Search found 338 matches
- 14 Apr 2019, 15:17
- Forum: General Development
- Topic: Actors processing range
- Replies: 2
- Views: 5008
Re: Actors processing range
Makes sense to me, but I don't know much about this.
- 12 Apr 2019, 14:14
- Forum: Off Topic
- Topic: Gaming mouse
- Replies: 20
- Views: 18859
Re: Gaming mouse
They were the first serious gaming mouse company to provide frequent firmware/driver updates. That was a pretty big deal at the time, because gaming mice still sucked, mostly for software reasons.
- 12 Apr 2019, 11:46
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 86994
Re: OpenGEX as .Nif alternative for OpenMW
Wouldn't you just expect whatever animations were made in another format to contain the right kinds of nodes and tags to work with OpenMW? Or am I missing something?
- 12 Apr 2019, 11:43
- Forum: Off Topic
- Topic: Gaming mouse
- Replies: 20
- Views: 18859
Re: Gaming mouse
Razer's fallen from grace, there's no reason to buy from them instead of someone like Logitech or Roccat now, unless you live in a country where their stuff is really cheap. I got the abyssus v2 when it came out and it had horrible smoothing, basically felt like extra input lag, it was super obvious...
- 07 Apr 2019, 20:02
- Forum: Feature Requests and Suggestions
- Topic: Collision detection system discussion [Original title: Very low FPS]
- Replies: 36
- Views: 21246
Re: Very low FPS
Most of our bullet problems would go away for one reason or another if we switched to using it in double precision mode, but single and double precision bullet have different ABIs, so it can cause problems for distributions that only package it one way and not the other, too. Bullet is the kind of t...
- 29 Mar 2019, 09:09
- Forum: General
- Topic: Newbie here going into Morrowind for the first time, any suggestions/advice/ whatever else for me?
- Replies: 25
- Views: 18567
Re: Newbie here going into Morrowind for the first time, any suggestions/advice/ whatever else for me?
Fill your inventory with health and fatigue potions. Save constantly and make lots of backup saves. Fatigue affects almost every diceroll in the game, and also random stuff like bartering. Expect to have your attacks miss and spells fail to cast pretty often until you're high level. Don't play a &qu...
- 29 Mar 2019, 00:28
- Forum: Organisation and Planning
- Topic: OpenMW 0.46.0
- Replies: 213
- Views: 190723
Re: OpenMW 0.46.0
Well, sure. But at the very least, distant shadows being messed up is a lot more normal and "easy to expect" than nearby shadows being messed up. If someone looks at a plant and the shadows go from crisp to a smudged blobby mess, they're going to notice and get pulled out of the experience...
- 28 Mar 2019, 20:37
- Forum: Organisation and Planning
- Topic: OpenMW 0.46.0
- Replies: 213
- Views: 190723
Re: OpenMW 0.46.0
I'm currently clearing up minor OSG-related issues and would quite like to implement a maximum shadow distance setting to hide the things people are complaining about. Yes! If some experimentation was done to find better default settings, that would be nice, too. I might make a new debug overlay ty...
- 28 Mar 2019, 00:47
- Forum: General Development
- Topic: Shadows
- Replies: 310
- Views: 166417
Re: Shadows
So, uh, the fact that the effective shadow map resolution right next to/under the player character can change so much with the camera angle is kind of a horrible serious problem. At the absolute minimum the default settings should get changed so it's less obvious. Posting these to emphasize how hor...
- 28 Mar 2019, 00:07
- Forum: Feature Requests and Suggestions
- Topic: Procedural generation based on land terrain texture grid
- Replies: 44
- Views: 26112
Re: Procedural generation based on land terrain texture grid
Should probably have some kind of resource file that determines how/where/in what way the "detail objects" spawn, so you can configure them individually.