Search found 232 matches
- 24 Aug 2021, 00:08
- Forum: Feature Requests and Suggestions
- Topic: Animation system
- Replies: 3
- Views: 4765
Re: Animation system
I didn't know cc9cii had a youtube channel. Instantly subscribed! Those videos of playing Oblivion in the OpenMW engine are a breakthrough to a whole new realm of possibilities!
- 23 Aug 2021, 18:56
- Forum: General
- Topic: Benchmarks / Hardware Specs
- Replies: 105
- Views: 128704
Re: Benchmarks / Hardware Specs
Objects would ideally use one texture. Actually, the more objects can share a texture, the better. This is the purpose of mods like Project Atlas, which does indeed rework meshes to make then share a texture atlas. Ray tracing is still too far off to see, but a more immediately useful step before t...
- 23 Aug 2021, 02:11
- Forum: Feature Requests and Suggestions
- Topic: Feature suggestion: Make footstep sounds dependend of terrain type
- Replies: 2
- Views: 4346
Re: Feature suggestion: Make footstep sounds dependend of terrain type
Has anybody else looked into this? Would this be something you could write into the OpenMW code? All Bethesda games from Oblivion onward had footstep sounds that changed depending on the terrain type and what type of footwear the player was wearing, i.e. iron boots, shoes, bare feet
- 23 Aug 2021, 00:04
- Forum: Organisation and Planning
- Topic: OpenMW 0.48.0
- Replies: 307
- Views: 197773
Re: OpenMW 0.48.0
Is each release already planned out with a set number of fixes and features? i.e. 0.49 to have this many fixes and additions, 0.50 to have this, 0.51 to have that....?
- 22 Aug 2021, 23:57
- Forum: General
- Topic: Understanding Morrowind's Asset Issues
- Replies: 12
- Views: 10279
Re: Understanding Morrowind's Asset Issues
So is time basically what's holding this project back? Like you mentioned about doing this in your free time because of your day job. So it's not an issue of the team not being able to figure out what to do and how to do it, but rather finding the time to do it?
- 22 Aug 2021, 18:44
- Forum: General
- Topic: Understanding Morrowind's Asset Issues
- Replies: 12
- Views: 10279
Re: Understanding Morrowind's Asset Issues
Has anybody considered hiring a couple virtual assistants who are highly experienced in asset design and programming? It would be a costly donation but I think getting some professionals on board would help.
- 22 Aug 2021, 18:26
- Forum: General
- Topic: Benchmarks / Hardware Specs
- Replies: 105
- Views: 128704
Re: Benchmarks / Hardware Specs
tl;dr shadows/reflections are expensive, and there's only so much the engine can do without remaking every model in the game, but there are improvements coming down the wire. Install Morrowind Optimization Patch and Project Atlas for fps gain. Technical explanation follows: Morrowind is notoriously...
- 19 Nov 2018, 23:13
- Forum: Feature Requests and Suggestions
- Topic: OpenMW’s mb/s data load rate?
- Replies: 19
- Views: 8390
Re: OpenMW’s mb/s data load rate?
This is already done via scrawl's cell pre-loading, including doors into interiors and other activators. You shouldn't ever see a cell loading screen. Wait a minute, you’re saying OpenMW’s “cell pre-loading” has already eradicated cell loading times to virtually nil when switching between exterior ...
- 19 Nov 2018, 15:52
- Forum: Feature Requests and Suggestions
- Topic: OpenMW’s mb/s data load rate?
- Replies: 19
- Views: 8390
Re: OpenMW’s mb/s data load rate?
Someone a long time ago came up with the idea of preloading all exterior/interior cells during initial startup. It would probably take hours, depending on how many mods were installed. What about utilizing RAM for preloading anticipated local exterior cells during gameplay? If I’m in exterior cell [...
- 19 Nov 2018, 05:55
- Forum: Feature Requests and Suggestions
- Topic: OpenMW’s mb/s data load rate?
- Replies: 19
- Views: 8390
Re: OpenMW’s mb/s data load rate?
Ace, is it possible to transfer all data content from cdrom to storage drive so that data transfer rates are exponentially faster?