Search found 365 matches

by Capostrophic
11 Aug 2018, 09:13
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 74
Views: 14090

Re: Older bump mapped mods (and how to make them work in OpenMW)

Er... What's wrong with using the previously unused parameter to potentially decrease the amount of user complaining??! It'll look exactly like your conversion does but with slight amount of weird glowiness. Let users do whatever they want with their game, not suffer from consequences of shticks of ...
by Capostrophic
11 Aug 2018, 08:18
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 74
Views: 14090

Re: Older bump mapped mods (and how to make them work in OpenMW)

The bump map is applied to the environment map in Morrowind, while normal maps are obviously not in OpenMW. The luminosity changes just make environment map which is applied to the properly normalmapped object less intense (that is, they make the environment map color ("tint") almost black). I have ...
by Capostrophic
10 Aug 2018, 19:29
Forum: Organisation and Planning
Topic: Post 1.0 Plans
Replies: 84
Views: 7876

Re: Post 1.0 Plans

Read stage 1 of post-1.0 development design document.

tl;dr yes, dehardcoding of stuff like game mechanics will be a focus of post-1.0 development.
by Capostrophic
10 Aug 2018, 18:52
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 74
Views: 14090

Re: Older bump mapped mods (and how to make them work in OpenMW)

Shiny Septims are shiny
it's a feature™

Saw the commit in your fork. Great! :)
by Capostrophic
10 Aug 2018, 16:42
Forum: Development
Topic: Changing resolution on Android
Replies: 4
Views: 183

Re: Changing resolution

There's no desktop launcher in Android port, and you can't change the resolution in the android port yet.
by Capostrophic
10 Aug 2018, 15:14
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 74
Views: 14090

Re: Older bump mapped mods (and how to make them work in OpenMW)

I wonder how vanilla game handles texture effects.
If I've not mistaken without MCP it handles spherical environment maps exactly as OpenMW does now. MCP applies local lighting to these reflections.
by Capostrophic
09 Aug 2018, 10:33
Forum: Development
Topic: Shadows
Replies: 219
Views: 27541

Re: Shadows

Seems to be this.
by Capostrophic
06 Aug 2018, 20:07
Forum: Development
Topic: Git describe shows 0.43.0 on master
Replies: 21
Views: 585

Re: Git describe shows 0.43.0 on master

! [rejected] openmw-0.42.0 -> openmw-0.42.0 (already exists) ! [rejected] stable -> stable (already exists) error: failed to push some refs to 'https://github.com/Openmw/openmw.git' hint: Updates were rejected because the tag already exists in the remote. You can tell that it didn't (and it really ...
by Capostrophic
05 Aug 2018, 22:16
Forum: Development
Topic: Git describe shows 0.43.0 on master
Replies: 21
Views: 585

Re: Git describe shows 0.43.0 on master

OpenMW 0.44.0 tag wasn't annotated like previous releases, so git describe ignores it. zini plz fix dis
by Capostrophic
05 Aug 2018, 14:30
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 26
Views: 4061

Re: OpenMW 0.45.0

Over 100 issues with 0.45.0 milestone are now closed on the tracker. Ouch.