Search found 2696 matches

by raevol
09 Oct 2018, 10:06
Forum: General Development
Topic: Weapon sheathing
Replies: 40
Views: 6849

Re: Weapon sheathing

Zini wrote:
09 Oct 2018, 09:28
To use the feature weapon objects would have to set a special flag.
So is this something that could be implemented now?
by raevol
08 Oct 2018, 20:53
Forum: General Development
Topic: Weapon sheathing
Replies: 40
Views: 6849

Re: Weapon sheathing

This may be a good time to have a technical discussion about this: If we are going to add "held items" in the future, how is the engine going to distinguish between them and weapons/shields? Will it require any changes to the assets for weapons/shields? If not, will it require changes to current ass...
by raevol
07 Oct 2018, 02:37
Forum: Support
Topic: FPS drops
Replies: 15
Views: 1191

Re: FPS drops

Yea, this thread is either a blatant troll or a user-caused issue that we can't resolve. Locked!
by raevol
05 Oct 2018, 19:33
Forum: Support
Topic: FPS drops
Replies: 15
Views: 1191

Re: FPS drops

Johnny99 wrote:
05 Oct 2018, 14:37
Lmao do you really not see the white line going up and down? Ok then.
Did you read my post? :)
by raevol
04 Oct 2018, 21:17
Forum: Support
Topic: FPS drops
Replies: 15
Views: 1191

Re: FPS drops

Let's keep it civil folks. Johnny99, I don't actually see an issue on your screenshots? Most of them have no FPS drops, and the few that do don't indicate any cause? For all we know your antivirus is spinning up in the background and stealing cpu cycles from the game? Do you have any steps we can fo...
by raevol
01 Oct 2018, 23:14
Forum: Feature Requests and Suggestions
Topic: Terrain Tunneling/Arching
Replies: 63
Views: 17432

Re: Terrain Tunneling/Arching

It helps a gazillion things an awful lot to know that the terrain is topologically a plane. The correct way to make an apparent tunnel or arch would be to create static meshes that looked like the top of the arch and place them above the terrain. This is how newer engines do it right? This is how H...
by raevol
30 Sep 2018, 01:35
Forum: Other Forks and Ports
Topic: Can I mod OpenMW on android?
Replies: 22
Views: 6267

Re: Can I mod OpenMW on android?

Deleted some hostile posts in this thread. Please keep this on-topic.
by raevol
17 Sep 2018, 08:42
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 251
Views: 36516

Re: OpenMW 0.45.0

Capostrophic wrote:
16 Sep 2018, 12:32
And ask raevol to start honing the changelog while we're at it, or there won't be a release until Christmas. :P
Yea, I meant to start early on this one, but what with starting my grad classes, that didn't happen. Fingers crossed!
by raevol
12 Sep 2018, 07:37
Forum: Off Topic
Topic: List of (other) FOSS game engine replacement projects
Replies: 73
Views: 6448

Re: List of (other) FOSS game engine replacement projects

Did gemrb get mentioned yet? Reimplementation of the Infinity Engine, used for Baldur's Gate, among others?
by raevol
31 Aug 2018, 00:26
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 9026

Re: Hey let's switch away from bullet to anything else

lysol wrote:
30 Aug 2018, 14:05
Now this discussion became interesting suddenly.
Agreed. What's up gus!

Regarding physics for everything, that really is a post-1.0 thing. I think the original intention of this thread was getting normal collision in the game as it stands now to be less of a mess.