Good to know that, thanks.AnyOldName3 wrote: ↑29 May 2018, 23:34 The Windows builds are now built in Release mode, so have all the optimisations that Microsoft recommends. The only change is that they're Unity builds, which could theoretically break things, but right now, doesn't seem to.
Search found 24 matches
- 29 May 2018, 23:47
- Forum: Organisation and Planning
- Topic: OpenMW 0.44.0
- Replies: 278
- Views: 166970
Re: OpenMW 0.44.0
- 29 May 2018, 23:39
- Forum: General Development
- Topic: Bow in left hand
- Replies: 1
- Views: 3194
Re: Bow in left hand
Little details are the (known) secret to an excellent product. Just want to thank you, as a user, for the all the work on animations I have seen you do.
- 29 May 2018, 23:22
- Forum: Organisation and Planning
- Topic: OpenMW 0.44.0
- Replies: 278
- Views: 166970
Re: OpenMW 0.44.0
While I actually agree that waiting for shadows would be a good thing, you need to remember that using the latest nightly is a very very simple way of getting the shadows even if they get merged two weeks after 0.44 is released. So even if they don't get merged before 0.44, it's not that much of a ...
- 29 May 2018, 23:16
- Forum: Organisation and Planning
- Topic: OpenMW 0.44.0
- Replies: 278
- Views: 166970
Re: OpenMW 0.44.0
... I haven't checked the code for the shadows, so I have no idea how the implementation is being done. I was just saying that as my own take on what AnyOldName3 was previously saying about being wary of putting shadows in too early, for the fear of having to make some future structural changes. I ...
- 27 May 2018, 22:26
- Forum: Organisation and Planning
- Topic: OpenMW 0.44.0
- Replies: 278
- Views: 166970
Re: OpenMW 0.44.0
Just to say that from a production (end user) standpoint, having shadows in 0.44 could help bug finding. Also, I'm no software engineer, but if build your stuff in a scalable way, you would probably not have many problems if you need to replace chunks in the future.
- 27 May 2018, 22:24
- Forum: Content Development
- Topic: Public release of the movement and stamina mod (climbing)
- Replies: 2
- Views: 3486
Re: Public release of the movement and stamina mod (climbing)
Looking forward to try it when 0.44 hits. Looks great.
- 23 Apr 2018, 23:34
- Forum: Content Development
- Topic: I added limb targeting and improved the combat AI
- Replies: 9
- Views: 11440
Re: I added limb targeting and improved the combat AI
I added some parkour mechanics like sprinting, charged jumps, climbing, and paragliding (the staff near the end). https://streamable.com/5b2fz If anyone wants to help test it please let me know! This looks sincerely brilliant! I want to roleplay a MW universe analogue of spiderman. I'm going to be ...
- 08 Apr 2018, 11:04
- Forum: Content Development
- Topic: I added limb targeting and improved the combat AI
- Replies: 9
- Views: 11440
Re: I added limb targeting and improved the combat AI
As I already said on the 0.44 thread, this is amazing. However, I do agree with everything Thunderforge mentioned. Do the NPCs have exactly the same system in place when fighting you? Or can they miss, and are actually just using the "old rules"? That would make or break this mod for me. I...
- 08 Apr 2018, 10:53
- Forum: Content Development
- Topic: Natural Character Growth and Decay - An OpenMW Leveling Mod
- Replies: 49
- Views: 68258
Re: Natural Character Growth and Decay - An OpenMW Leveling Mod
Is there any way to edit the decaying speeds? As they are now, even the lowest setting seems to be a bit too fast for people trying to play without using training sessions with master NPCs.
- 08 Apr 2018, 10:47
- Forum: Organisation and Planning
- Topic: OpenMW 0.44.0
- Replies: 278
- Views: 166970
Re: OpenMW 0.44.0
If we want cool features to show off, if anyone fixes this bug then I can release a mod I made to improve the combat system and maybe get some more hype going for OpenMW and therefore more developers. Here's a video that shows the limb damage, locational armor values, changes to fatigue, and improv...