Search found 112 matches
- 21 Mar 2013, 19:56
- Forum: Organisation and Planning
- Topic: OpenMW 0.22.0
- Replies: 248
- Views: 104480
Re: OpenMW 0.22.0
Tested with windows 7. It works. I didn't test it very extensively, but the crashing is gone and some issues with menus I experienced in an earlier RC are also gone.
- 20 Mar 2013, 22:04
- Forum: Organisation and Planning
- Topic: OpenMW 0.22.0
- Replies: 248
- Views: 104480
Re: OpenMW 0.22.0
Well I feel silly. Ok, a year's time is definitely something worth looking into. Thanks for pointing that out.
edit: it works! I just got the prebuilt binaries from that commit and it works without --nosound. Thanks for the heads-up there.
edit: it works! I just got the prebuilt binaries from that commit and it works without --nosound. Thanks for the heads-up there.
- 20 Mar 2013, 19:47
- Forum: General Development
- Topic: aitravel
- Replies: 70
- Views: 33864
Re: aitravel
We're not using bullet as extensively as a lot of other projects might be. The character controller we're using just uses bullet trace calls. We'd have to do any interpolation ourselves. Regardless, it's not like modern hardware can't run physics at 60fps. It makes sense to just fix it at 60 and mov...
- 20 Mar 2013, 18:44
- Forum: Organisation and Planning
- Topic: OpenMW 0.22.0
- Replies: 248
- Views: 104480
Re: OpenMW 0.22.0
I don't know what to do with that dll file because I think OpenAL is statically linked. At any rate, I don't think OpenAL is the problem. Ace said on IRC that he used the same OpenAL versions as us. He said this is the ffmpeg build he uses (I made sure to save everything he said in a text file becau...
- 20 Mar 2013, 09:05
- Forum: Organisation and Planning
- Topic: OpenMW 0.22.0
- Replies: 248
- Views: 104480
Re: OpenMW 0.22.0
Running BrotherBrick's build with --nosound should prevent the crash. I don't know why though. I managed to build a debug configuration and the call stacks had ffmpeg and openal stuff whenever there was a crash. Hopefully that's helpful, though, because I spent half the day figuring it out :D edit: ...
- 19 Mar 2013, 19:20
- Forum: Organisation and Planning
- Topic: OpenMW 0.22.0
- Replies: 248
- Views: 104480
Re: OpenMW 0.22.0
Everything vanilla. BrotherBrick's win32 build crashes on startup. Ogre.log and console output: http://pastebin.com/FbuL1Pg9 It crashes at approximately the same point that my own builds have been crashing. I had previously attributed this to my inability to set up a development environment on windo...
- 18 Mar 2013, 22:16
- Forum: Off Topic
- Topic: how fast do you type?
- Replies: 43
- Views: 20596
Re: how fast do you type?
Try this then. It's pretty fun. http://play.typeracer.com/
- 15 Mar 2013, 20:37
- Forum: General Development
- Topic: Animations 2013
- Replies: 260
- Views: 94866
Re: Animations 2013
I didn't do the jumping, but my understanding is that it was hacked in there after the fact to get something finished that could be merged. It will be replaced later. Being able to go up steeper slopes than in vanilla is more or less a known issue. There's a max slope variable somewhere that we put ...
- 01 Mar 2013, 07:33
- Forum: Support
- Topic: compiling errors
- Replies: 10
- Views: 5528
Re: compiling errors
Wow, I think this is a new record. You got everything working exceptionally quickly. If it's not too much trouble, I'm sure everyone trying to get a dev environment on windows would really appreciate it if you updated the wiki with what you did. Link: https://wiki.openmw.org/index.php?title=Developm...
- 25 Feb 2013, 23:52
- Forum: Organisation and Planning
- Topic: Team Page and credits.txt
- Replies: 27
- Views: 13842
Re: Team Page and credits.txt
Now that animation is merged, some of my code made it into master, though through an unfortunate chain of events caused by my being a git newbie, none of my commits are in master. The code I did contribute has been heavily modified and improved by Chris--probably only 20-40 lines remain in their ori...