Search found 863 matches
- 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...
- 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.
- 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...
- 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 ...
- 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
Probably we need an ability to disable whole objects on particular distance to implement such sliders.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
- 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...
- 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...
- 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...
- 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.
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.
- 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
I applied the e8360c875d1f34481a314551e12f54bc23b2ed2d commit to QtCreator and built QtCreator from source.