Search found 1572 matches

by Chris
30 Mar 2012, 12:45
Forum: General Development
Topic: Physics improvement
Replies: 272
Views: 48750

Re: Physics improvement

I am not sure if this whole discussion is useful at this point. If we start improving the main loop, we most likely will have to make a lot of architectural changes (at least if we are doing it properly; the current design is admittedly less than optimal). I think we all remember how the mwrender r...
by Chris
30 Mar 2012, 11:07
Forum: General Development
Topic: Sound Improvements
Replies: 27
Views: 6048

Re: Sound Improvements

Since the sound refactoring, the game segfaults 20% of the time when you try to play music with libmpg123 version 1.12 ( the default in Ubuntu 11.10). The issues go away if you upgrade to 1.13 by manual installation. The issue is that the mpg123 decoder now uses the callbacks provided by the lib so...
by Chris
30 Mar 2012, 10:44
Forum: General Development
Topic: Physics improvement
Replies: 272
Views: 48750

Re: Physics improvement

My voice for fixed physics update rate. Is there any way to decouple rendering updates from others? We have another related problem: at low fps input is very laggy, so input should be processed like physics, imo, at fixed fps. Correct me if I'm wrong. Personally I'd say the whole logic routine shou...
by Chris
30 Mar 2012, 10:19
Forum: General Development
Topic: Water Rendering
Replies: 117
Views: 24614

Re: Water Rendering

werdanith, chris: try if this works: // Interior cells if (esm.isNextSub("INTV")) { int waterl; esm.getHT(waterl); water = (float) waterl; } else if (esm.isNextSub("WHGT")) esm.getHT(water); That works. GetWaterLevel gives -100 and the screen hue changes like outside.
by Chris
30 Mar 2012, 09:59
Forum: General Development
Topic: Physics improvement
Replies: 272
Views: 48750

Re: Physics improvement

Here's the logic: Fixed 60 FPS physics calls, when the game is running at 1 FPS: for every frame, you have to call physics 60 times. Variable FPS physics calls, when the game is running at 1 FPS: for every frame, you have to call physics once. The problem comes in when you consider floating point i...
by Chris
30 Mar 2012, 09:26
Forum: General Development
Topic: Water Rendering
Replies: 117
Views: 24614

Re: Water Rendering

That gets it loading, but I'm not seeing any water anywhere (inside or outside). In Beshara, GetWaterLevel returns -nan, while outside returns 0. My screen takes on a blue/greenish hue when I go below the water plane outside, though.
by Chris
30 Mar 2012, 08:01
Forum: General Development
Topic: Physics improvement
Replies: 272
Views: 48750

Re: Physics improvement

Again, I am not a technical person, so please basically disregard what I am about to say, but I want to put in a vote for calling physics every frame. Non-FPS dependent frame updates are much more reliable in my veryveryvery limited experience. I'd think it's just the opposite. Calling it every fra...
by Chris
30 Mar 2012, 05:56
Forum: General Development
Topic: Water Rendering
Replies: 117
Views: 24614

Re: Water Rendering

My MW version is v1.5.1629 PL (MW + Bloodmon + Tribunal). Isn't the latest Bloodmoon patch v1.6.1820? Or didn't the Polish release get that one? EDIT: Though I do have 1.6, and am getting the error: ERROR: ESM Error: Expected subrecord WHGT but got INTV File: ./data/Morrowind.esm Record: CELL Subre...
by Chris
29 Mar 2012, 11:34
Forum: Organisation and Planning
Topic: Lapsed developers
Replies: 17
Views: 5658

Re: Lapsed developers

The problem is that after we are done with OpenMW 1.0 we will need to extend the ESX format to develop OpenMW further. We can't do that with the TES-CS, which means after OpenMW 1.0 all development work on it (except for bug-fixes) would have come to a stop. I don't think that would be healthy for ...
by Chris
29 Mar 2012, 03:03
Forum: Organisation and Planning
Topic: Logo and designs
Replies: 192
Views: 49501

Re: Logo and designs

Personally, the "dirty" red looks out of place to me. The original logo is a shiny gold (while the CS logo is a shiny silver), so I think something along those lines would fit better.