreading in whatever forums we hang out at.
- 15 Feb 2012, 11:55
- Forum: Support
- Topic: Screen Resolution
- Replies: 16
- Views: 10138
Re: Screen Resolution
I guess we could find replacements for the textures. Meshes are a different topic. I doubt that we could find any drop-in replacements. That would mean either our worldbuilders would have to rebuild the affected areas with replacement models or our 3D artists would have to recreated drop-in replace...
- 14 Feb 2012, 16:08
- Forum: Support
- Topic: Screen Resolution
- Replies: 16
- Views: 10138
Re: Screen Resolution
As far as I understood Morroblivion contains no Morrowind content. Originally it did, but Bethesda shut it down for that reason. Actually in its current form Morroblivion is an outright copyright violation since they ship all the converted assets of the original game. Ironically the original Morrob...