Search found 144 matches
- 27 Jul 2015, 05:21
- Forum: General Development
- Topic: Feature #2229: Improve pathfinding AI
- Replies: 48
- Views: 35650
Re: Feature #2229: Improve pathfinding AI
When I add code to PathFinder::checkPathCompleted() to detect overshoot, it virtually eliminates the Running in Circles. As shown in this image where frinnius is running AiCombat to follow the player. 01.AiCombatPath.WithOvershootChecking.png 01.AiCombatPath.WithOvershootChecking.js.zip bool PathFin...
- 27 Jul 2015, 01:12
- Forum: General Development
- Topic: Feature #2229: Improve pathfinding AI
- Replies: 48
- Views: 35650
Re: Feature #2229: Improve pathfinding AI
I believe I have improved my prior experiments to show the "Running in Circles" (RiC) issue. The following image shows the path taken an NPC running AiCombat. 00.AiCombatPath.png Points to note. The blue circles and the yellow lines are the PathGrid for the cell (Dren Plantation). The red ...
- 10 Jul 2015, 03:22
- Forum: Support
- Topic: (not) building OpenMW + OSG on Windows.
- Replies: 9
- Views: 4418
Re: (not) building OpenMW + OSG on Windows.
At this point, _glBufferObjects is an empty array. (contextID is 0) That isn't a problem. The operator[] automatically resizes the array to the required size on access. I think you're mistaken. (But I'd be happy to be proven wrong.) http://www.cplusplus.com/reference/vector/vector/ (see the operato...
- 09 Jul 2015, 21:51
- Forum: General Development
- Topic: Container UI locks up in Vivec at Jeanne's (Bug #1629)
- Replies: 8
- Views: 5170
Re: Container UI locks up in Vivec at Jeanne's (Bug #1629)
Regarding the "fix plugin" idea: it's tempting, and I've contemplated it a few times. The main problem is that there's so many different versions of the game out there, that you can't fix them all in one fell swoop. For example, in localised versions the scripts are also localised, since ...
- 08 Jul 2015, 21:08
- Forum: General
- Topic: Is it possible to commercially release a game on OpenMW?
- Replies: 14
- Views: 8874
Re: Is it possible to commercially release a game on OpenMW?
Simplest solution: If you don't need to modify OpenMW's engine, you just tell people to install openmw and then sell them your content files under a closed license. No need to worry about GPL at all in that case. Simplest for you as the seller perhaps. Not so simple for the average user who just wa...
- 06 Jul 2015, 21:20
- Forum: General Development
- Topic: Container UI locks up in Vivec at Jeanne's (Bug #1629)
- Replies: 8
- Views: 5170
Container UI locks up in Vivec at Jeanne's (Bug #1629)
https://bugs.openmw.org/issues/1629 I note that this bug (and several others) have the form: There's a bug in the Vanilla script. Bug isn't a problem in Vanilla, because there's another bug in the engine that masks the script bug. OpenMW engine fixes the bug in the engine, exposing the script bug. I...
- 05 Jul 2015, 01:18
- Forum: Support
- Topic: (not) building OpenMW + OSG on Windows.
- Replies: 9
- Views: 4418
Re: (not) building OpenMW + OSG on Windows.
Regretably, no.scrawl wrote:Do you have the stack trace for all threads?
I assume you're suspecting a race condition?
If so, you could be right. Problem is now not showing itself.
But I swear, I was able to reproduce multiple times.
Next time I catch it, I should be able to get you a full set of stack traces.
- 04 Jul 2015, 22:57
- Forum: Support
- Topic: (not) building OpenMW + OSG on Windows.
- Replies: 9
- Views: 4418
Re: (not) building OpenMW + OSG on Windows.
Thanks Scrawl. I have good news and bad news. The good news, "Load" screen now appears, and I'm able to load some save games. The bad news: When start game, leaving boat fails in new place. When click on the "Hatch to Seyda Neen", the "Loading Area" dialog appears with ...
- 04 Jul 2015, 07:42
- Forum: Support
- Topic: (not) building OpenMW + OSG on Windows.
- Replies: 9
- Views: 4418
Re: (not) building OpenMW + OSG on Windows.
@Ace, thanks for the help. Rebuilding QT and adding the QT to the PATH environmental variable fixed the issue with building osgQT. And I manually added the QT libraries to the OpenMW cmake variables. (Did you perhaps mean "CMAKE_INSTALL_PREFIX", not "CMAKE_INSTALL_PATH") It now b...
- 03 Jul 2015, 11:43
- Forum: Support
- Topic: (not) building OpenMW + OSG on Windows.
- Replies: 9
- Views: 4418
(not) building OpenMW + OSG on Windows.
Steps Download OSG 3.2.1 source from http://trac.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.2.1.zip Donwload OSG dependencies from http://download.osgvisual.org/3rdParty_VS2013_v120_x86_x64_V9_full.7z Unzip OpenSceneGraph-3.2.1.zip. Copy the unzipped files to OpenSceneGraph-3.2...