Might that be 'wheel' ?Implemented mouse wheen transitions between first/third person
OpenMW 0.26.0
- psi29a
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Re: OpenMW 0.26.0
Re: OpenMW 0.26.0
Congratulations with this wonderful release! I hope that the development of OpenMW will continue in same rapid pace.
Btw, news in Russian: http://fullrest.ru/news/archive/the-eld ... 0-new-info
Btw, news in Russian: http://fullrest.ru/news/archive/the-eld ... 0-new-info
Re: OpenMW 0.26.0
See you gotta catch these things *before* I post them to hundreds of people on the internet.BrotherBrick wrote:Might that be 'wheel' ?
Re: OpenMW 0.26.0
I'm so frustrated. I am trying to fix the "wheen" typo on the wordpress post, and it keeps eating the embedded video. lgro, even when I try to restore your revision, it eats the embedded video. Can you please post specific instructions on how to embed the video? Maybe like a video tutorial or something? This is driving me crazy.
EDIT: WHAT ON EARTH. It worked. HOWWW.
EDIT: WHAT ON EARTH. It worked. HOWWW.
Re: OpenMW 0.26.0
Guy, the youtube video shown is the 0.25.0, just a heads-up. But good video
- lgromanowski
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Re: OpenMW 0.26.0
At first you have to switch to "text" mode editor: then put the iframe code (replace VIDEO_ID with youtube video id, and don't forget about HTTPS - without it new Firefox will block video)raevol wrote:I'm so frustrated. I am trying to fix the "wheen" typo on the wordpress post, and it keeps eating the embedded video. lgro, even when I try to restore your revision, it eats the embedded video. Can you please post specific instructions on how to embed the video? Maybe like a video tutorial or something? This is driving me crazy.
EDIT: WHAT ON EARTH. It worked. HOWWW.
Code: Select all
<iframe width="560" height="315" src="https://www.youtube.com/embed/VIDEO_ID" style="border:none;"></iframe>
//EDIT: Corrected typo.
Re: OpenMW 0.26.0
Thanks lgro!lgromanowski wrote:At first you have to switch to "text" mode editor -snip- when you post will be published video should be visible. That's all.
Re: OpenMW 0.26.0
From reddit:
I don't know how finished it is, but I can currently go to Balmora, join the Fighter's Guild, be recognized as a member by other members, start the first quest, speak to Drarayne Thelas, kill the rats (before this update, I would use the kill console command), receive my reward, and start the next quest.
It's pretty cool.
Re: OpenMW 0.26.0
I just tested the latest release and found some issues:
while loading new cell, the game jumps to the next to last frame, then to the last frame and then over and over, until it's fully loaded - it's quite unpleasant.
When you swing your weapon and go to the new cell at the same time, the animation freezes when the cell is loaded. Then it returns into normal state if you attack again, or change the camera view.
There are still problems with collision, I was able to climb up some sacks, chairs and stuff like that just by walking towards them. Also in some cases the PC is jumping while turning around near some statics. Also NPCs are jumping while walking into them. (PC does that sometimes too)
There are still some sound issues - when I look up while walking, I can hear my footsteps from my rear speakers, when I'm looking forward, it plays from the center and when I'm looking to the ground, it plays from the front ones, I believe the correct behaviour is that footsteps are played from the center only. Same thing happens for the activation sounds.
Footsteps of some walking NPCs in the cities are terribly loud.
In vanilla MW, when you appeared inside the mesh (for example while using coc), you could just walk or jump out. In OpenMW, PC collides with back faces, so you have to use tcl command to get out of the rocks and stuff like that.
It would be nice to have some "select/deselect all mods" button in the launcher, or perhaps when I select some of the plugins and click the checkbox, it could apply to the selection.
while loading new cell, the game jumps to the next to last frame, then to the last frame and then over and over, until it's fully loaded - it's quite unpleasant.
When you swing your weapon and go to the new cell at the same time, the animation freezes when the cell is loaded. Then it returns into normal state if you attack again, or change the camera view.
There are still problems with collision, I was able to climb up some sacks, chairs and stuff like that just by walking towards them. Also in some cases the PC is jumping while turning around near some statics. Also NPCs are jumping while walking into them. (PC does that sometimes too)
There are still some sound issues - when I look up while walking, I can hear my footsteps from my rear speakers, when I'm looking forward, it plays from the center and when I'm looking to the ground, it plays from the front ones, I believe the correct behaviour is that footsteps are played from the center only. Same thing happens for the activation sounds.
Footsteps of some walking NPCs in the cities are terribly loud.
In vanilla MW, when you appeared inside the mesh (for example while using coc), you could just walk or jump out. In OpenMW, PC collides with back faces, so you have to use tcl command to get out of the rocks and stuff like that.
It would be nice to have some "select/deselect all mods" button in the launcher, or perhaps when I select some of the plugins and click the checkbox, it could apply to the selection.
- potatoesmaster
- Posts: 112
- Joined: 26 Dec 2012, 17:01
Re: OpenMW 0.26.0
Some of these issues are on the bugtracker:
https://bugs.openmw.org/issues/416Berandas wrote: while loading new cell, the game jumps to the next to last frame, then to the last frame and then over and over, until it's fully loaded - it's quite unpleasant.
https://bugs.openmw.org/issues/806Berandas wrote: In vanilla MW, when you appeared inside the mesh (for example while using coc), you could just walk or jump out. In OpenMW, PC collides with back faces, so you have to use tcl command to get out of the rocks and stuff like that.