Search found 338 matches

by wareya
11 Dec 2018, 21:38
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 47369

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

I made my own custom collision system too, it's definitely not as hard as some projects think to get simple mesh-mesh tracing and testing, even if you throw in a small number of easily-definable primitives like cylinders or AABBs. What's hard is doing everything in a way that makes it so you can upd...
by wareya
11 Dec 2018, 00:03
Forum: Off Topic
Topic: A kind of crazy idea
Replies: 39
Views: 26276

Re: A kind of crazy idea

Scaling up to daggerfall's size is effectively impossible because it would take too much space to store all the overworld data. Most local details would have to be procedurally generated according to a fixed seed, just like daggerfall.
by wareya
11 Dec 2018, 00:01
Forum: Infrastructure
Topic: Issue with forum session timeout force logout
Replies: 17
Views: 17921

Re: Crashing on startup in Arch Linux

edit : very annoying forum auto logoff, good thing i copied the post before clicking submit 'Remember Me' checkbox should help you there by setting a cookie to renew your session. However if you haven't logged in for awhile, the cookie will also be expired. The forum logs me off regardless of wheth...
by wareya
10 Dec 2018, 23:23
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 47369

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

What does that branch do, broadly speaking? Does it make actors move independently of one another on separate threads? That will probably have bad side effects, or at least behave differently than it currently does, even if you find a way to make it threadsafe (e.g. having each thread use an immutab...
by wareya
10 Dec 2018, 23:14
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 379
Views: 261973

Re: OpenMW 0.45.0

Kerning and line spacing data should be part of the font file, so I guess the best approach for all of these issues is to edit the font. That isn't a solution. Kerning and line spacing change depending on the exact resolution of the font, because of pixel rounding. Editing fonts is also VERY diffic...
by wareya
10 Dec 2018, 23:11
Forum: General Modding
Topic: Darknut's Dwemer House
Replies: 16
Views: 7371

Re: Darknut's Dwemer House

Vanilla lets actors pass through geometry that they're already overlapping. That's broken. It's not even up for debate whether it's broken or not. The mannequins are also in the air (or, to be more precise, they're on a "steep slope" instead of a "floor", because they're overlapp...
by wareya
08 Dec 2018, 23:57
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 379
Views: 261973

Re: OpenMW 0.45.0

[GUI] font size = 16 ttf resolution = 96 Tweak it as you want. For me, Pelagiad looks fine with height 17 or 18 on FullHD. If you want to "blur" text, you can decrease a font resolution a bit. I tweaked those, it didn't help. The TTF font has a different ratio between average character wi...
by wareya
07 Dec 2018, 20:33
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 379
Views: 261973

Re: OpenMW 0.45.0

The Pelagiad font doesn't look quite the same as the original font in terms of letterspacing and line height, but it's close, and the glyphs are quite crisp: https://imgur.com/a/ulxCfBO Is there some way to override the letterspacing or line height, without modifying the font directly? (Off topic, I...
by wareya
07 Dec 2018, 20:18
Forum: Feature Requests and Suggestions
Topic: Fix The Lady Lover and Steed Birthsigns
Replies: 70
Views: 44620

Re: Fix The Lady Lover and Steed Birthsigns

Once you realize you can level up forever with the help of prison and also that NPC stats aren't coherent for their levels etc you give up on the endurance metagame a little.
by wareya
07 Dec 2018, 20:08
Forum: General Modding
Topic: Darknut's Dwemer House
Replies: 16
Views: 7371

Re: Darknut's Dwemer House

Yeah, the vanilla engine doesn't have things bouncing up and down erratically whenever collision boxes overlap. I think I rather like that feature. I think it's a rather good feature. A definite improvement over what we've got right now. The reason they bounce is because of the scripts attached to ...