Search found 263 matches

by wareya
10 Dec 2018, 23:11
Forum: Mod Compatibility
Topic: Darknut's Dwemer House
Replies: 16
Views: 553

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 overlapping the wall), which...
by wareya
08 Dec 2018, 23:57
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 206
Views: 27401

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 width and li...
by wareya
07 Dec 2018, 20:33
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 206
Views: 27401

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: 64
Views: 5992

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: Mod Compatibility
Topic: Darknut's Dwemer House
Replies: 16
Views: 553

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 ...
by wareya
01 Dec 2018, 17:09
Forum: Mod Compatibility
Topic: Darknut's Dwemer House
Replies: 16
Views: 553

Re: Darknut's Dwemer House

The collision issue is a bug in the original engine, where the actors aren't colliding with the wall that they're already overlapping.
by wareya
28 Nov 2018, 16:31
Forum: Support
Topic: Constant 60 FPS but annoying micro-stuttering
Replies: 22
Views: 1198

Re: Constant 60 FPS but annoying micro-stuttering

Microstuttering is basically a framerate pacing issue. It caused by anything: overly aggressive power management, large VRAM <-> RAM transfers, etc. It can also be caused by physics taking way too long, but happening at 30hz or 20hz instead of 60hz. How it manifests depends on where during the input...
by wareya
28 Nov 2018, 10:04
Forum: Support
Topic: Constant 60 FPS but annoying micro-stuttering
Replies: 22
Views: 1198

Re: Constant 60 FPS but annoying micro-stuttering

AnyOldName3 wrote:
27 Nov 2018, 21:36
What other type of delta time would we use?
Fixed timestep with interpolation.

This feels like it could be solved just by averaging the last couple frametimes together, too, if I'm not misunderstanding it.
by wareya
27 Nov 2018, 18:01
Forum: Support
Topic: Constant 60 FPS but annoying micro-stuttering
Replies: 22
Views: 1198

Re: Constant 60 FPS but annoying micro-stuttering

OpenMW doesn't use that type of delta time, does it?
by wareya
27 Nov 2018, 14:48
Forum: General
Topic: CPU and Single Core Implications
Replies: 93
Views: 19869

Re: CPU and Single Core Implications

Even with the latest build the bottleneck seems to still be the CPU. [...] The Video card is barely utilized at all, https://i.imgur.com/68GaIDB.png It's in OpenSceneGraph or your graphics driver. I have the same problem, but I don't load 4 cells around me, so the game only dips down to around 30fp...