Search found 2142 matches
- 08 Apr 2012, 20:13
- Forum: General Development
- Topic: Water Rendering
- Replies: 117
- Views: 66203
Re: Water Rendering
Yeah, I forgot to mention. You need ogre v1-8 from mercurial repo; the RC1 isn't recent enough. (The needed changes will be in the final 1.8 version)
- 08 Apr 2012, 18:21
- Forum: General Development
- Topic: Physics improvement
- Replies: 272
- Views: 86002
Re: Physics improvement
K1ll managed to compile and told me what was needed to fix, so not that bad actually. There's still numerous warnings though.
- 08 Apr 2012, 18:15
- Forum: General Development
- Topic: Water Rendering
- Replies: 117
- Views: 66203
Re: Water Rendering
Related to the fogging issues. I'll just disable water fog for now.
- 08 Apr 2012, 17:19
- Forum: General Development
- Topic: Physics improvement
- Replies: 272
- Views: 86002
Re: Physics improvement
The real branch is physicsaedra2 (mentioned in the video)
I merged the latest master into it (see scrawl/physicsaedra2), no idea how to solve the compile errors though.
Nothing windows specific there as far as i can see, just errors related to gcc and cxx11 features.
I merged the latest master into it (see scrawl/physicsaedra2), no idea how to solve the compile errors though.
Nothing windows specific there as far as i can see, just errors related to gcc and cxx11 features.
- 08 Apr 2012, 13:50
- Forum: Off Topic
- Topic: What really went wrong with Morrowind?
- Replies: 54
- Views: 25799
Re: What really went wrong with Morrowind?
The most retarded thing about Morrowind? You can run faster by going sideways (hold W + A or D)
I hope this is fixed in our new physics implementation.
I hope this is fixed in our new physics implementation.
- 05 Apr 2012, 23:40
- Forum: General
- Topic: Testing the latest windows master branch
- Replies: 20
- Views: 12967
Re: Testing the latest windows master branch
Not blaming your system. I'm just saying that there might be a heavy cpu bottleneck somewhere in the code. Hard to say though.
- 05 Apr 2012, 23:12
- Forum: General
- Topic: Testing the latest windows master branch
- Replies: 20
- Views: 12967
Re: Testing the latest windows master branch
Looks like its the CPU's fault.Traveling a few inches into the infamus cell i get this:
FPS: 12
TRI: 62647
BATCH: 473
Looking right up into the sky in the same cell, i get this:
FPS: 12
TRI: 8582
BATCH: 68
- 05 Apr 2012, 22:39
- Forum: General
- Topic: Testing the latest windows master branch
- Replies: 20
- Views: 12967
Re: Testing the latest windows master branch
You are not supposed to change settings-default.cfg. There is a user settings file created in the same location as the log files (settings.cfg) this is the one you should change.
- 05 Apr 2012, 20:25
- Forum: General
- Topic: Testing the latest windows master branch
- Replies: 20
- Views: 12967
Re: Testing the latest windows master branch
@Rebel-Rider: Does the batch and/or triangle count change significantly for you when crossing such a cell border?
You can activate the fps display by setting [HUD] fps = 2 in your settings.cfg.
You can activate the fps display by setting [HUD] fps = 2 in your settings.cfg.
- 05 Apr 2012, 20:02
- Forum: General
- Topic: Testing the latest windows master branch
- Replies: 20
- Views: 12967
Re: Testing the latest windows master branch
2. On cell change the fps can drop or increase by 50% or more for no good reason. This is related to the above issue, but are happening in areas that makes no sense since there is hardly anything there that should, or could cause slowdowns. I'm confirming this is also present on linux. I will do a ...