Search found 1554 matches

by Chris
02 Apr 2019, 18:52
Forum: Feature Requests and Suggestions
Topic: Procedural generation based on land terrain texture grid
Replies: 40
Views: 6825

Re: Procedural generation based on land terrain texture grid

I've never understood this complaint. Yes, Daggerfall is colossal on paper—twice the area of Great Britain or whatever—but the overworld is so sparse and utterly barren that for all intents and purposes it may as well not really exist (as was the case in Arena). It's neat that you could theoretical...
by Chris
01 Apr 2019, 03:28
Forum: Organisation and Planning
Topic: OpenMW YouTube videos
Replies: 20
Views: 4752

Re: OpenMW YouTube videos

While I agree that copyright law isn't fit for either modern society or even its original intended purpose, I'm pretty sure it would be hard to come up with a rule that would allow this kind of normal map, but disallow similar, but bad things. One such example would be running every frame of a sile...
by Chris
31 Mar 2019, 23:00
Forum: Support
Topic: [Solved] OpenMW No sound [Linux]
Replies: 5
Views: 859

Re: OpenMW No sound [Linux]

Looks like it's selecting the built-in device, using the speakers. If you run pavucontrol while OpenMW is running, what do the volume meters for openmw and the device look like? Are they silent too, or does it look like they're playing something?
by Chris
31 Mar 2019, 19:18
Forum: Support
Topic: [Solved] OpenMW No sound [Linux]
Replies: 5
Views: 859

Re: OpenMW No sound [Linux]

Can you post an output log (either from the terminal, or openmw.log)? What audio device do you have and (if more than one) normally use?
by Chris
31 Mar 2019, 18:56
Forum: Off Topic
Topic: Morrowind “Oral History”
Replies: 24
Views: 4356

Re: Morrowind “Oral History”

Main issue with Bethesda games is that they are not the only one doing open world RPGs anymore. Back in the 2002, you had your Morrowind and low budget Gothic. Nowadays every game is sort-of RPG and the open world while Bethesda continues to be dirt cheap. I can't really think of one that gives the...
by Chris
28 Mar 2019, 19:46
Forum: Off Topic
Topic: Morrowind “Oral History”
Replies: 24
Views: 4356

Re: Morrowind “Oral History”

As I have said before: I never said there wasn't a problem. There absolutely is. Bethesda is just not interested in doing anything about it because they don't have to. People still keep buying their stuff, so why should they have to change? If you're the only game in town... hence the Microsoft com...
by Chris
28 Mar 2019, 16:05
Forum: Off Topic
Topic: Morrowind “Oral History”
Replies: 24
Views: 4356

Re: Morrowind “Oral History”

And yet people still buy their buggy games... Because of their other reputation of the games being fun regardless. However, given Fallout 4 and Fallout 76, that reputation has floundered as they've been using up all the good will they've built up. Personally, with as much as I like the TES games, t...
by Chris
17 Mar 2019, 10:45
Forum: General Development
Topic: Shadows
Replies: 310
Views: 71561

Re: Shadows

I realize this may be a thing already or difficult to implement, but is there any possibility of being able to control the FPS of shadows, particularly terrain/object shadows? Actors move constantly, but in a lot of cases the lightsources of objects (The sun, for example) won't move fast enough for...
by Chris
05 Mar 2019, 22:37
Forum: Feature Requests and Suggestions
Topic: Unlimited Light Sources with Clustered Forward Shading
Replies: 34
Views: 7399

Re: Unlimited Light Sources with Clustered Forward Shading

Concurred. Draw calls are the bane of rendering performance because it requires a thorough state validation every time. Even if you the programmer know the render state is valid (not necessarily correct , but something that makes sense to the rendering pipeline), the driver/hardware is required to c...
by Chris
04 Mar 2019, 16:30
Forum: General
Topic: [PATCH] Inventory sort button
Replies: 14
Views: 2347

Re: [PATCH] Inventory sort button

This kind of thing would certainly be very useful. My only suggestion(s) would be, the toggle box probably shouldn't be in the inventory space where the icons are. Perhaps a pull-down widget next to the filter buttons? Also, a toggle for ascending/descending would be helpful, too.