Search found 862 matches

by akortunov
30 Jun 2023, 05:26
Forum: Organisation and Planning
Topic: OpenMW 0.48.0
Replies: 307
Views: 196691

Re: OpenMW 0.48.0

I did a completely clean build using the same settings as the M1, using the same package versions. I validated that it runs, at least on 13.4 I wonder where dependent libraries (from OpenMW.app\Contents\Frameworks folder) come from. If you build OpenMW on Mac OS X 13.4 and libyaml-cpp.0.7.dylib com...
by akortunov
30 May 2023, 06:39
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 137
Views: 111585

Re: Lua scripting in OpenMW

Seven wrote: 29 May 2023, 10:02 Is there a way to modify item stats using lua? For example, I want to balance all item prices when the game starts according to certain rules, is it possible to implement in OpenMW?
Item stats are stored in ESM records. IIRC, they are considered to be immutable by Lua scripts with current design.
by akortunov
05 May 2023, 08:56
Forum: Support
Topic: OpenMW 2023.04.10: crash on startup
Replies: 26
Views: 5901

Re: OpenMW 2023.04.10: crash on startup

Summary: OSG 3.6.1 fine, OSG 3.6.5 crashes In newer 3.6.x versions OSG devs changed a way to resolve pointers to OpenGL extensions on Linux ( here is a related topic). Initally they used a glXGetProcAddressARB, later they moved to dlsym. Is there a way to build OSG with this commit reverted and see...
by akortunov
05 May 2023, 08:21
Forum: Support
Topic: OpenMW 2023.04.10: crash on startup
Replies: 26
Views: 5901

Re: OpenMW 2023.04.10: crash on startup

Here is the stack frame on catching the segv: The ClipControl::apply is a quite simple function: void ClipControl::apply(State& state) const { const GLExtensions* extensions = state.get<GLExtensions>(); if (!extensions->isClipControlSupported) return; extensions->glClipControl((GLenum)_origin, ...
by akortunov
15 Apr 2023, 05:51
Forum: Support
Topic: OpenMW 2023.04.10: crash on startup
Replies: 26
Views: 5901

Re: OpenMW 2023.04.10: crash on startup

More likely it is a yet another issue related to the unstable crocus_dri driver.
by akortunov
14 Apr 2023, 06:20
Forum: General Development
Topic: BSP trees for geometry culling
Replies: 8
Views: 1928

Re: BSP trees for geometry culling

Here, he/she calculates octrees in a complex geometry in order of milliseconds: https://www.youtube.com/watch?v=Qb93QSvxXrs It is just a single object in a single scene. Morrowind (even witout Tamriel Rebuilt) has an open world with thousands of locations, and each of them consists of hundreds or e...
by akortunov
03 Apr 2023, 07:14
Forum: Support
Topic: [Solved] Seams in the terrain
Replies: 9
Views: 3897

Re: [Solved] Seams in the terrain

IIRC, seams on terrain were caused by using a single precision for geometry position in the "OSG-on-steroids" fork instead of double precision (which OSG uses by default). We fixed it by reverting this change in that fork, so this issue should not present in 0.48 or newer builds. As about ...
by akortunov
04 Mar 2023, 18:59
Forum: Organisation and Planning
Topic: OpenMW 0.48.0
Replies: 307
Views: 196691

Re: OpenMW 0.48.0

Hello, the quest mercy at tuls valen does not work correctly y bulfim_gra_shugarz there is no topic to give a potion check after healing if you give the potion to tuls valen, the quest does not end in the diary and if you do not give it ends https://en.uesp.net/wiki/Morrowind:Compassion#Bugs It is ...
by akortunov
02 Feb 2023, 08:42
Forum: General Development
Topic: Launcher VFS viewer
Replies: 2
Views: 1211

Re: Launcher VFS viewer

With current design, VFS has only used entries and does not keep info about unused ones. I get this problem a few months ago after installing about 100 resource mods . With 100 resources folder this view will be quite cluttered. Also personally I do not like an idea to integrate analyzers to the lau...
by akortunov
30 Jan 2023, 06:33
Forum: Organisation and Planning
Topic: OpenMW 0.48.0
Replies: 307
Views: 196691

Re: OpenMW 0.48.0

Amgarrak wrote: 29 Jan 2023, 11:27 Hello, can you make support for this mod? https://www.nexusmods.com/morrowind/mod ... posts&BH=0
It is an MWSE mod, so no.