There is an entire thread on the forum where he has a load:
http://forums.bethsoft.com/topic/109721 ... msearch__1
All from the game engine code.
Search found 119 matches
- 31 Jan 2012, 20:23
- Forum: Feature Requests and Suggestions
- Topic: Code exchange with Aedra
- Replies: 15
- Views: 11332
- 31 Jan 2012, 19:40
- Forum: Support
- Topic: Building with debug libraries
- Replies: 7
- Views: 5109
Re: Building with debug libraries
Yeah, the FindOGRE.cmake included in Ogre doesn't seem to be 100% compatible and I don't know enough about CMake to put together a good solution in a reasonable time frame.
- 31 Jan 2012, 14:19
- Forum: Support
- Topic: Building with debug libraries
- Replies: 7
- Views: 5109
Re: Building with debug libraries
Yeah. I hacked together something that worked. It isn't a releasable fix though.
Bug report here:
http://bugs.openmw.org/issues/186
Bug report here:
http://bugs.openmw.org/issues/186
- 30 Jan 2012, 12:17
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 41975
Re: Terrain
Got a random crash while walking around in the Seyda Neen area: openmw: /home/marc/Tools/ogre-1-7-1/OgreMain/src/OgreRenderQueueSortingGrouping.cpp:386: void Ogre::QueuedRenderableCollection::addRenderable(Ogre::Pass*, Ogre::Renderable*): Assertion `retPair.second && "Error inserting n...
- 29 Jan 2012, 20:23
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 41975
Re: Terrain
Regarding the issue of resources (mytex.dds being acceptable through myfile.tga) a possible solution would be to implement a custom texture resource manager that would handle the inconstancy. In other words, I am going to ignore the issue as I am sure it is better handled in a global way elsewhere (...
- 29 Jan 2012, 17:17
- Forum: Support
- Topic: Building with debug libraries
- Replies: 7
- Views: 5109
Building with debug libraries
So I converted my Ogre install to the debug version but I can no longer build OpenMW as it tries to link everything with OgreMain rather than OgreMain_d. Is this a quick fix in CMake? (I know nothing about CMake so don't know where to start digging). Or something I have messed up? (My system is: Arc...
- 29 Jan 2012, 12:06
- Forum: General Development
- Topic: Ogre Tootle
- Replies: 3
- Views: 2030
Re: Ogre Tootle
Plus it seems as though the Linux library is only 32 bit (I run 64 bit)
- 27 Jan 2012, 13:54
- Forum: Feature Requests and Suggestions
- Topic: Using PCZ SceneManager for interiors
- Replies: 1
- Views: 2457
Using PCZ SceneManager for interiors
Probably post 1.0, but I was wondering about the logistics of dynamically dividing an interior cell into zones. Most cells would be suitable for this and it would hugely reduce the amount of rendering in interiors (I will admit exteriors are more of a problem w.r.t rendering speed) Of course the har...
- 25 Jan 2012, 12:39
- Forum: Feature Requests and Suggestions
- Topic: Updated Doors
- Replies: 17
- Views: 11614
Re: Updated Doors
I always wanted to try and make a totally seamless world so that you could see between interiors and exteriors. It would take quite a lot of effort to do as it would require a lot of predictive background resource loading, tweaks to the AI and basically implementing portals (Similar to Portal). Real...
- 25 Jan 2012, 12:17
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 41975
Re: Terrain
That is interesting, that was the most common cause of that error. Ah well, I will do some digging when I have the time.Zini wrote:I am pretty sure we don't.