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.
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.
P.S.: please use it "AS IS". I don't tested compatibility with Morrowind scripts but only rendering and menu should be affected.
OpenMW without time pause in menu
Re: OpenMW without time pause in menu
Sounds like the perfect use for keyboard shortcuts...
Inventory not pausing sounds OK, but main menu?
Inventory not pausing sounds OK, but main menu?
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- Posts: 25
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Re: OpenMW without time pause in menu
Hi Sslaxx,
Unfortunately main menu is also "live".
Video: https://www.youtube.com/watch?v=JzO3p56McW4
Unfortunately main menu is also "live".
Video: https://www.youtube.com/watch?v=JzO3p56McW4
Re: OpenMW without time pause in menu
That's... actually pretty cool...
Re: OpenMW without time pause in menu
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.
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- Posts: 25
- Joined: 12 Jan 2015, 16:22
Re: OpenMW without time pause in menu
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- Posts: 25
- Joined: 12 Jan 2015, 16:22
Re: OpenMW without time pause in menu
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 ).
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 ).
Re: OpenMW without time pause in menu
At 0.46, it does not work properly - NPCs move in place.