Search found 765 matches

by akortunov
25 Apr 2021, 13:03
Forum: Support
Topic: Crash after re-installing OpenMW
Replies: 1
Views: 177

Re: Crash after re-installing OpenMW

lelorrain wrote:
24 Apr 2021, 21:02
Yesterday after the installation of the launcher, I was able to start playing Morrowind. Today, while the launcher work, the game itself crash on load
Usually such sudden issues in Linux happen when you update your GPU drivers and then forget to restart an Xorg session or reboot your PC.
by akortunov
25 Apr 2021, 12:59
Forum: Support
Topic: 0.47 Total Overhaul Purple sky During weater event
Replies: 3
Views: 289

Re: 0.47 Total Overhaul Purple sky During weater event

Some Bloodmoon versions (e.g. a russian one by 1C) have missing sky textures and there are some mods which are supposed to fix this issue. An openmw.log file should tell which exactly textures are missing.
by akortunov
23 Apr 2021, 15:47
Forum: Support
Topic: Great House Strongholds - A preview!
Replies: 10
Views: 575

Re: Great House Strongholds - A preview!

A script could just go myobject->disable(); An MW script from ESP can do it only if every target object has an unique ID, what is not a thing for strongholds or Ghostgate. So a target plugin also needs to replace every stronghold object to an unique one. Maybe Lua scripting framework will allow to ...
by akortunov
21 Apr 2021, 07:35
Forum: Support
Topic: Shiny meshes on 0.47
Replies: 4
Views: 313

Re: Shiny meshes on 0.47

I beleive the option is called bump/reflect map local lighting. :D Since this checkbox controls the "apply lighting to environment maps" setting's value, I suppose that an initial I have the apply lighting to environment maps = true in the [Shaders] config but i do not think it does anything. state...
by akortunov
20 Apr 2021, 11:34
Forum: Support
Topic: Great House Strongholds - A preview!
Replies: 10
Views: 575

Re: Great House Strongholds - A preview!

It is expected - they are initially enabled and then become disabled once you get closer because these objects have attached scripts which hide them. A similar issue with Raven Rock and Ghostgate force fields.
by akortunov
18 Apr 2021, 03:40
Forum: Support
Topic: Is there a way to clean omwsaves?
Replies: 13
Views: 707

Re: Is there a way to clean omwsaves?

3 GB RAM for Android setup is not that much due to its hardware limitations. If the reason of crashes is really the lack of RAM, make sure that you do not use any hi-res texture replacers.
by akortunov
17 Apr 2021, 06:38
Forum: Support
Topic: Is there a way to clean omwsaves?
Replies: 13
Views: 707

Re: Is there a way to clean omwsaves?

It is very unlikely that it will help. 20 MB (most of it is a data about visited cells state) is not too big for OpenMW (somewhere in 0.43 you'd have about 35MB per save at the same point) nor by many other RPG's standarts (for example, Skyrim or Pathfinder: Kingmaker can have much larger saves, up ...
by akortunov
13 Apr 2021, 07:24
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 100
Views: 25267

Re: Lua scripting in OpenMW

It is not. If it is not inherent in architecture from the beginning, it will never be possible. There is not enough evidence to tell that there is a real need to make it "inherent". There is only a vague term "heavy scripts" yet. With async physics main thread handles such "hardcoded" things: 1. In...
by akortunov
10 Apr 2021, 15:00
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 100
Views: 25267

Re: Lua scripting in OpenMW

IMO, separate thread here is a premature optimization. We do not know how much widely scripting system will be used, how many time per frame it will require and which thread will be a bottleneck. For example, earlier we usually had a main thread as a bottleneck (Cull and Physics), but now we can twe...