Search found 237 matches

by Jemolk
29 May 2018, 05:15
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 278
Views: 164510

Re: OpenMW 0.44.0

Also chiming in to say I would love to see shadows in 0.44. Damn, OpenMW has come quite some way even in the fairly brief time I've been using it. It's awesome.
by Jemolk
20 May 2018, 17:01
Forum: Feature Requests and Suggestions
Topic: Better installation method
Replies: 7
Views: 5411

Re: Better installation method

The launcher installation, last I checked, did not work with the GOG version of Morrowind. That was the one version where it didn't work. InnoExtract works pretty well to get the files out of the installer, though, and then you just have to point the launcher to the folder where you stored everythin...
by Jemolk
08 May 2018, 23:42
Forum: Support
Topic: Changing Character Appearance
Replies: 19
Views: 17267

Re: Changing Character Appearance

Haven't encountered such outrageous bugs, TBH. Unless you did `enableracemenu` more than once per session, it worked OKish. If I did enableracemenu more than once per game launch from desktop in the vanilla engine, I'd have to forcibly end the program because everything would bug out and the game w...
by Jemolk
08 May 2018, 16:58
Forum: Support
Topic: Changing Character Appearance
Replies: 19
Views: 17267

Re: Changing Character Appearance

That's a bug, I guess. Original game behaves in the similar way - does not keep player stats. No, the original game absolutely does keep player stats, at least when you don't change the character's race. You can change the head and hair within the race menu just fine while retaining stats. The issu...
by Jemolk
04 May 2018, 21:22
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 552
Views: 1007061

Re: OpenMW Nightly builds

Good news... fixed Launchpad PPA nightlies. :) AND THERE WAS MUCH REJOICING!!! :D Indeed indeed. And now that classes are over for me, maybe I can get things set up with the current build. Perhaps I can even do some testing on Bug#4117 . See if we can come up with an acceptable solution to that.
by Jemolk
01 May 2018, 16:40
Forum: General Modding
Topic: [TC] - Arktwendt
Replies: 22
Views: 15011

Re: [TC] - Arktwendt

2. You definely will encounter bug #3803 . I have no idea how to fix it for now. A solution from Stuporstar on the Uvirith's Legacy compatibility thread: I can't remember if I mentioned this before, but in UL 4.0, all sitting NPCs will be standing on non-collision chairs, which should fix their flo...
by Jemolk
25 Apr 2018, 20:25
Forum: Support
Topic: Cannot Create file when file already exists
Replies: 11
Views: 8408

Re: Cannot Create file when file already exists

However, if there were major issues with boost::filesystem and OneDrive, I'd have expected to be able to find some mention of it via application of Google. I can't, though. Also, modern Windows version recommend that you put your documents directory in OneDrive, so I'd have expected that we'd have ...
by Jemolk
25 Apr 2018, 20:16
Forum: Organisation and Planning
Topic: It's really important to have graphical parity with MGE.
Replies: 28
Views: 34559

Re: It's really important to have graphical parity with MGE.

Releasing 1.0 without this is therefore a bad idea. Still wondering why the number 1.0 is such a big deal. For OpenMW, reaching 1.0 has always (at least under Zini's lead) meant "Morrowind on OpenMW is done, time to work on cool stuff". Reaching 1.0 is therefore still a huge deal, but we ...
by Jemolk
25 Apr 2018, 18:48
Forum: Organisation and Planning
Topic: It's really important to have graphical parity with MGE.
Replies: 28
Views: 34559

Re: It's really important to have graphical parity with MGE.

I hate this comparison. After all, OpenMW had real normal mapping before MGE did. It has dynamic water reflections, which MGE does not. It'll be capable of reflecting shadows, which to my knowledge, MGE XE cannot do. It has the capability of rendering distant terrain at ranges far surpassing MGE wi...
by Jemolk
25 Apr 2018, 18:36
Forum: General Modding
Topic: The Doors of Oblivion "Summon x" spells do not work - A report on testing
Replies: 6
Views: 4892

Re: The Doors of Oblivion "Summon x" spells do not work - A report on testing

Ouch. How would you suggest fixing that? You can set DoOnce to 0 in the beginning of script via some kind of timer (> 1 sec). Of course, you should remove last "if" from script. Then you will get only one creature per cast. Good to know! And yeah, the second "if" would definitel...