Search found 59 matches
- 20 Oct 2017, 11:58
- Forum: Support
- Topic: Windows x64 build runs fine in release but crashes in debug, pic of debugger attached.
- Replies: 2
- Views: 2103
Re: Windows x64 build runs fine in release but crashes in debug, pic of debugger attached.
Thanks, good to know that the warnings might be a red herring. Are records things being read from the esm and esps or is it data being loaded from the save? Or is it something else entirely? As for the trillions of records... any idea what could cause that? I'm assuming there aren't actually trillio...
- 20 Oct 2017, 01:03
- Forum: Support
- Topic: Windows x64 build runs fine in release but crashes in debug, pic of debugger attached.
- Replies: 2
- Views: 2103
Windows x64 build runs fine in release but crashes in debug, pic of debugger attached.
A picture is worth a thousand words so I have uploaded a screenshot of the relevant VS debugger screen. https://imgur.com/a/epRFU The error I get on crash is: Unhandled exception thrown: read access violation. _Parent_proxy was 0xFFFFFFFFFFFFFFF7. crash happens when I try to load a game, main menu r...
- 14 Oct 2017, 22:16
- Forum: Support
- Topic: Merged latest master with my own .42 build (which has my own modified UI), now tab key won't work as bind.
- Replies: 6
- Views: 2941
Re: Merged latest master with my own .42 build (which has my own modified UI), now tab key won't work as bind.
Add a debug output here to print the name of the widget. Hi, thanks again for the tip, turns out it was the mini map intercepting tab. And to test I hid the minimap, and tab now works. Now I notice that the mini map just shows black. I am guessing this is a problem without how I manually merged. I ...
- 14 Oct 2017, 14:46
- Forum: Support
- Topic: Merged latest master with my own .42 build (which has my own modified UI), now tab key won't work as bind.
- Replies: 6
- Views: 2941
Re: Merged latest master with my own .42 build (which has my own modified UI), now tab key won't work as bind.
Thanks for the tip, after messing around with debugging for while it seems like the program gets stuck in this loop https://github.com/OpenMW/openmw/blob/master/apps/openmw/mwgui/keyboardnavigation.cpp#L256 After I press tab, and only seems to leave if I enter or leave a cell, then when I press tab ...
- 13 Oct 2017, 19:23
- Forum: Support
- Topic: Merged latest master with my own .42 build (which has my own modified UI), now tab key won't work as bind.
- Replies: 6
- Views: 2941
Re: Merged latest master with my own .42 build (which has my own modified UI), now tab key won't work as bind.
Thanks for the response. I went ahead and made sure my new windows were not visible, didn't change anything, and I even made it so they were never instantiated in the first place.... still no luck.
Any suggestions how I might track down whatever is intercepting tab?
Thanks
Any suggestions how I might track down whatever is intercepting tab?
Thanks
- 13 Oct 2017, 15:03
- Forum: Support
- Topic: Merged latest master with my own .42 build (which has my own modified UI), now tab key won't work as bind.
- Replies: 6
- Views: 2941
Merged latest master with my own .42 build (which has my own modified UI), now tab key won't work as bind.
Here is a quick run-down. I had my own version of .42 that I am tweaking, so far I have modified the dialogue menu and have added a new distant dialogue menu (when an NPC is activated from a distance, player is presented with a menu that lets them wave to the NPC or call NPC over) I decided to merge...
- 10 Oct 2017, 14:22
- Forum: Content Development
- Topic: Best texture format to use for OpenMW specific mods?
- Replies: 5
- Views: 4013
Re: Best texture format to use for OpenMW specific mods?
So it sounds like sticking to DDS, but looking more into the pros/cons of each DDS compression format is the path to take.
Thanks!
Thanks!
- 10 Oct 2017, 13:06
- Forum: Content Development
- Topic: Best texture format to use for OpenMW specific mods?
- Replies: 5
- Views: 4013
Best texture format to use for OpenMW specific mods?
So it seems that I am not limited to .dds when making OpenMW mods. I tried a jpeg and it worked fine. Which has me thinking: If I were to make a mod specifically for OpenMW, what would be the ideal texture format to use? Should I stick with dds? Or should I branch out to jpeg or something else? I gu...
- 05 Sep 2017, 18:22
- Forum: Support
- Topic: Compiled and everything seems to run fine, except I can't change characters on load game screen (error within)
- Replies: 2
- Views: 1956
Re: Compiled and everything seems to run fine, except I can't change characters on load game screen (error within)
Thanks for the reply, I will be sure to check bug tracker first in the future.
- 05 Sep 2017, 18:11
- Forum: Support
- Topic: Compiled and everything seems to run fine, except I can't change characters on load game screen (error within)
- Replies: 2
- Views: 1956
Compiled and everything seems to run fine, except I can't change characters on load game screen (error within)
Like title says, when I change character the window just freezes. In the cmd here is the error I get, Error in framelistener: MyGUI EXCEPTION : Trying to add same delegate twice. in MyGUI at b:\programming\libraries\mygui\source\myguiengine\include\MyGUI_DelegateImplement.h (line 255) \ All other me...