Search found 1553 matches

by Chris
20 Dec 2019, 03:06
Forum: Off Topic
Topic: WINE help
Replies: 7
Views: 522

Re: WINE help

AzimuthFE wrote:
19 Dec 2019, 16:38
That's the trouble. Aptitude wants me to remove 66 packages, including xserver ones. I'm worried my system will break if I do this. Is it safe to proceed with this?
Probably not. Have you configured apt for multiarch support, to get both 64-bit and 32-bit packages?
by Chris
17 Dec 2019, 01:59
Forum: Off Topic
Topic: WINE help
Replies: 7
Views: 522

Re: WINE help

For nVidia on Debian, you'll want to install the 'nvidia-driver' and 'nvidia-driver-libs-i386:i386' packages (as well as 'nvidia-vulkan-icd:i386' if you want Vulkan support and have a card that supports it). For other distros, you'll need to search for how to install 32-bit OpenGL libs on a 64-bit s...
by Chris
15 Dec 2019, 00:19
Forum: Off Topic
Topic: WINE help
Replies: 7
Views: 522

Re: WINE help

If you're running a 32-bit app, you also need the 32-bit GL drivers. The package for that depends on your hardware. It would also be a good idea to install (32-bit and 64-bit) Vulkan drivers, if your hardware is capable.
by Chris
01 Dec 2019, 18:42
Forum: General
Topic: Is it okay to update a mod during gameplay?
Replies: 10
Views: 1282

Re: Is it okay to update a mod during gameplay?

Depends on the mod and exactly what's changed. More complex mods can end up broken if preexisting state gets carried over while newly added state is left at the default. The breakage can be minor or severe, readily apparent or not realized until much later. It would be good to ask the mod creator if...
by Chris
15 Oct 2019, 13:51
Forum: General Development
Topic: Change to stl::filesystem from Boost::filesystem
Replies: 22
Views: 2083

Re: Change to stl::filesystem from Boost::filesystem

How similar are the Boost and STL filesystem APIs? Would it be possible to selectively alias one so it uses STL on supported systems and Boost as a fallback? e.g. namespace omw { #if __cplusplus >= 201703L using filesystem = std::filesystem; #else using filesystem = Boost::filesystem; #endif } // na...
by Chris
16 Jun 2019, 23:24
Forum: Support
Topic: Need to rerun Wizard every time due to changing file location
Replies: 2
Views: 696

Re: Need to rerun Wizard every time due to changing file location

Sounds like something is pretty messed up with Steam. On Linux, Steam should install files into ~/.steam/steam/SteamApps/common/Morrowind/Data Files, rather than the process's current working directory. Are you overriding Steam's config/data path? How did you install and how are you running Steam?
by Chris
22 May 2019, 05:57
Forum: Feature Requests and Suggestions
Topic: Head bobbing
Replies: 26
Views: 4464

Re: Head bobbing

I'd definitely go with the latter option, a cfg setting that mods can't override. IMO, it should also only apply when the actor the camera is attached to is on the ground (i.e. not swimming, levitating, or no-clipping).
by Chris
19 May 2019, 15:06
Forum: Feature Requests and Suggestions
Topic: Better NPC dialogue - flag previously heard topics; no need to click "Continue"
Replies: 21
Views: 4394

Re: Better NPC dialogue - flag previously heard topics; no need to click "Continue"

Very good points, but more substantial changes like that would probably be mod territory, right? A mix of engine enhancements and a mod to utilize them, probably. I doubt such a small change (as it apparently would be?) would warrant a mod separate from base OpenMW, at least post-1.0. Again, it see...
by Chris
19 May 2019, 02:06
Forum: Feature Requests and Suggestions
Topic: Better NPC dialogue - flag previously heard topics; no need to click "Continue"
Replies: 21
Views: 4394

Re: Better NPC dialogue - flag previously heard topics; no need to click "Continue"

1) Assigning a different color (e.g. grey instead of yellow) to NPC dialogue topics for which the player has already heard the generic NPC response. After playing for a while, many NPCs (particularly scouts and other talkative classes) list a huge range of topics, but there's generally only a handf...
by Chris
03 May 2019, 20:06
Forum: General Development
Topic: Regarding MCP scripting changes
Replies: 1
Views: 854

Re: Regarding MCP scripting changes

AFAIK, extensions to mwscript are within the realm of possibility, as long as there's precedence for them existing (MWSE, MCP), big enough mods use them, and they're not too difficult to implement. We're just not going to add anything new that doesn't already exist, and instead focus on Lua for new ...