Search found 332 matches

by akortunov
31 Jul 2018, 06:56
Forum: Editor Development
Topic: New OpenMW-CS Icons
Replies: 74
Views: 17293

Re: New OpenMW-CS Icons

Some screenshots. As I said, I have no icons for some entries:
Screenshot_20180731_095346.png
Screenshot_20180731_095346.png (16.29 KiB) Viewed 177 times
Screenshot_20180731_095418.png
Screenshot_20180731_095418.png (14.25 KiB) Viewed 177 times
by akortunov
30 Jul 2018, 14:08
Forum: General discussion
Topic: Make background in dialogues like in books (brownish)?
Replies: 14
Views: 587

Re: Make background in dialogues like in books (brownish)?

glorsh66 wrote:
30 Jul 2018, 12:18
Just put it inside the game folder (data files). And replaced *.ini file.
OpenMW does not use INI file. It uses openmw.cfg instead.
by akortunov
27 Jul 2018, 20:54
Forum: Editor Development
Topic: New OpenMW-CS Icons
Replies: 74
Views: 17293

Re: New OpenMW-CS Icons

https://github.com/OpenMW/openmw/pull/1820

Added icons to menus, based on UniversalId tables.
Some icons are still missing:
1. "File" menu entries
2. "View->New View" icon
3. "View->Toggle Status Bar" icon
4. "World->Objects" icon
5. "World->Instances" icon
by akortunov
27 Jul 2018, 06:19
Forum: General discussion
Topic: found a huge issue in the new release (0.44.0 release)
Replies: 20
Views: 1354

Re: found a huge issue in the new release (0.44.0 release)

You can use ChangeWeather console command to start rain.
Also there is RAM issue with Distant Land: https://gitlab.com/OpenMW/openmw/issues/4530
by akortunov
26 Jul 2018, 14:55
Forum: Support
Topic: Incorrect Strength Multiplier for Carry Weight
Replies: 2
Views: 113

Re: Incorrect Strength Multiplier for Carry Weight

Our default weight multiplier is STR x5: stats.getAttribute(0).getModified()*fEncumbranceStrMult; where fEncumbranceStrMult = 5.0 by default. The only issue I see is when attribute with zero index is not strength for some reason. Movement speed depends on encumberance percent, so with high Strength ...
by akortunov
26 Jul 2018, 06:38
Forum: Development
Topic: Poisons mechanics in OpenMW
Replies: 28
Views: 1061

Re: Poisons mechanics in OpenMW

By the way, can anyone pinpoint the way to install this fork? I downloaded the zip file in github, and no idea what to do next. A total newb at this. It is a source code. You need a development setup to compile it. Alternative implementation of poisons, based on new equipment slot for poisons: http...
by akortunov
25 Jul 2018, 16:55
Forum: Development
Topic: Poisons mechanics in OpenMW
Replies: 28
Views: 1061

Poisons mechanics in OpenMW

Source code: https://github.com/akortunov/openmw/tree/poison Savegame format is changed: added string fields to store poison ID for weapons and projectiles. The main idea: treat potions without positive effects as posions and apply them to equipped weapon when consuming. Also alters potion creation:...
by akortunov
25 Jul 2018, 12:35
Forum: Mod Compatibility
Topic: [SOLVED] - RR Mod Series - Telvanni Lighthouse Tel Vos - CRASH
Replies: 15
Views: 435

Re: [SOLVED] - RR Mod Series - Telvanni Lighthouse Tel Vos - CRASH

kuyondo wrote:
25 Jul 2018, 10:46
If you go to the post section of that mod in Nexus. A user also complains the same issue. So Im not the only one..

Just type in console : coc "vos, lighthouse"
Does not crash for me on Linux. Probably this bug is OS specific or depends on OSG version (I use 3.6.0).
by akortunov
24 Jul 2018, 19:58
Forum: Mod Compatibility
Topic: [SOLVED] - RR Mod Series - Telvanni Lighthouse Tel Vos - CRASH
Replies: 15
Views: 435

Re: [SOLVED] - RR Mod Series - Telvanni Lighthouse Tel Vos - CRASH

kuyondo wrote:
24 Jul 2018, 19:13
Warning: out of bounds UV set 0 on TriShape "Tri In_t_lh_02_door_02:4" in meshes/rr/tlv/in_t_lh_02_door_02.nif
This warning should be harmless, it should not cause the crash. Which changes did you do in the buggy NIF file?
by akortunov
24 Jul 2018, 17:19
Forum: General discussion
Topic: Best font compatible with OpenMW?
Replies: 5
Views: 285

Re: Best font compatible with OpenMW?

Unfortunately, there is no option to make font look good with UI scaling option due to scaling implementation in OpenMW, even if you use TTF fonts, such as Pelagiad. Fonts look well only with "scaling factor = 1.0" There is a pull request to workaround this issue, but it requires some hacks in MyGUI...