Search found 21 matches
- 29 Nov 2018, 06:21
- Forum: General
- Topic: What is the status on performance?
- Replies: 16
- Views: 8918
Re: What is the status on performance?
I recall someone mentioned this: https://github.com/gigc/Janua earlier at some point, for generating and using occlusion maps. When I was looking into it it looks like it creates a voxel map of the geometry when creating the occlusion map. Now with Recast we kind of already do that, had me thinking ...
- 19 Nov 2018, 21:59
- Forum: General Modding
- Topic: Body and Face replacer compatibility issues (Arch OSG-3.6 compatibility issues)
- Replies: 28
- Views: 20927
Re: Body and Face replacer compatibility issues (Arch OSG-3.6 compatibility issues)
If you want to build OpenMW 0.44 with OSG 3.6.2, first install the asp package, which allows you to get the PKGBUILD files used to build packages built into the Archlinux repositories. Then do: asp update, then asp export openmw openscenegraph, then within those two directories will be PKGBUILD fil...
- 19 Nov 2018, 21:06
- Forum: General Modding
- Topic: Does anybody know why 'lord of the dragons' mod wouldn't work? Please help so we can fly dragons round Morrowind.
- Replies: 7
- Views: 5687
Re: Does anybody know why 'lord of the dragons' mod wouldn't work? Please help so we can fly dragons round Morrowind.
I think I can provide the answer for number 2, as far as I understand it. Within vehicle mods for early morrowind development, we didn't have a lot of ways to detect when players pressed keys within vanilla MW script, but we found that 2 that would work was the GetPCRunning and GetPCSneaking command...
- 16 Nov 2018, 21:29
- Forum: General Modding
- Topic: Body and Face replacer compatibility issues (Arch OSG-3.6 compatibility issues)
- Replies: 28
- Views: 20927
Re: Body and Face replacer compatibility issues (Arch OSG-3.6 compatibility issues)
I'm an Arch user and I've done a lot of tweaking around with OpenMW on this, so I should be able to help you out. What you need basically is to install the older OSG, then recompile OpenMW against it. There are various ways of doing so, so I'll try to give out the options: As far as we know, the reg...
- 06 Nov 2018, 20:59
- Forum: General Development
- Topic: OpenSceneGraph 3.6
- Replies: 6
- Views: 4535
Re: OpenSceneGraph 3.6
I remember I did do some preliminary work getting the OpenMW OSG branch updated to OSG 3.6.3, which is where I initially found about the regression from that one commit. I think I still have the work that I was doing on it, and I think I did put in a pull request at one point against the fork before...
- 12 Sep 2018, 00:50
- Forum: General Development
- Topic: Shadows
- Replies: 310
- Views: 168934
Re: Shadows
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: 508
- Views: 550421
Re: [WIP] Android port testing
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: 127
- Views: 126057
Re: [patch] new fog shader
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: 66917
Re: The Future of OpenMW Scripting
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 ...
- 16 Apr 2018, 18:55
- Forum: Organisation and Planning
- Topic: OpenMW 0.44.0
- Replies: 278
- Views: 165723
Re: OpenMW 0.44.0
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...