Search found 1615 matches
- 15 Sep 2022, 03:36
- Forum: Feature Requests and Suggestions
- Topic: Whatever happened to... Overgrowth/Fluid Animation?
- Replies: 2
- Views: 1779
Re: Whatever happened to... Overgrowth/Fluid Animation?
Looks like your link is broken (it's for a new post, not the presentation).
- 12 Sep 2022, 23:59
- Forum: General
- Topic: Some SFX sounds are almost inaudible
- Replies: 7
- Views: 2588
Re: Some SFX sounds are almost inaudible
Some sounds are supposed to be quiet. If you've turned the volume up for them in the options menu, you can then try turning down the volume for the other things so they don't overpower the ambient and UI sounds. Music in particular has a habit of drowning out ambient sounds in almost every game ever...
- 02 Sep 2022, 11:41
- Forum: Feature Requests and Suggestions
- Topic: Swing Miss animation
- Replies: 2
- Views: 1423
Re: Swing Miss animation
My inquiries are as follows: 1) I was wondering if it is at all possible to pair an animation to miss attacks? I would love for my character to play an animation from a new set of animations for when he misses an attack, an example would be that the character strikes to right or to left instead of ...
- 09 Aug 2022, 07:21
- Forum: Feature Requests and Suggestions
- Topic: OpenAL EFX Effects
- Replies: 3
- Views: 1618
Re: OpenAL EFX Effects
There is a mod for GZDoom that functions in a manner similar to this, by firing a basic ray cast to determine room size and such. That's actually a bit simpler. It periodically fires some basic ray casts (once or twice a second) and selects one of a handful of presets using the average distance eac...
- 08 Aug 2022, 23:48
- Forum: Feature Requests and Suggestions
- Topic: OpenAL EFX Effects
- Replies: 3
- Views: 1618
Re: OpenAL EFX Effects
Another possibility that I don't believe is supported out of the box with OpenAL (based on skimming the documentation) would be some sort of realtime audio system that determines the scale of a room or area and calculates the reverb value based on that It's somewhat possible. OpenAL/EFX allows you ...
- 31 Jul 2022, 15:41
- Forum: Support
- Topic: Flickering carpets when moving?
- Replies: 9
- Views: 1005
Re: Flickering carpets when moving?
Looks like the result of ghosting or smearing. With strips of high contrast colors, if the pixels in your monitor take a long time to transition between brightness levels, they can't fully reach the target brightness before it needs to start showing the next frame, so movement in areas of high contr...
- 28 Jul 2022, 04:15
- Forum: Support
- Topic: OpenMW kernel-power 41 crash
- Replies: 2
- Views: 460
Re: OpenMW kernel-power 41 crash
The system unexpectedly rebooting sounds like a hardware issue, possibly insufficient power. Did you build the system yourself, or was it prebuilt? The two possibilities that spring to mind would be a video card that doesn't have all the power cables connected, or a weak power supply that's not suff...
- 09 Apr 2022, 22:30
- Forum: Support
- Topic: Double Image Appearing When Trying to Record Footage
- Replies: 1
- Views: 635
Re: Double Image Appearing When Trying to Record Footage
That's normal. VR works by rendering two scenes side-by-side with a slight viewpoint offset for each eye, so when it's sent to the headset, the left eye sees the left image and the right eye sees the right image, creating a faux sense of depth. The way around it would be to only capture the left or ...
- 05 Feb 2022, 18:26
- Forum: Feature Requests and Suggestions
- Topic: Shadow volume?
- Replies: 12
- Views: 8256
Re: Shadow volume?
If you've got a light that can change direction, or shadow casters that can move relative to the light, extruding the vertices out requires either the CPU to redo it each frame, which is slow, or that you do it with a geometry shader, which is also slow. Or you can do it in the vertex shader, since...
- 04 Feb 2022, 16:05
- Forum: Feature Requests and Suggestions
- Topic: Shadow volume?
- Replies: 12
- Views: 8256
Re: Shadow volume?
The big drawback of shadow volumes is that they scale much less well with triangle count than shadow maps. With or without the patent issue, they were on their way out, and aren't appropriate for a modern renderer dealing with a modern-ish scene. They weren't on their way out back then. It wouldn't...