Search found 279 matches

by akortunov
09 May 2018, 05:15
Forum: Mod Compatibility
Topic: Better Sounds Mod problem and other mod questions
Replies: 12
Views: 520

Re: Better Sounds Mod problem and other mod questions

Does the sound mod definitely have no esp? I don't see one in the list. No, Better Sounds has ESP file. Probably it is just disabled since it causes troubles for OP. To OP: all "data" items should refer to folder with resource items (Meshes, Textures, etc.). If your folders contain Data Files inste...
by akortunov
08 May 2018, 17:21
Forum: Support
Topic: Changing Character Appearance
Replies: 9
Views: 472

Re: Changing Character Appearance

No, the original game absolutely does keep player stats, at least when you don't change the character's race. Maybe only if you do not touch player race. But enableracemenu is very bugged in vanilla game, so it is a quite hard to tell how it intended to work. For example, I can not provide a reason...
by akortunov
08 May 2018, 16:08
Forum: Support
Topic: Changing Character Appearance
Replies: 9
Views: 472

Re: Changing Character Appearance

heilkitty wrote:
08 May 2018, 15:59
That's a bug, I guess.
Original game behaves in the similar way - does not keep player stats.
by akortunov
08 May 2018, 11:13
Forum: Development
Topic: Physics for non-moving actors
Replies: 16
Views: 1351

Re: Physics for non-moving actors

Ah, OK... even then, the profiler doesn't make it specific what those numbers mean. What kind of load is that? Smurfs per second? ;) Well, according to code, it is a time interval between end of physics calculation and start of physics calculation in milliseconds, measured by osg::Timer. So 7 units...
by akortunov
08 May 2018, 09:46
Forum: Development
Topic: Physics for non-moving actors
Replies: 16
Views: 1351

Re: Physics for non-moving actors

psi29a wrote:
08 May 2018, 09:34
What is: ~1.5, ~1.75, ~2, is that the number of actors with gravity as apposed to 4, 5 and 7?
It is a profilier output:
Screenshot_20180508_124342.png
by akortunov
08 May 2018, 08:50
Forum: Development
Topic: Physics for non-moving actors
Replies: 16
Views: 1351

Re: Physics for non-moving actors

Just a quick test: diff --git a/apps/openmw/mwworld/scene.cpp b/apps/openmw/mwworld/scene.cpp index 2c2d401d1..ff35ba5c3 100644 --- a/apps/openmw/mwworld/scene.cpp +++ b/apps/openmw/mwworld/scene.cpp @@ -19,6 +19,7 @@ #include "../mwrender/landmanager.hpp" #include "../mwphysics/physicssystem.hpp" +...
by akortunov
08 May 2018, 06:22
Forum: Mod Compatibility
Topic: Better Sounds Mod problem and other mod questions
Replies: 12
Views: 520

Re: Better Sounds Mod problem and other mod questions

For one the Better Sounds mod for some reason makes it so I can't activate doors, which is very strange. I've tried re-downloading and re-adding the mod, but it still does it while it's active. Post your openmw.log. There should be some errors in output. IIRC, someone had a similar issue before: do...
by akortunov
08 May 2018, 06:13
Forum: Development
Topic: Feature #2229: Improve pathfinding AI
Replies: 48
Views: 11574

Re: Feature #2229: Improve pathfinding AI

I noticed in the demo video of this feature that the FPS dipped below 20 at some points when a lot or even a few NPCs were near the player. It does not matter if NPC's are "near player" or are not "near player". We update collisions for all NPCs in AI radius (nearly 100 meters). So this slowdown is...
by akortunov
07 May 2018, 11:37
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 338
Views: 123246

Re: OpenMW Nightly builds

I looked up what this is and I still don't understand what it is Just a Linux designation for 64-bit IBM architecture for mainframes (IBM Z). I doubt that OpenMW will have many users on this platform (sysadmins during work time? :lol: ). s390 (without x) is a designation for old 32-bit architecture...
by akortunov
06 May 2018, 14:16
Forum: Development
Topic: Physics for non-moving actors
Replies: 16
Views: 1351

Re: Physics for non-moving actors

What is the flow here? We update player's position here , so there already should be physics calculation after game load. Anyway, it would be nice to have some testing and benchmarks. P.S. Since we touched the physics performance theme, I have a question. We have AI processing distance = 7168 units...