Search found 497 matches

by akortunov
15 Feb 2019, 14:26
Forum: General Development
Topic: Animated doors
Replies: 6
Views: 197

Re: Animated doors

I was thinking in the Cell to Cell animated door type like Skyrim. https://youtu.be/kyRXLZFsx5o?t=996 I doubt that we need it - we have an interiors preloading, so transitions are almost instant, and an artifitial delay during cell transition will be boring. An animated containers feature is a bit ...
by akortunov
15 Feb 2019, 06:39
Forum: General Development
Topic: Animated doors
Replies: 6
Views: 197

Re: Animated doors

Probably he just means Oblivion-style doors:
https://www.youtube.com/watch?v=ab1NTlm4JTg
by akortunov
15 Feb 2019, 06:27
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 250
Views: 36420

Re: OpenMW 0.45.0

No mouth animations, name prompt does not appear, guard comes but then stops moving, player never gets control over character movement. But like I said, this is most likely an non-issue, as environment is not exactly as it were on Apple computers. Probably because VM fails to find sounds for some r...
by akortunov
12 Feb 2019, 14:05
Forum: Support
Topic: Fatal Error: openmw_loading_screen.layout' not found.
Replies: 12
Views: 414

Re: Fatal Error: openmw_loading_screen.layout' not found.

Code: Select all

resources=./resources
I suppose your issue is here. You manually added a wrong path to your resources folder.
by akortunov
11 Feb 2019, 04:43
Forum: Other Forks and Ports
Topic: Android part 2
Replies: 50
Views: 3383

Re: Android part 2

xyzz wrote:
11 Feb 2019, 04:16
- Patched a lot of OpenMW & upstream osg code to get rid of data races reported by tsan
How about pull requests with some of these fixes?
by akortunov
03 Feb 2019, 09:55
Forum: General Development
Topic: Dehardcode weapon types behaviour
Replies: 10
Views: 1193

Re: Dehardcode weapon types behaviour

Any other opinions?
by akortunov
28 Jan 2019, 20:08
Forum: General Development
Topic: Native Animated Containers and Graphics Herbalism support
Replies: 22
Views: 1439

Re: Native Animated Containers and Graphics Herbalism support

This looks like it's running repeatedly for every node in the traversal, but it shouldn't change mid-traversal. Maybe it should be a member or something? It does not run for every node in traversal, just for nodes which have the DayNightCallback - only switches with given name. Also keep in mind th...
by akortunov
28 Jan 2019, 19:02
Forum: General Development
Topic: Native Animated Containers and Graphics Herbalism support
Replies: 22
Views: 1439

Re: Native Animated Containers and Graphics Herbalism support

Since OpenMW now supports NiSwitchNode, I managed to implement pluginless windows glow support for both game and editor (can use meshes from Glow in the Dahrk): https://github.com/akortunov/openmw/tree/glowing_windows In theory, we can use a similar approach for herbalism. Actually, it is an approac...
by akortunov
21 Jan 2019, 05:14
Forum: General Development
Topic: Dehardcode weapon types behaviour
Replies: 10
Views: 1193

Re: Dehardcode weapon types behaviour

In theory, it is posssible to store weapon type settings in the openmw.cfg, as weather type or blood type settings. In this case we will not need to change ESM format at all and weapon type config will look like this: fallback=WeaponType_0_Name,Short Blade 1H fallback=WeaponType_0_ShortAnim,1h fallb...