Search found 20 matches

by elsid
12 May 2023, 13:17
Forum: Organisation and Planning
Topic: OpenMW 0.48.0
Replies: 307
Views: 196768

Re: OpenMW 0.48.0

GenericFurry, could you upload the crash dump again. It's no longer available via provided link: https://mega.nz/file/RWQXGA5a#giroSOQwX ... Z2Uxi9kIeo ?
by elsid
12 Feb 2023, 04:33
Forum: Organisation and Planning
Topic: OpenMW 0.48.0
Replies: 307
Views: 196768

Re: OpenMW 0.48.0

Ace (SWE) wrote: 07 Feb 2023, 23:20 Windows RC6: (Ran the build remotely from a hotel in Belgium, so haven't been able to test it myself)

64-bit (PDBs)

The beta Flatpak has also been updated to RC6
It uses Bullet without multithreading support unlike 0.47 so this is a regression.
by elsid
07 Feb 2023, 21:29
Forum: Organisation and Planning
Topic: OpenMW 0.48.0
Replies: 307
Views: 196768

Re: OpenMW 0.48.0

Please tag the commit you're using to build the RC and push it somewhere (ideally to the upstream repo) so commit could be easily mapped into RC number.
by elsid
23 Dec 2022, 20:19
Forum: Organisation and Planning
Topic: OpenMW 0.48.0
Replies: 307
Views: 196768

Re: OpenMW 0.48.0

K1ll wrote: 10 Nov 2022, 14:42 Linux generic targz package RC4:

64 Bit
This package is missing openmw-navmeshtool. Launcher can't perform all its functions without it.
by elsid
04 Oct 2022, 00:49
Forum: Organisation and Planning
Topic: OpenMW 0.48.0
Replies: 307
Views: 196768

Re: OpenMW 0.48.0

The fact that Lua can chew through 2GiB is alarming. This sounds like a mod problem. I'm fine with the 2GiB limit exactly for this reason. The problem might be Lua interpreter related and how OpenMW uses it. Anyway, it doesn't matter which version we use but it has to be the same everywhere. If fla...
by elsid
30 Sep 2022, 01:09
Forum: Organisation and Planning
Topic: OpenMW 0.48.0
Replies: 307
Views: 196768

Re: OpenMW 0.48.0

Linux RC2 is built with wrong LuaJIT version. It doesn't match the version we provide with windows builds. This can cause problems in general. But also there is a specific problem that GC64 is not enabled by default in 2.0.5 (the version we provide with Linux RC2) but enabled in 2.1.0. With some set...
by elsid
04 Apr 2022, 14:58
Forum: Feature Requests and Suggestions
Topic: feedback to 0.47 / bug report / feature requests
Replies: 20
Views: 4977

Re: feedback to 0.47 / bug report / feature requests

Sorry, you didn't read correctly — I wrote „in Oblivion and Skyrim you had to look at loading screens and wait”, which is a comparison, not something I attribute to OpenMW. I would have explicitly written „the loading screens in OpenMW are annoying” if there were any. It is a simple reference to th...
by elsid
04 Apr 2022, 02:19
Forum: Feature Requests and Suggestions
Topic: feedback to 0.47 / bug report / feature requests
Replies: 20
Views: 4977

Re: feedback to 0.47 / bug report / feature requests

area loading and navmesh building should happen seamlessly in the background (maybe even pushed into background threads), not interrupting the game play. This annoyed in MW, and it annoyed even more in Oblivion and Skyrim where you had to stare at loading screens and wait. This is already how thing...
by elsid
07 Mar 2022, 14:02
Forum: General
Topic: "NPCs avoid collisions" cause of poor navigation?
Replies: 9
Views: 5767

Re: "NPCs avoid collisions" cause of poor navigation?

psi29a wrote: 21 Dec 2021, 11:01 We got complaints that NPCs were too smart and would follow you "forever".
This has nothing to do with pathfinding nor "NPCs avoid collisions" and acutally solved by "actors processing range" option.
by elsid
07 Mar 2022, 13:50
Forum: General
Topic: "NPCs avoid collisions" cause of poor navigation?
Replies: 9
Views: 5767

Re: "NPCs avoid collisions" cause of poor navigation?

Is it generally considered that pathfinding is strictly better with the avoid collisions setting turned on, or does it have some kinks compared to the default behavior? "NPCs avoid collisions" is not really a pathfinding feature. It does not affect path planning. It affects only actor mov...