Search found 12 matches

by Bessarion
21 Jul 2021, 14:25
Forum: Support
Topic: 0.47 lighting issue
Replies: 24
Views: 12209

Re: 0.47 lighting issue

OK. The only instructions I can find for that when searching here look Windows-specific. Any idea how I would go about doing it on MacOS?
by Bessarion
21 Jul 2021, 00:37
Forum: Support
Topic: 0.47 lighting issue
Replies: 24
Views: 12209

Re: 0.47 lighting issue

I just found that on unmodded OpenMW RC5 + MacOS 11.4 + MacBook Pro M1, if I set the Lighting Method setting to "Legacy", that resolves this issue. Not sure if anyone changed something between RC1 and RC5, since I think another user already tried this setting... but anyway it works for me!
by Bessarion
15 Jun 2021, 23:41
Forum: Support
Topic: 0.47 lighting issue
Replies: 24
Views: 12209

Re: 0.47 lighting issue

I'm running into the same issue with 0.47 RC2 on an M1 MacBook Pro, macOS 11.4. It affects some parts of the landscape, some items, etc., seemingly at random. Turning off all shadows makes no difference, nor does loading only Morrowind.esm.
by Bessarion
19 Nov 2020, 02:01
Forum: General
Topic: OpenMW runs fine on Apple M1/Rosetta
Replies: 5
Views: 5482

Re: OpenMW runs fine on Apple M1/Rosetta

I was under the impression the ARM-based Macs wouldn't have any OpenGL support, and OpenMW requires OpenGL. Is there an OpenGL implementation in Rosetta? If so, that's annoying as it means there is an OpenGL driver for those Macs, but you can't use it with native code. OpenGL is deprecated on MacOS...
by Bessarion
19 Nov 2020, 00:51
Forum: General
Topic: OpenMW runs fine on Apple M1/Rosetta
Replies: 5
Views: 5482

OpenMW runs fine on Apple M1/Rosetta

Just an FYI for any other Mac users who were curious: OpenMW runs fine on the new ARM-based Macs via Rosetta 2. I'm getting 50-60 FPS in Balmora, which is the same performance I got from my Intel Mac -- which is admittedly an older 2016 model and was never top of the line. I'm running a pretty simpl...
by Bessarion
18 Jan 2017, 02:44
Forum: General Modding
Topic: Uvirith's Legacy problems
Replies: 17
Views: 10371

Re: Uvirith's Legacy problems

Apparently it's uvi_elev_hall_plug.nif For what it's worth, it's a closed three-dimensional shape, not just a flat surface with no depth. I haven't experienced the issue with TCL turning on, though. Aside from the elevator everything clips normally for me. This is on the 2.0 version of the mod, thou...
by Bessarion
11 Jan 2017, 20:39
Forum: General Modding
Topic: Uvirith's Legacy problems
Replies: 17
Views: 10371

Re: Uvirith's Legacy problems

Is anyone else having an issue where the player falls through the upper tower elevator platform when it rises? Going down works fine, just not going up.
by Bessarion
11 Jan 2017, 20:37
Forum: General Modding
Topic: GCD or MADD Leveler?
Replies: 3
Views: 4175

Re: GCD or MADD Leveler?

I've used Madd Leveler fairly extensively under OpenMW without issues, although I haven't really been testing to see if it works the same as on vanilla.
by Bessarion
16 Dec 2016, 04:14
Forum: Organisation and Planning
Topic: OpenMW 0.41.0
Replies: 214
Views: 121347

Re: OpenMW 0.41.0

I was able to reproduce bug 3607 on 0.40, 0.39, and 0.38. I couldn't get 0.37 to launch successfully, so I stopped there. I really don't remember this happening under 0.39, so I'm wondering if this is actually some subtle incompatibility with MacOS Sierra. Has anyone experienced this under MacOS 10....
by Bessarion
15 Dec 2016, 19:21
Forum: Organisation and Planning
Topic: OpenMW 0.41.0
Replies: 214
Views: 121347

Re: OpenMW 0.41.0

Sorry, let me clarify! I do experience bug 3607 on RC3. I didn't mention it because it was also present in 0.40. I'm fairly confident that this didn't occur in 0.39, because I remember noticing it when I upgraded to 0.40. There are a few possible confounding factors though -- I upgraded to MacOS Sie...