Search found 12 matches
- 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?
- 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!
- 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.
- 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...
- 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...
- 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...
- 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.
- 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.
- 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....
- 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...