OpenMW 0.45.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
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wareya
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Re: OpenMW 0.45.0

Post by wareya » 07 Dec 2018, 20:33

The Pelagiad font doesn't look quite the same as the original font in terms of letterspacing and line height, but it's close, and the glyphs are quite crisp:

https://imgur.com/a/ulxCfBO

Is there some way to override the letterspacing or line height, without modifying the font directly? (Off topic, I know)
paying attention to #1751 #2473 #3609 #3862/#3929 #3807 #4297 #4623

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akortunov
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Re: OpenMW 0.45.0

Post by akortunov » 08 Dec 2018, 06:00

wareya wrote:
07 Dec 2018, 20:33
The Pelagiad font doesn't look quite the same as the original font in terms of letterspacing and line height, but it's close, and the glyphs are quite crisp:

https://imgur.com/a/ulxCfBO

Is there some way to override the letterspacing or line height, without modifying the font directly? (Off topic, I know)

Code: Select all

[GUI]
font size = 16
ttf resolution = 96
Tweak it as you want.
For me, Pelagiad looks fine with height 17 or 18 on FullHD.
If you want to "blur" text, you can decrease a font resolution a bit.

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drakovyrn
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Re: OpenMW 0.45.0

Post by drakovyrn » 08 Dec 2018, 17:02

Ah, this is a great one! I noticed this about a year ago when I first started using conjuration quite heavily, it was annoying to have to re-equip a weapon after the spell timed out, despite the conjuration description saying that equipped weapons should be automatically re-equipped. Thanks team! :D

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wareya
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Re: OpenMW 0.45.0

Post by wareya » 08 Dec 2018, 23:57

akortunov wrote:
08 Dec 2018, 06:00

Code: Select all

[GUI]
font size = 16
ttf resolution = 96
Tweak it as you want.
For me, Pelagiad looks fine with height 17 or 18 on FullHD.
If you want to "blur" text, you can decrease a font resolution a bit.
I tweaked those, it didn't help. The TTF font has a different ratio between average character width and line height, and it probably always will. I'm wondering if there will be a way to customize the gap between glyphs or lines later, in the font xml file.
paying attention to #1751 #2473 #3609 #3862/#3929 #3807 #4297 #4623

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AnyOldName3
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Re: OpenMW 0.45.0

Post by AnyOldName3 » 09 Dec 2018, 00:12

Kerning and line spacing data should be part of the font file, so I guess the best approach for all of these issues is to edit the font.
AnyOldName3, Master of Shadows

halcyon
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Re: OpenMW 0.45.0

Post by halcyon » 09 Dec 2018, 02:30

Another change I am noticing in the RC (mac OS), is that it's now possible to do critical damage with a bow, from any distance. This makes it trivially easy to one-shot many enemies since there's no need to get close enough to risk detection. Is this intended? I didn't see it listed in the highlights of the new version, and it seems like a pretty big change.

@Atahualpa, thanks for explaining the change in container behavior. That makes sense.

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Atahualpa
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Re: OpenMW 0.45.0

Post by Atahualpa » 09 Dec 2018, 13:12

halcyon wrote:
09 Dec 2018, 02:30
Another change I am noticing in the RC (mac OS), is that it's now possible to do critical damage with a bow, from any distance. This makes it trivially easy to one-shot many enemies since there's no need to get close enough to risk detection. Is this intended? I didn't see it listed in the highlights of the new version, and it seems like a pretty big change.

@Atahualpa, thanks for explaining the change in container behavior. That makes sense.
Have a look at this issue. Apparently, vanilla Morrowind applies bonus damage to ranged attacks when your character is hidden - although it uses the knockout bonus (fCombatKODamageMult = 1.5) instead of the critical-hit multiplier (fCombatCriticalStrikeMult = 4). OpenMW now replicates that behaviour using the critical-hit multiplier. We also show a message box in case of a critical hit.

To sum things up: You're dealing 4/1.5 = 2.67 times the vanilla damage in OpenMW with ranged critical attacks. If people start complaining about it, we should consider refining that behaviour in a future version.

halcyon
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Re: OpenMW 0.45.0

Post by halcyon » 10 Dec 2018, 02:22

Thanks Atahualpa, that clarifies the issue. I wonder whether the original game's 1.5x was more balanced, even if it's not clear why it was implemented the way it was. It's so easy to make sneak attacks with a ranged weapon that 4x is really powerful.

I guess I could stop sneaking if my sense of fair play bothered me too much, though... which I admit hasn't happened yet. Thanks again. No other issues to report with the RC, it is running well for me.

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akortunov
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Re: OpenMW 0.45.0

Post by akortunov » 10 Dec 2018, 07:15

halcyon wrote:
10 Dec 2018, 02:22
it's not clear why it was implemented the way it was.
It is just an erroneusly applied knockout damage multiplier (1.5x by default).

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Atahualpa
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Re: OpenMW 0.45.0

Post by Atahualpa » 10 Dec 2018, 11:46

halcyon wrote:
10 Dec 2018, 02:22
[...] No other issues to report with the RC, it is running well for me.
Nice! Has anyone else found issues with the macOS version?
akortunov wrote:
10 Dec 2018, 07:15
halcyon wrote:
10 Dec 2018, 02:22
it's not clear why it was implemented the way it was.
It is just an erroneusly applied knockout damage multiplier (1.5x by default).
Knowing Bethesda - and considering the rushed release of vanilla Morrowind -, it's also possible that they chose that multiplier on purpose when they finished balancing the game, didn't bother to create a dedicated game setting, and never gave it a thought again. Remember that Oblivion and Skyrim have different damage multipliers for melee and ranged combat too.

Anyway, let's stick to our implementation for the time being and discuss further changes in the future.

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