Search found 49 matches

by crassell
07 Sep 2017, 03:35
Forum: General Development
Topic: first pass at third person over the shoulder option
Replies: 19
Views: 14123

Re: first pass at third person over the shoulder option

I just put a check in to stop head rotation. By bow arm always pointing to the crosshair I'm guessing you mean when the aim wildly swings away as a result of bad tracking. I have to make slight adjustments towards and away from the crosshair to triangulate towards the target under the crosshair.
by crassell
07 Sep 2017, 03:12
Forum: General Development
Topic: game mechanics code optimization
Replies: 6
Views: 3643

game mechanics code optimization

I'm a new developer and I know one of the main tenants of optimization is stay away from premature optimization, but I do notice some basic design patterns that are causing me to think even implementation code i'm adding is potentially slowing down mainline code. I hope what you find here is constru...
by crassell
05 Sep 2017, 05:08
Forum: General Development
Topic: first pass at third person over the shoulder option
Replies: 19
Views: 14123

Re: first pass at third person over the shoulder option

Re-posting my summary from the pull request comments here for some possible feedback from others: This is a video of aim alignment happening in third person over the shoulder archery: https://youtu.be/_7xBR2rQL7s Not commit ready but feedback is welcome. What I don't like is the amount of fluctuatio...
by crassell
05 Sep 2017, 01:31
Forum: Join the team
Topic: Application: crassell
Replies: 20
Views: 15954

Re: Application: crassell

Thanks just took a look. The serializer seems interesting if I can reduce it to just the animation pieces. Otherwise scrawl's changes alone should generally make life easier with regards to generic import with more of the key frame control pushed to a component.
by crassell
31 Aug 2017, 20:51
Forum: General Development
Topic: first pass at third person over the shoulder option
Replies: 19
Views: 14123

Re: first pass at third person over the shoulder option

The consensus here seems to mirror the opinions on the pull request: https://github.com/OpenMW/openmw/pull/1425 I will remove the cycling support and only toggle between first and the active third person, keep the config (with a caveat that we have to fix localization), and add the granular offset c...
by crassell
31 Aug 2017, 15:29
Forum: General Development
Topic: first pass at third person over the shoulder option
Replies: 19
Views: 14123

Re: first pass at third person over the shoulder option

Why add a config option just to add over-the-shoulder to the existing modes? If it's not replacing anything, why have an extra step to enable it? There seemed to be a desire to have this configured in order to still retain a truly vanilla experience when its configured off. If that isn't a contenti...
by crassell
31 Aug 2017, 02:30
Forum: General Development
Topic: first pass at third person over the shoulder option
Replies: 19
Views: 14123

Re: first pass at third person over the shoulder option

So now it cycles by tab like vanilla when third person over shoulder is disabled. Otherwise, it will cycle first, third person vanilla, and over the shoulder third person. I decided not to enable mouse wheel distance changes with third person over shoulder since the effect moving away from the camer...
by crassell
30 Aug 2017, 18:54
Forum: Join the team
Topic: Application: crassell
Replies: 20
Views: 15954

Re: Application: crassell

Even if OSG gets animation support, it's usage will still be low in comparison to those modeling and exporting to NIF. If you would still like to develop OSG further, please do... don't let me (or anyone else) stop you. I'm going to localize my efforts to animation portions of the formats we may wa...
by crassell
29 Aug 2017, 15:49
Forum: Join the team
Topic: Application: crassell
Replies: 20
Views: 15954

Re: Application: crassell

ChrisTheYounger (you) and ChrisTheElder (kcat) As far as experience and being on this team, I'm ChrisTheToddler :lol: Don't forget that the newer NIF (>=TES4) have havok data which can be used as well to influence the animation/rigging. Many people would love to see this. So I think we may be conve...