Search found 863 matches

by akortunov
05 Feb 2018, 17:32
Forum: Feature Requests and Suggestions
Topic: Gameplay Improvements
Replies: 3
Views: 4250

Re: Gameplay Improvements

I'd probably say that 0 in agility/acrobatics means you can only climb the standard limit on a slope set by OpenMW (I'm not sure what that is, 45 degrees?), and 100 agility/acrobatics means you can climb slopes up to 60 degrees, or something like that. IIRC, max slope angle is a constant in the phy...
by akortunov
29 Jan 2018, 05:07
Forum: Support
Topic: GetCastPenalty
Replies: 1
Views: 2501

Re: GetCastPenalty

IIRC, parameters in PlayLoopSound3DVP should be in 0-1.0 range, so you can not increase loudness endlessly.
by akortunov
24 Jan 2018, 12:28
Forum: Feature Requests and Suggestions
Topic: Ability to rebind key for switching menus
Replies: 4
Views: 2589

Re: Ability to rebind key for switching menus

Ok, I found what is going wrong. TS reported about issue in the inventory window, but the issue is really in the container and barter windows. I am not sure how to "fix" it. Disable keyboard navigation at all? Also theoretically you can bind inventory to arrow buttons, escape, F3, etc. and...
by akortunov
23 Jan 2018, 15:29
Forum: Feature Requests and Suggestions
Topic: Ability to rebind key for switching menus
Replies: 4
Views: 2589

Re: Ability to rebind key for switching menus

I, and I'm sure a fair few others, use the Tab key to open and close the inventory. However, in 0.43, Tab is bound to switching menus within the inventory. This makes it impossible to close the inventory without the mouse, which just feels slow and cumbersome, even compared to Vanilla. The ability ...
by akortunov
13 Jan 2018, 17:08
Forum: Feature Requests and Suggestions
Topic: Distant lands and frozen cliffracers
Replies: 16
Views: 12347

Re: Distant lands and frozen cliffracers

CMAugust wrote: 13 Jan 2018, 13:11 It would be nice to see a number of "fade" options like in Oblivion and Skyrim for aesthetic and performance reasons. Example from Skyrim
Probably we need an ability to disable whole objects on particular distance to implement such sliders.
by akortunov
13 Jan 2018, 14:21
Forum: Feature Requests and Suggestions
Topic: Per-slot armor rating
Replies: 8
Views: 6917

Re: Per-slot armor rating

I'm not even sure that our hit detection system knows which part of an actor has been hit. It does not know. For now, we use collision box for hit detections. When NPC takes hit, we choose which slot to hit randomly (in Npc::onHit()). I suppose mentioned games behave in the similar way. From the ot...
by akortunov
13 Jan 2018, 13:29
Forum: Feature Requests and Suggestions
Topic: Per-slot armor rating
Replies: 8
Views: 6917

Per-slot armor rating

Inspired by Daggerfall and Wizardry 8: https://github.com/akortunov/openmw/tree/armorclass Screenshot_20180113_155604.png Vanilla Morrowind (OpenMW too) calculates the mean armor rating and uses it to reduce damage for any slot, which takes the damage. With this feature OpenMW takes actual armor rat...
by akortunov
13 Jan 2018, 08:16
Forum: Feature Requests and Suggestions
Topic: Distant lands and frozen cliffracers
Replies: 16
Views: 12347

Re: Distant lands and frozen cliffracers

separate "draw distance" and/or "small feature culling" parameters for actors I'd prefer the second one. Or to disable actors culling completely. In my testing "small feature culling pixel size = 8.0" was enough to notice "headless" NPCs. But anyway with cull...
by akortunov
11 Jan 2018, 10:55
Forum: General
Topic: Creatures' attack sometimes ignores armor; bug?
Replies: 2
Views: 1790

Re: Creatures' attack sometimes ignores armor; bug?

Related code is here.

Are you sure that you have the full set, including shield? Slot_CarriedLeft (shield) has the 10% chance to take damage.
If there is no shield in this case, there is no armor skill training, there is an Unarmored skill training instead.
by akortunov
08 Jan 2018, 16:26
Forum: Support
Topic: QtCreator fails to detect non-OpenMW headers
Replies: 3
Views: 2027

Re: QtCreator fails to detect non-OpenMW headers

psi29a wrote: 08 Jan 2018, 15:56 What was done to resolve the issue?
I applied the e8360c875d1f34481a314551e12f54bc23b2ed2d commit to QtCreator and built QtCreator from source.