OpenMW without time pause in menu

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thegriglat
Posts: 25
Joined: 12 Jan 2015, 16:22

OpenMW without time pause in menu

Post by thegriglat »

Hi all,

Just for fun I have prepared a branch in my OpenMW fork on github which disables pause in menu (inventory and main menu at least).

After playing I think this change is for gamers who like hardcore as much as possible. :shock:

Now you cannot calmly drink potions or select appreciate spell -- you will not have a time for such things during fight (or maybe during rest)!
If you are interested -- merge https://github.com/thegriglat/openmw/tr ... top_in_gui into your OpenMW source, build and enjoy. :D

P.S.: please use it "AS IS". I don't tested compatibility with Morrowind scripts but only rendering and menu should be affected.
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Sslaxx
Posts: 233
Joined: 12 Aug 2011, 18:59
Location: Malvern, UK
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Re: OpenMW without time pause in menu

Post by Sslaxx »

Sounds like the perfect use for keyboard shortcuts...

Inventory not pausing sounds OK, but main menu?
thegriglat
Posts: 25
Joined: 12 Jan 2015, 16:22

Re: OpenMW without time pause in menu

Post by thegriglat »

Hi Sslaxx,

Unfortunately main menu is also "live".

Video: https://www.youtube.com/watch?v=JzO3p56McW4
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raevol
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Location: Caldera

Re: OpenMW without time pause in menu

Post by raevol »

That's... actually pretty cool...
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akortunov
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Joined: 13 Mar 2017, 13:49
Location: Samara, Russian Federation

Re: OpenMW without time pause in menu

Post by akortunov »

thegriglat wrote: 07 Nov 2017, 09:13 Unfortunately main menu is also "live".
Should be easy to fix:
1. Do not touch the "paused" variable in the engine.cpp.
2. Do not touch the renderingmanager.cpp.
3. Remove the "guiActive" variable an use the "paused" instead.

Note: it is unclear how the MenuMode console command should behave now.
Last edited by akortunov on 07 Nov 2017, 09:31, edited 1 time in total.
thegriglat
Posts: 25
Joined: 12 Jan 2015, 16:22

Re: OpenMW without time pause in menu

Post by thegriglat »

akortunov wrote: 07 Nov 2017, 09:26
thegriglat wrote: 07 Nov 2017, 09:13 Unfortunately main menu is also "live".
Should be easy to fix:
1. Do not touch the "paused" variable in the engine.cpp.
2. Do not touch the renderingmanager.cpp.
3. Remove the "guiActive" variable an use the "paused" instead.
Thanks! I will try!
thegriglat
Posts: 25
Joined: 12 Jan 2015, 16:22

Re: OpenMW without time pause in menu

Post by thegriglat »

Hi all,

Thanks a lot akortunov for help, the code has been fixed and now in main menu time is stopped (but all visual effect are "frozen" which is very beauty ;) ).
Laicus
Posts: 88
Joined: 29 Apr 2018, 08:35

Re: OpenMW without time pause in menu

Post by Laicus »

At 0.46, it does not work properly - NPCs move in place.
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