Search found 47 matches
- 03 Sep 2012, 10:02
- Forum: Join the team
- Topic: Interested in participating
- Replies: 23
- Views: 16042
Re: Interested in participating
Don't forget about water and air movement, so we also have to adopt any pathfinding to octree or similar approach.
- 02 Sep 2012, 22:10
- Forum: General Development
- Topic: Wrong exterior problem with my branch
- Replies: 5
- Views: 2447
Re: Wrong exterior problem with my branch
Found out: you've commented PhysicsSystem::moveObject() player movement part, so ps.origin is not set properly on start.
- 02 Sep 2012, 21:19
- Forum: General Development
- Topic: Wrong exterior problem with my branch
- Replies: 5
- Views: 2447
Re: Wrong exterior problem with my branch
I know what's going on, will fix it asap (this morning).
EDIT: Well, no, it isn't one I was thinking about. Initial position set properly, but World::doPhysics() updates it to (0, 0, 0), and as I can see it happens only in physicsaedra3 branch. Will look a bit deeper.
EDIT: Well, no, it isn't one I was thinking about. Initial position set properly, but World::doPhysics() updates it to (0, 0, 0), and as I can see it happens only in physicsaedra3 branch. Will look a bit deeper.
- 30 Aug 2012, 08:52
- Forum: General Development
- Topic: AI package data
- Replies: 3
- Views: 2167
Re: AI package data
1. Do creatures really have a spell list? This does not match the documentation I have seen. Now this documentation has been wrong before, but I would like to know what kind of evidence you have for this spell list? Is there one in Morrowind.esm? Or do you have found some other documentation that m...
- 29 Aug 2012, 15:46
- Forum: General Development
- Topic: Move sounds into Action - Task 339
- Replies: 50
- Views: 20315
Re: Move sounds into Action - Task 339
PS: The repository I cloned just now worked the first time, but suddenly there was a segfault, and now I cannot start the game anymore, because there is always a segfault on the start. The game only works using the --nosound parameter. My other repositories works fine. I tried to rebuild all from s...
- 28 Aug 2012, 21:59
- Forum: General Development
- Topic: AI package data
- Replies: 3
- Views: 2167
AI package data
Actual loading is done, but I know nothing about dependencies of packages. DODT + DNAME, AI_F/AI_E + CNDT and DODT comes first is all I can assume. Does matter order of AI_W with AI_T? Are AI_F/AI_E mutually exclusive with AI_W? How many AI_F/AI_E allowed per npc? I've checked only morrowind.esm (ha...
- 19 Aug 2012, 15:03
- Forum: Join the team
- Topic: Possible applications
- Replies: 27
- Views: 12922
Re: Possible applications
I'll be absent for several days.
- 19 Aug 2012, 14:54
- Forum: Infrastructure
- Topic: Wiki
- Replies: 3
- Views: 4840
Re: Wiki
Unable to access wiki. Added self to wiki editors usergroup, but still acquiring "you have not specified a valid username".
- 15 Aug 2012, 16:04
- Forum: General Development
- Topic: Rendering Player
- Replies: 9
- Views: 3541
Re: Rendering Player
As getPosition() only holds the offset to the node it is attached which is 0. No. It's 0 if it is 1st person view, or offset in any other node. To me it seems random if OpenMW starts in 3rd or 1st person mode. Uninitialized boolean member? Initialized in constructor, still don't know why it happens.
- 15 Aug 2012, 15:58
- Forum: General Development
- Topic: Rendering Player
- Replies: 9
- Views: 3541
Re: Rendering Player
And that is because of the attaching and detaching of nodes that happens when changing from first to 3rd person camera. If you want to stick with nodes, you will have to do the same attaching and detaching with the sky node (and probably more things in the future) which I would consider quite nasty...