Search found 2553 matches
- 31 Mar 2021, 09:25
- Forum: Support
- Topic: (Solved) Data Files tab in OpenMW launcher does not show all plugins at once
- Replies: 17
- Views: 8346
Re: Data Files tab in OpenMW launcher does not show all pluggins at once
It's actually a total conversion (so basically its own game) and a patch for the total conversion in a different language, which depends on a file with a different name. I'm still not totally convinced this is would work as expected in the original engine.
- 28 Mar 2021, 23:00
- Forum: General Development
- Topic: Introducing Proper Fading
- Replies: 12
- Views: 10700
Re: Introducing Proper Fading
Alpha blending mandates CPU-side depth sorting, which makes things slow . Dithering doesn't, so can be significantly less slow. In terms of having things pop out, it's much less noticeable to fade them out and middling to dither them, but ideally we'd not have too much disappear in the first place. ...
- 28 Mar 2021, 16:49
- Forum: Support
- Topic: Trees with Per-pixel lighting
- Replies: 8
- Views: 2952
Re: Trees with Per-pixel lighting
Please bear in mind that until you've convinced the forum software that you're a real human, editing your posts will hide them until a moderator approves the edit.
- 28 Mar 2021, 14:09
- Forum: Support
- Topic: Trees with Per-pixel lighting
- Replies: 8
- Views: 2952
Re: Trees with Per-pixel lighting
There are a couple of settings in there that I think are either completely made up or haven't done anything for five years. I also see that clamp lighting is turned off, which can make lighting look less like vanilla sometimes. I think part of the difference in screenshots with Vurt's trees is that ...
- 28 Mar 2021, 01:58
- Forum: Support
- Topic: (Solved) Data Files tab in OpenMW launcher does not show all plugins at once
- Replies: 17
- Views: 8346
Re: Data Files tab in OpenMW launcher does not show all pluggins at once
If it's a total conversion, then there should still be one ESM file that all the others have as a dependency. If not, then either it's possible to break this mod in the vanilla engine, or someone on our end has misunderstood how that all works and a rule that worked fine for some total conversions d...
- 27 Mar 2021, 22:35
- Forum: Support
- Topic: Trees with Per-pixel lighting
- Replies: 8
- Views: 2952
Re: Trees with Per-pixel lighting
Are you using vtastek's shaders or our shaders?
- 27 Mar 2021, 14:09
- Forum: Other Forks and Ports
- Topic: [Solved]OpenMW Fatal error: Basic string CTD on OpenMicrowave
- Replies: 7
- Views: 6857
Re: [Solved]OpenMW Fatal error: Basic string CTD on OpenMicrowave
Unless the Android port is logging error messages when everything's working normally, messages about failing to get a graphics context will doom OpenMW and it won't start at all. What Psi was saying was that what you were doing was roughly analogous to asking how to get a stain out of your carpet wh...
- 27 Mar 2021, 14:04
- Forum: Support
- Topic: (Solved) Data Files tab in OpenMW launcher does not show all plugins at once
- Replies: 17
- Views: 8346
Re: Data Files tab in OpenMW launcher does not show all pluggins at once
The content dropdown should have an entry for Morrowind.esm, and then all your plugins should be available. If you select something else, then you only see things that depend on what you've selected. The MO2 export plugin should be adding the game's installation directory as a data directory, so you...
- 27 Mar 2021, 14:00
- Forum: Support
- Topic: Strange graphical jank
- Replies: 1
- Views: 1066
Re: Strange graphical jank
Something like that is almost certainly a driver bug. We know Intel's Windows drivers for their integrated graphics have had problems with the fixed-function pipeline in the past, so I'd suggest enabling force shaders in the Shaders section, which will make OpenMW draw everything with shaders even w...
- 23 Mar 2021, 23:08
- Forum: Content Development
- Topic: Is it possible to have higher detailed terrain?
- Replies: 5
- Views: 4869
Re: Is it possible to have higher detailed terrain?
We can probably just remove the cap pretty easily once people actually start running into it, for now, the intent is that our CS should be able to produce basically what the vanilla CS can.