Search found 2556 matches
- 28 Sep 2018, 03:54
- Forum: Other Forks and Ports
- Topic: Can I mod OpenMW on android?
- Replies: 23
- Views: 25944
Re: Can I mod OpenMW on android?
can you just add them to the bottom of the openmw.cfg in the content area? Unless the android port somehow breaks things it shouldn't, anything that can be specified on the command line can be specified in openmw.cfg and vice versa. ESMs and ESPs are controlled by the content= lines, with one ESX p...
- 26 Sep 2018, 14:29
- Forum: Organisation and Planning
- Topic: OpenMW 0.45.0
- Replies: 379
- Views: 262407
Re: OpenMW 0.45.0
We can't have a "doesn't cast shadows" nodemask as they're ORed with the traversal mask. We'd have to have a duplicate of every mask such that one was "<thing> which doesn't cast shadows" and the other was "<thing> that does cast shadows", with <thing> being actor, stat...
- 26 Sep 2018, 12:02
- Forum: Organisation and Planning
- Topic: OpenMW 0.45.0
- Replies: 379
- Views: 262407
Re: OpenMW 0.45.0
The shadows for invisible actors issue in and of itself is minor. The real issue is that my efforts to solve it have been thwarted by other bugs that aren't a problem otherwise, but seem pretty major. Using nodemasks would be pretty invasive as we'd have to give every actor an 'actor that isn't invi...
- 25 Sep 2018, 23:04
- Forum: Organisation and Planning
- Topic: OpenMW 0.45.0
- Replies: 379
- Views: 262407
Re: OpenMW 0.45.0
It's one of those maybe-requires-a-major-overhaul-of-a-whole-system type issues which is easier to deal with before the system is merged, so I'll only take that approach if my hand is forced.
- 25 Sep 2018, 21:06
- Forum: General Modding
- Topic: Older bump mapped mods (and how to make them work in OpenMW)
- Replies: 105
- Views: 124738
Re: Older bump mapped mods (and how to make them work in OpenMW)
There shouldn't be any question about implementing pure vanilla behaviour, so I think we should go ahead with it whenever someone's ready.
- 25 Sep 2018, 19:45
- Forum: General Modding
- Topic: Older bump mapped mods (and how to make them work in OpenMW)
- Replies: 105
- Views: 124738
Re: Older bump mapped mods (and how to make them work in OpenMW)
Is that a description of the vanilla behaviour or the MGE XE behaviour? I know there's supposed to be something hacky about how MGE XE actually uses the normal maps in the environment map slot, and that definitely doesn't sound like bog-standard normal mapping.
- 25 Sep 2018, 16:02
- Forum: Support
- Topic: Warnings and Failed to open
- Replies: 11
- Views: 10062
Re: Warnings and Failed to open
Shiny things that shouldn't be shiny: MGE XE repurposed the vanilla environment map texture slot to be used for normal maps, so mods made for it with normal maps have them in a weird place. OpenMW copies the vanilla behaviour and displays those textures as environment maps, which looks silly as that...
- 25 Sep 2018, 13:31
- Forum: Off Topic
- Topic: List of (other) FOSS game engine replacement projects
- Replies: 83
- Views: 83676
Re: List of (other) FOSS game engine replacement projects
There can be only one project with a name which is a pun on open source (unless there are other potential puns I've not thought of), so I imagine lots of new projects at least considered it before seeing it had already been used.
- 25 Sep 2018, 03:44
- Forum: Off Topic
- Topic: List of (other) FOSS game engine replacement projects
- Replies: 83
- Views: 83676
Re: List of (other) FOSS game engine replacement projects
Halo has a big enough modding community that they managed to grab the coveted Open Sauce project name for their version of MGE XE.
- 24 Sep 2018, 14:47
- Forum: Organisation and Planning
- Topic: OpenMW 0.45.0
- Replies: 379
- Views: 262407
Re: OpenMW 0.45.0
On my local copy there are just a few issues left: I've sort-of fixed what I've been describing as Evil Flicker, but it's been replaced by the Windows equivalent of a segfault in the terrain system. I should be able to work out why it's happening, but things have got weird (for example, when I run t...