Search found 745 matches
- 25 Jan 2021, 10:30
- Forum: Mod Compatibility
- Topic: Making custom texture work
- Replies: 2
- Views: 107
Re: Making custom texture work
There should be related messages in openmw.log. I have a suspicion that the issue may be caused by "Data files" prefix.
- 20 Jan 2021, 07:16
- Forum: Support
- Topic: weird issue with keyboard input - can't move but ESC and F-keys work
- Replies: 5
- Views: 232
Re: weird issue with keyboard input - can't move but ESC and F-keys work
From what I can tell, you use MWSE mods, which are not compatible with OpenMW. You will need to disable them anyway. Also there is a possibility that one of scripts from these MWSE mods disabled player movement (e.g. via "disableplayercontrols" console command), but failed to enable it back (because...
- 06 Jan 2021, 08:52
- Forum: Feature Requests and Suggestions
- Topic: Main menu Hi Res
- Replies: 8
- Views: 1936
Re: Main menu Hi Res
There are mods which add a proper widescreen background (including intro video). There is nothing we can do from the engine side.
- 29 Dec 2020, 13:58
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 81
- Views: 13094
Re: Lua scripting in OpenMW
Also I think so far it's technically possible for a script to register for an event which will only be triggered by a script that's later in the load order, in which case there is no way to check its validity regardless of what we do. "Subscribe on non-existant event and hope that an another module...
- 29 Dec 2020, 07:33
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 81
- Views: 13094
Re: Lua scripting in OpenMW
Some notes: 1. Personally I do not like event names as string literals, they are error-prone: world.activeActors[i]:sendEvent("startJumping", {}) But I suppose than they are inevitable to support custom events. So it is important is to print an error message, which shows an exact location of instruc...
- 15 Dec 2020, 17:15
- Forum: General Development
- Topic: Distant Land: where to next?
- Replies: 22
- Views: 3125
Re: Distant Land: where to next?
It should also be possible to run osg:simplify on a chunk and cache that . But akortunov (who is the only one that has tried osg:simplify) favors it as an offline solution and not real-time. Any other thoughts on that? osg::Simplify does not provide a really good result and it requires a lot of CPU...
- 14 Dec 2020, 17:32
- Forum: General Development
- Topic: Distant Land: where to next?
- Replies: 22
- Views: 3125
Re: Distant Land: where to next?
You're missing the point, though. And I still missing it. With on-the-fly paging we do not have info about mesh sizes, so we need to initially load meshes, calculate their sizes and then cache result do do not load them again. It is possible to calculate size manually or via separate tool and then ...
- 14 Dec 2020, 11:10
- Forum: Editor Development
- Topic: UI-design of additional features
- Replies: 6
- Views: 563
Re: UI-design of additional features
But I'd like to also know what are the missing basic functions that everyone keeps speaking of. 25 features and 15 bugs with the 1.0-CS label (many of them were created somewhere in 2013-2016), and they even do not take in account UX issues. Most important issues are lack of proper dialogue editing...
- 14 Dec 2020, 07:38
- Forum: Editor Development
- Topic: UI-design of additional features
- Replies: 6
- Views: 563
Re: UI-design of additional features
IMO, it is too early to add advanced features to the editor - it still lacks many basic functions, so it is not ready to be used to create complex mods.
- 14 Dec 2020, 06:52
- Forum: General Development
- Topic: Distant Land: where to next?
- Replies: 22
- Views: 3125
Re: Distant Land: where to next?
The caching of mesh size to skip loading it (and also potentially offsets to find any NiLODNodes) would reduce CPU time when generating chunks. There is already a size cache in ObjectPaging. As for LODs, ObjectPaging works with scene graph nodes, not with NIF files, so it handles LOD nodes during n...