Search found 1771 matches
- 21 Sep 2020, 00:12
- Forum: News
- Topic: The Summer in Review: June-July-August 2020
- Replies: 20
- Views: 1342
If we lived in a society where everyone was free to do whatever they wanted, I could exercise my freedom to catch you in a big net and make you my slave forever. You could exercise your freedom to feel like it wasn't a very free society after all. Certain rules, like banning slavery, are freedom-pre...
- 21 Sep 2020, 00:04
- Forum: Organisation and Planning
- Topic: Projected release date with all currently-planned features.
- Replies: 23
- Views: 9219
Also, there were a huge number of undiscovered discrepancies back then. If we time travelled the master-branch back to 2013, we could pass it off as 1.0, but there are seven years of extra playtesting which have turned up new details.
If you go for active-grid object paging, you're pretty likely to see the light limit cause problems, so it's still off by default even when distant object paging is on. It gives a nice performance boost, though.
- 19 Sep 2020, 02:50
- Forum: Support
- Topic: distant land and statics - just can't seem to enable
- Replies: 2
- Views: 74
Object paging isn't in 0.46. It just has basic distant terrain, as in literally just the ground. Grab a nightly instead.
So basically a texture isn't really an image, just a sampling of a continuous function in 2D. You want the GPU to be able to reconstruct that function and apply it to a surface. Even if it's not a particularly accurate reconstruction, at least bilinear filtering preserves the continuous property and...
As OpenMW's main graphics programmer, I feel obliged to strongly recommend against using nearest-neighbour texture filtering in any situation other than Minecraft. It's objectively less realistic, and if your eyes and optic nerve work anything resembling normally, it shouldn't look prettier unless y...
- 15 Sep 2020, 15:09
- Forum: Mod Compatibility
- Topic: Questions about mod management (load order, merged objects, etc.)
- Replies: 3
- Views: 116
If you're installing your mods through MO2 and using its OpenMW Export plugin to make OpenMW see MO2's VFS, you can run older tools like MLOX through MO2 to trick them into thinking all the plugins are in the game folder.
- 11 Sep 2020, 13:23
- Forum: Feature Requests and Suggestions
- Topic: Disable shadow casting per nif
- Replies: 1
- Views: 158
We can't add this kind of thing before 1.0 dehardcoding as until then we're aiming for things that work in OpenMW to owrk in the vanilla engine. None of the 220.127.116.11 Nif fields mean This TriShape doesn't cast shadows , and OpenMW-specific stuff can use better containers than Nif. There are technical...