Search found 2556 matches
- 12 May 2020, 22:54
- Forum: Support
- Topic: [Solved] Where to edit Light Attenuation
- Replies: 12
- Views: 7852
Re: Where to edit Light Attenuation
Bear in mind that because Morrowind isn't gamma-correct, attenuation won't work how it does in real life. Real lights attenuate quadratically, but in Morrowind and OpenMW, linear will look more realistic. Regarding lanterns in Balmora, to change those, you'd have to open the editor (either the origi...
- 12 May 2020, 02:58
- Forum: General
- Topic: First ever MW playthrough-advice
- Replies: 4
- Views: 4845
Re: First ever MW playthrough-advice
modding-openmw.com has a few lists depending on what kind of playthrough you want. The I Heart Vanilla one is pretty much just things that no one would object to, so it includes fixes, but doesn't really change anything else.
- 11 May 2020, 03:25
- Forum: Feature Requests and Suggestions
- Topic: OpenMW support for other games: Oblivion, Skyrim, Fallout and more
- Replies: 442
- Views: 325583
Re: Elder-scrolls IV Oblivion
You're not on the Skyrim SE RE discord server, are you? There's a lot of knowledge between all the people there, and even when something isn't exactly the same as the recent games, it can be good to bounce ideas around.
- 10 May 2020, 03:07
- Forum: General Development
- Topic: OpenMW on Vulkan API?
- Replies: 7
- Views: 8013
Re: OpenMW on Vulkan API?
If you're using OpenGL correctly, behaviour should be the same wherever you use it. Sometimes there are driver bugs (Vulkan was supposed to help with this by making it easier to write drivers, but most vendors just used smaller driver teams to make similar-quality drivers instead of the same sized t...
- 10 May 2020, 03:01
- Forum: Feature Requests and Suggestions
- Topic: OpenMW support for other games: Oblivion, Skyrim, Fallout and more
- Replies: 442
- Views: 325583
Re: Elder-scrolls IV Oblivion
We only need to replicate a subset of SpeedTree. It's a big library that does a lot of different things, ranging from just deciding to place pre-generated models to providing materials to movie-quality destruction simulation, and obviously most applications don't need everything. That means that if ...
- 09 May 2020, 15:04
- Forum: General Development
- Topic: OpenMW on Vulkan API?
- Replies: 7
- Views: 8013
Re: OpenMW on Vulkan API?
OpenGL will still be used for decades yet. Not everyone and everything will switch over. There's a lot in common between the APIs, too, so skills are fairly transferrable. You just need to do a lot more manually with Vulkan.
- 07 May 2020, 12:38
- Forum: Organisation and Planning
- Topic: OpenMW Nightly builds
- Replies: 552
- Views: 1003819
Re: OpenMW Nightly builds
Git would be the least of your worries. Anyhow, nightlies have been broken for a while, but Ace is on the case.
- 06 May 2020, 20:22
- Forum: Support
- Topic: Help with Arktwend - NPC floating when sitting.
- Replies: 5
- Views: 2775
Re: Help with Arktwend - NPC floating when sitting.
It's a link to an open issue on our bug tracker, which means we know that it's a problem, but haven't fixed it yet. Often, there'll be more information there that a developer could use to work out how to fix it, but that's not helpful for regular users.
- 04 May 2020, 02:21
- Forum: Content Development
- Topic: Terrain Editing
- Replies: 2
- Views: 2361
Re: Terrain Editing
Have you actually tried a nightly or 0.46 RC? If you're still on 0.45, there won't be any terrain editing yet.
- 03 May 2020, 22:53
- Forum: Support
- Topic: Building openmw 0.46 from source on linux
- Replies: 3
- Views: 2152
Re: Building openmw 0.46 from source on linux
If you're on Ubuntu, OSG from our PPA is your best bet. Otherwise, the upstream OpenSceneGraph-3.6 branch (there's a minor incompatibility with their 3.6.5 release) or our 3.4 branch should be good.