OpenMW 0.44.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
CMAugust
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Re: OpenMW 0.44.0

Post by CMAugust » 08 Dec 2017, 02:40

drummyfish wrote:
07 Dec 2017, 22:59
For the water shader we could change the behavior from emitting a ripple particle (current behavior) to sending info to the shader which would then render the ripples with the same function it renders the rain ripples, i.e. using what we already have, only the ripple would be bigger. It would also be an opportunity to improve the current ripple look which is kinda simple.
I'm all for better ripples. During rain especially, vanilla Morrowind's water can still leave OpenMW's for dead.
I know that scrawl mentioned a vanilla shader option is/was on his do-to list, so he might have a few ideas to share.

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raevol
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Re: OpenMW 0.44.0

Post by raevol » 08 Dec 2017, 02:58

AnyOldName3 wrote:
07 Dec 2017, 23:08
I'd be surprised if shadows weren't done before 0.44 releases, and expect them to be done before the feature freeze. That said, I was also expecting to be finished by now until I wasn't, so something might change.
Fingers crossed!

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akortunov
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Re: OpenMW 0.44.0

Post by akortunov » 08 Dec 2017, 05:16

Partially done. For now, I have problems with effect scaling, and need help from someone with better understanding of particle system.

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Greendogo
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Re: OpenMW 0.44.0

Post by Greendogo » 08 Dec 2017, 06:42

Keep up the good work guys!

Not going to be a feature release huh? This would be a nice feature to have (I'm biased, since I filed for it): Bug #4001: Toggle sneak shortcut

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drummyfish
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Re: OpenMW 0.44.0

Post by drummyfish » 08 Dec 2017, 08:33

When we're discussing new features, one of the things I'd like to see the most is post-processing shaders. I couldn't help but make a mockup video of what it could look like here. I guess this one is in the further future though, but scrawl has already got it planned in the bugtracker.
Last edited by drummyfish on 08 Dec 2017, 15:44, edited 1 time in total.

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AnyOldName3
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Re: OpenMW 0.44.0

Post by AnyOldName3 » 08 Dec 2017, 14:25

Is that video trying to show why we should or why we shouldn't have post-processing shaders? It looks like the latter.
AnyOldName3, Master of Shadows

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drummyfish
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Re: OpenMW 0.44.0

Post by drummyfish » 08 Dec 2017, 15:49

AnyOldName3 wrote:
08 Dec 2017, 14:25
Is that video trying to show why we should or why we shouldn't have post-processing shaders? It looks like the latter.
I fired the settings a little over-the top to compensate for my depressive personality, but anyone could set it according to their preference of course.

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raevol
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Re: OpenMW 0.44.0

Post by raevol » 08 Dec 2017, 21:16

drummyfish wrote:
08 Dec 2017, 15:49
to compensate for my depressive personality
I almost just spit tea all over my keyboard, hahaha.

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scrawl
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Re: OpenMW 0.44.0

Post by scrawl » 08 Dec 2017, 21:27

To be clear, I'm not going to work on that compositing framework anytime soon. You're welcome to pick up where I left off.

I don't think it would take long either, seems like most of it has already been done for us by the wonderful xarray (though I wish he would reply to my issue report :lol: ).

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