Search found 144 matches

by dteviot
09 Sep 2015, 21:30
Forum: General
Topic: A try to make syc_athomealchemy to work
Replies: 3
Views: 818

Re: A try to make syc_athomealchemy to work

scrawl wrote: + if (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr())
You might like to use:
if (ptr == MWMechanics::getPlayer())
by dteviot
23 Aug 2015, 07:11
Forum: General Development
Topic: Feature #2229: Improve pathfinding AI
Replies: 48
Views: 15174

Re: Feature #2229: Improve pathfinding AI

Thoughts on getting “unstuck”. Running in circles is mostly fixed. There is some “doubling back to nearest waypoint” in AiCombat, when Line of Sight on target is lost. Was a report of “running in circles” for one of the quests. (Huleeya in “Vivic, Black Shalk Cornerclub” when doing quest “Vivec Info...
by dteviot
19 Aug 2015, 04:22
Forum: General Development
Topic: Resting outside is nearly always interrupted
Replies: 52
Views: 12910

Re: Resting outside is nearly always interrupted

I am not going to argue with scrawl, he is seemingly right with the (x < int(fSleepRandMod*hoursToWait)), but i do not understand why bethesda would make it so resting 4 hours gives you a higher chance to get an interruption than resting 23 hours.. My hypothesis is it's a bug in the Vanilla code. I...
by dteviot
10 Aug 2015, 10:40
Forum: Feature Requests and Suggestions
Topic: Export/Import XML
Replies: 11
Views: 3920

Re: Export/Import XML

I haven't even finished implementing all the records and subrecords documented there yet, so I'll cross that bridge when I get there. I can likely reverse-engineer most of these, but if anyone has any pointers for me, I'd appreciate it. Try this: http://www.uesp.net/morrow/tech/mw_esm.txt Also, her...
by dteviot
10 Aug 2015, 10:34
Forum: Feature Requests and Suggestions
Topic: Export/Import XML
Replies: 11
Views: 3920

Re: Export/Import XML

Sometimes, I'm an idiot. It looks like importing/exporting the files as XML (or JSON, or whatever) might be fairly simple. Here's the basic plan. An ESM file is made up of a list of objects, of various types. (e.g. Cell, NPC, Creature, etc.) The OpenMW code base has a collection of structs that repr...
by dteviot
06 Aug 2015, 09:41
Forum: Feature Requests and Suggestions
Topic: Export/Import XML
Replies: 11
Views: 3920

Re: Export/Import XML

You don't actually need an import/export capability.
A standalone tool that did XML to binary and back conversion would probably do the job.
That said, the fact that we don't fully understand all the bits in the file format makes it a little difficult.
by dteviot
03 Aug 2015, 22:39
Forum: General Development
Topic: AIWander getRandomIdle()
Replies: 1
Views: 674

Re: AIWander getRandomIdle()

Now, this is nice and all, but the way getRandomIdle() calculates things still isn't that intuitive to Yes, that code looked odd to me as well. (I didn't check it fully, my current focus is elsewhere.) That said, you should probably search for AiWander on the Wiki to see exactly what the distributi...
by dteviot
03 Aug 2015, 06:28
Forum: General Development
Topic: Feature #2229: Improve pathfinding AI
Replies: 48
Views: 15174

Re: Feature #2229: Improve pathfinding AI

@corycohen Recast/Detour? Has been mentioned for OpenMW before. Type "navmesh" in the search filter. Will almost certainly be used post 1.0. My apologies for not posting a save game. I didn't know if you'd want/need one. I tried to attach a save file just now, but the server won't accept it. I have ...
by dteviot
02 Aug 2015, 05:19
Forum: General Development
Topic: Feature #2229: Improve pathfinding AI
Replies: 48
Views: 15174

Re: Feature #2229: Improve pathfinding AI

I've updated AiCombat to call PathFinder::checkPathCompleted() and PathFinder.getZAngleToNext() each frame. This results in significantly less "Running in Circles" (RiS). It still occurs on my system, but it occurs much less, and when it does occur, the actor fixes itself within a few "revolutions"....