Search found 16 matches
Yeah, likely meaning Distant Statics, as without the statics the experience isn't nearly the same as what you can get with MGEXE, also that unloading of distant land outside of the view distance would also probably be a big help, since if you do run with TR it definitely does cause hitching as it tr...
- 04 Sep 2018, 19:07
- Forum: Other Forks and Ports
- Topic: [WIP] Android port testing
- Replies: 507
- Views: 181158
I don't know whether this is a bug or normal but when I first load the game it start with 20-30 fps then over 1-2 minutes it decreses to 10-20 fps and seems to stopp there. Most likely normal as I can get a similar sort of behavior, I believe that is just the phone thermal throttling, when it first...
- 26 Jul 2018, 01:45
- Forum: General Development
- Topic: [patch] new fog shader
- Replies: 126
- Views: 39759
I am not too sure what is going on with the Fog shaders, when I tried patching it against the latest openmw git, this is the result I got: https://i.imgur.com/jQLrVMe.png I then tried your local branch and it was about the same, maybe with the hair not being black but everything else pretty similar....
- 15 Jun 2018, 07:43
- Forum: General Development
- Topic: The Future of OpenMW Scripting
- Replies: 127
- Views: 8799
I also vote for a common API that could be developed in conjunction between OpenMW and MWSE, probably lua but really whatever is the best fit. I personally think having compatibility between both would be a pretty major thing, as it would ensure that average Joe player could just install a mod made ...
Well, the OSG guys basically did some work and I think managed to fix at the very least the crash. Noticed they had responded to Scrawl's bug report and tested their test and didn't crash, unlike previously. So that is something, I posted my apitrace into that thread just so that it could be verifie...
Sure, can do, since the output is kind of long I put it up to pastebin, but this is the full loading of openmw with just the problem mod into a start cell of "balmora, south wall cornerclub", which has both khajiit and argonians within the cell: https://pastebin.com/R6ujZzqn . Hopefully since it is ...
Well, after spending the better part of 6+ hours doing git bisect and full recompiles of both OpenMW and OpenSceneGraph, I can conclusively say the cause of the crash when using the Better Beast Bodies Clean Version mod is this commit: https://github.com/OpenMW/osg/commit/94891778c40ff08fcc626f91ded...
- 13 Apr 2018, 19:14
- Forum: Feature Requests and Suggestions
- Topic: Swift Cast
- Replies: 10
- Views: 3345
I think that does work, at least I didn't notice any crashing in a minute or two of testing, though one thing that I do notice is that if say you are unarmed and you cast a bound weapon, you will pull an invisible weapon, if you sheath and pull out again it works, but just thought I would let you kn...