Search found 2558 matches
- 27 Jan 2019, 00:46
- Forum: Off Topic
- Topic: Gaming mouse
- Replies: 20
- Views: 19231
Re: Gaming mouse
I still use the default mouse that came with my computer in 2008 Ewww... That's going to be like, 800 DPI tops? My mouse is a 3600 DPI one, and I'm okay with the sensitivity of it, but prefer my brother's mouse in 8000 DPI mode, although not enough to spend money on an upgrade (and struggle to reli...
- 23 Jan 2019, 01:25
- Forum: Support
- Topic: Physics Limiter Sometimes Not Working? (v0.44)
- Replies: 6
- Views: 2742
Re: Physics Limiter Sometimes Not Working? (v0.44)
The physics FPS setting controls the number of physics simulation steps OpenMW simulates per second. If it's set to 60, OpenMW simulates 16.66... ms of physics at once, for example. That doesn't mean that the simulation of that much physics has to take that much time to do - if nothing's going on, i...
- 22 Jan 2019, 19:26
- Forum: Support
- Topic: Buggy grounds
- Replies: 8
- Views: 3778
Re: Buggy grounds
Try adding
Code: Select all
force shaders = true
- 21 Jan 2019, 17:57
- Forum: Support
- Topic: Buggy grounds
- Replies: 8
- Views: 3778
Re: Buggy grounds
Have you tried toggling the force shaders option in settings.cfg? Also, the texture layer in use but empty thing isn't normal, is it?
- 21 Jan 2019, 16:50
- Forum: General Development
- Topic: Dehardcode weapon types behaviour
- Replies: 10
- Views: 6983
Re: Dehardcode weapon types behaviour
I thought the point of fallback settings was that they were things lifted from Morrowind.ini that we're planning on ditching and making part of the OMWAddon format post-1.0. We're failing the 'lifted from Morrowind.ini' criterion here.
- 21 Jan 2019, 16:46
- Forum: Join the team
- Topic: Addin database
- Replies: 27
- Views: 19858
Re: Addin database
I could place one in balmora next to the temple on the right side and another next to the temple on the left side and they won't collide. That's not how the game data works. Both of these would add new objects to the same cell, and unless you also load up the collision data from the Nif files and a...
- 19 Jan 2019, 16:56
- Forum: Join the team
- Topic: Addin database
- Replies: 27
- Views: 19858
Re: Addin database
The main reason you're seeing resistance is that you still don't seem to have quite grasped the ratio of things which such a tool would flag as a conflict versus things that it wouldn't. I don't think it would be too much of an exaggeration to say that it would find problems with any setup with more...
- 19 Jan 2019, 02:25
- Forum: Feature Requests and Suggestions
- Topic: feature request finding mod conflict (multiple mod changing same object ID)
- Replies: 15
- Views: 9822
Re: feature request finding mod conflict (multiple mod changing same object ID)
In terms of users managing conflicts between mods, which I think is the aim of the tools proposed in this thread, giving LOOT Morrowind compatibility so we're not stuck with handmade rules-based tools like MLOX for load order tweaking, would go a long way. People are actively working on giving xEdit...
- 17 Jan 2019, 17:44
- Forum: General Development
- Topic: Hey let's switch away from bullet to anything else (discussion)
- Replies: 88
- Views: 47722
Re: Hey let's switch away from bullet to anything else (discussion)
It's fine as long as you're not going to back yourself into a corner where adding support for what Oblivion needs is difficult.
- 09 Jan 2019, 19:15
- Forum: General Development
- Topic: Hey let's switch away from bullet to anything else (discussion)
- Replies: 88
- Views: 47722
Re: Hey let's switch away from bullet to anything else (discussion)
The question of AABBs vs Capsules I'd put down to which one is more desirable gameplay-wise as either would be about as easy to implement. Morrowind's original engine used AABBs, so it should be easier to replicate what the player can and can't do if we use them, too. However, it also did lots of w...