Broken in the sense that it's the CI pipeline that's broken, or broken in the sense that it wouldn't compile if I built it locally?
I'll probably just wait either way, but it would be nice to know.
Search found 9 matches
- 14 May 2022, 02:50
- Forum: Support
- Topic: Are there nightly builds for non-Windows OSes? - specifically macOS
- Replies: 3
- Views: 799
- 13 May 2022, 20:47
- Forum: Support
- Topic: Are there nightly builds for non-Windows OSes? - specifically macOS
- Replies: 3
- Views: 799
Are there nightly builds for non-Windows OSes? - specifically macOS
I've checked https://gitlab.com/OpenMW/openmw/-/pipe ... us=success but can only see Windows builds.
I did see an older (4 weeks old) macOS build a few days ago, but this has since disappear, presumably because everything older than a month gets removed.
I did see an older (4 weeks old) macOS build a few days ago, but this has since disappear, presumably because everything older than a month gets removed.
- 14 Jun 2021, 19:27
- Forum: Organisation and Planning
- Topic: OpenMW 0.47.0
- Replies: 180
- Views: 188255
Re: OpenMW 0.47.0
... As a drawback, if you want to load a thousand of plugins, you need at least a thousand of file descriptors at once (what usually not a problem). Sadly for MacOS, it is. :( Though it is curious that for 0.46 it wasn't a problem and for 0.47 it is... I think more testing needs to be done here. Pe...
- 13 Jun 2021, 19:47
- Forum: Organisation and Planning
- Topic: OpenMW 0.47.0
- Replies: 180
- Views: 188255
Re: OpenMW 0.47.0
The MacOS issue is the risk that is taken when you have too many loose-files (mods) that OpenMW has to open. MacOS freaks out here and doesn't handle this very well. I'm a bit curios why OpenMW needs to hold on to so many open file descriptors. In most cases one would open a file, get a file descri...
- 13 Jun 2021, 17:56
- Forum: Organisation and Planning
- Topic: OpenMW 0.47.0
- Replies: 180
- Views: 188255
Re: OpenMW 0.47.0
I seem to be getting considerably worse fps on 0.47rc (vs 0.46) possibly due to increased amounts of Cull (in F3 graphs), does anyone know what the cause of this might be? Are there .cfg settings that may need tweaking? I initially started with 0.43 so perhaps there is some old junk in the .cfg file...
- 19 Jun 2020, 13:44
- Forum: Feature Requests and Suggestions
- Topic: Mud that looks like water?
- Replies: 5
- Views: 3786
Re: Mud that looks like water?
Was just working my way through Epic Plants to get better textures (and some meshes) for use with Graphic Herbalism MWSE - OpenMW . One of the "plants" included is a scum texture (and required meshes) - look for 00 Bitter Coast – Scum in the Epic Plants - Modular download. This gives a mor...
- 08 Jun 2020, 03:04
- Forum: Organisation and Planning
- Topic: OpenMW 0.46.0
- Replies: 213
- Views: 190894
Re: OpenMW 0.46.0
Also is there a way to change the size of the mouse pointer? Setting scaling factor = 2.0 doesn't have any effect on it. I looked through the options at: https://openmw.readthedocs.io/en/master/reference/modding/settings/index.html but failed to find any mouse/cusore/pointer options that seemed rele...
- 08 Jun 2020, 02:59
- Forum: Organisation and Planning
- Topic: OpenMW 0.46.0
- Replies: 213
- Views: 190894
Re: OpenMW 0.46.0
That all makes sense. I was hoping that reducing shadow distance limit would have a notable effect - adjusting this in Fallout 4 had quite an effect on fps (at least on my at the time under-powered CPU). I was also hoping that only using character shadows would be relatively lightweight, but I'm sti...
- 07 Jun 2020, 18:31
- Forum: Organisation and Planning
- Topic: OpenMW 0.46.0
- Replies: 213
- Views: 190894
Re: OpenMW 0.46.0
Congratulations to a new release. I've tried it out for a few hours. I've mostly been running around and experimenting with shadow settings. I now have some questions and observations (see bottom for my hardware setup): * UI text seems a bit blurry at 1920 x 1080 (compared to 0.45). It looks fine at...