Search found 279 matches

by CMAugust
28 Mar 2021, 23:18
Forum: General Development
Topic: Introducing Proper Fading
Replies: 12
Views: 10693

Re: Introducing Proper Fading

I'd love to have fading. Nearly every game does it, and it's easy to see why; everything feels much better to the player when transitions are smoothed out and don't "pop". It's one of the subtle things that contribute to feelings of polish and quality. Even if my PC was capable of running ...
by CMAugust
18 Mar 2021, 12:55
Forum: Support
Topic: Single digit frame rates in the east side of Port Telvannis in Tamriel Rebuilt
Replies: 3
Views: 1853

Re: Single digit frame rates in the east side of Port Telvannis in Tamriel Rebuilt

Confirmed that the issue is present in recent nightlies; physics quickly enters a death spiral when the ever-problematic slave cages and their NPCs are visible. Wareya is looking into it.
by CMAugust
17 Mar 2021, 12:54
Forum: General Development
Topic: Distant Land: where to next?
Replies: 26
Views: 24121

Re: Distant Land: where to next?

Adding this brief discussion with AnyOldName3 about the viability of LOD, since there is some talk that may be good to reference later. AnyOldName3 is in normal typeface and myself in bold, with minor editing for flow: I am wracking my brain trying to think how OpenMW can possibly balance good visua...
by CMAugust
24 Jan 2021, 08:46
Forum: General
Topic: Diagnosing Morrowind light pop-in
Replies: 27
Views: 24608

Re: Diagnosing Morrowind light pop-in

There are two ways in which light "pops" in OpenMW. The one in your videos is due to the 8-light limit, which is a limitation in vanilla Morrowind as well, but there is something else vanilla is doing (possibly baked light on scene load) that, for example, makes it handle the lighting in A...
by CMAugust
04 Jan 2021, 02:27
Forum: Editor Development
Topic: Dialogue editing (Topic, Journal, Topic Info, Journal Info)
Replies: 6
Views: 9917

Re: Dialogue editing (Topic, Journal, Topic Info, Journal Info)

I pointed the Tamriel Rebuilt Discord to this topic and this is the feedback I've received so far (from team member arvisrend): first, i'd love to have some flexible filtering: i want to filter, but it should show some indications of things being filtered out ideally, there should be a bit of space ...
by CMAugust
14 Dec 2020, 23:08
Forum: General Development
Topic: Distant Land: where to next?
Replies: 26
Views: 24121

Re: Distant Land: where to next?

It should also be possible to run osg:simplify on a chunk and cache that. But akortunov (who is the only one that has tried osg:simplify) favors it as an offline solution and not real-time. Any other thoughts on that?
by CMAugust
12 Dec 2020, 02:22
Forum: General
Topic: Grass generation
Replies: 2
Views: 2233

Re: Grass generation

Right now the focus has been on supporting existing grass mods that were created for MGE XE, but what should happen beyond that is still being discussed. For grass that "just works" with landscape height editing, the most likely outcome in the medium-term is generation based on ground text...
by CMAugust
11 Dec 2020, 23:23
Forum: General Development
Topic: Distant Land: where to next?
Replies: 26
Views: 24121

Re: Distant Land: where to next?

If you can remember what those points were, this is the place to put them; both memory and a quick search failed me just now. Plus it's convenient to have it alongside the other dev insights in this thread.
by CMAugust
10 Dec 2020, 21:42
Forum: General Development
Topic: Distant Land: where to next?
Replies: 26
Views: 24121

Re: Distant Land: where to next?

Regarding chunk size, I was under the impression object paging chunks were held in a quad tree, with four-cell chunks being used beyond a certain distance, and sixteen-cell chunks beyond that. That's how the chunks work for the terrain system. That's exactly what I thought too; it doesn't make sens...
by CMAugust
10 Dec 2020, 14:20
Forum: General Development
Topic: Distant Land: where to next?
Replies: 26
Views: 24121

Re: Distant Land: where to next?

The provided example .zip does indeed atlas some tree and rock sets, though it didn't make much of a difference, as you can see.