Search found 1615 matches
- 04 May 2012, 19:45
- Forum: Off Topic
- Topic: The Elder Scrolls Online
- Replies: 55
- Views: 34611
Re: The Elder Scrolls Online
A Rock, Paper, Shotgun comment sums up my thoughts perfectly: At some point I just wanted to punch the computer screen and shout “if every other word out of your mouth is an explanation of why an MMO can’t support a fundamental feature of an Elder Scrolls game, maybe you shouldn’t fucking make an el...
- 03 May 2012, 20:53
- Forum: General Development
- Topic: Making better use of Ogre's capbilities?
- Replies: 209
- Views: 106861
Re: Making better use of Ogre's capbilities?
I think the new ogre implementation with hardware skinning will blow the old one out of the water though. Yeah, but as I mentioned, we won't have hardware skinning with the custom shaders. Hardware skinning is done by passing 1 to 4 transformation matrices (depending on how many are needed for all ...
- 03 May 2012, 18:34
- Forum: Editor Development
- Topic: The Editor Situation
- Replies: 11
- Views: 14040
Re: The Editor Situation
Considering the current development speed it looks like we will be reaching 1.0 rather sooner than later. And at that point most of the development work on OpenMW would have to be stopped for a prolonged time, because there are very few new feature/improvements we can add without a custom editor (i...
- 02 May 2012, 23:28
- Forum: General Development
- Topic: Making better use of Ogre's capbilities?
- Replies: 209
- Views: 106861
Re: Making better use of Ogre's capbilities?
Cool. How does it perform in comparison to the previous method? Another thing I notice is that the vertex buffers are not using a shadow buffer (the last boolean param to createVertexBuffer). Without hardware skinning, which we can't do with the custom shaders, this will require a (slow) readback fr...
- 01 May 2012, 17:13
- Forum: Join the team
- Topic: I want to join
- Replies: 52
- Views: 25959
Re: I want to join
1) Is there some way to hack a starting position in the outside world, so I don't have to move all way to Solstheim from the starter cave each time I want to test landscape merging? coc "Thirsk" in the console might help? If you can add command line arguments, --start="Thirsk" w...
- 01 May 2012, 05:09
- Forum: General Development
- Topic: Making better use of Ogre's capbilities?
- Replies: 209
- Views: 106861
Re: Making better use of Ogre's capbilities?
Yes, it works! Now to make it look smoother. Cool :) Feel free to swipe my animation loading code. It does the interpolation to prevent jerky movement. For shapes without skins, the best solution at this time may be to just modify buffer positions. Most creatures/npc parts containing a skeleton do ...
- 01 May 2012, 04:46
- Forum: General Development
- Topic: [post-1.0] Scripting enhancemnts
- Replies: 88
- Views: 50954
Re: [post-1.0] Scripting enhancemnts
Being able to attach an arbitrary number of scripts to an NPC would be kind of nice. All too often there are mod conflicts because two mods need to attach their own scripts to an NPC. A way to add more scripts without removing existing ones would help with that problem.
- 01 May 2012, 04:42
- Forum: General Development
- Topic: Physics improvement
- Replies: 272
- Views: 85997
Re: Physics improvement
Bullet takes care of that (it automatically subdivides the dt into fixed timesteps, default 1/60 s) I see. It still leaves some wobble room though, since the floating-point deltas passed to bullet will themselves vary in accuracy based on the framerate. If OpenMW's going to have its own fixed times...
- 01 May 2012, 04:23
- Forum: Feature Requests and Suggestions
- Topic: "Living" NPCs
- Replies: 6
- Views: 4866
Re: "Living" NPCs
There is already a mod that gives NPCs scheduals. It simply makes them blink though; so they dont actually walk anywhere. That's not really schedules, in the Oblivion/Skyrim sense of the term. In Oblivion, NPCs have a long list of AI packages, each with their own conditions to start, and defines ho...
- 30 Apr 2012, 20:06
- Forum: General Development
- Topic: Physics improvement
- Replies: 272
- Views: 85997
Re: Physics improvement
I'm trying to do a proper game loop to get the pmove independent of frame rate, will implement this article: http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Canonical_Game_Loop That code does the physics outside of the fixed-step loop, which will introduce problems with varying framerates (a...