Search found 63 matches
- 09 Feb 2016, 18:13
- Forum: General
- Topic: Cell preloading
- Replies: 92
- Views: 43391
Re: Cell preloading
Out of curiosity, how much RAM would we need to preload every single cell? Might not be feasible for those lads using the x86 version, but it could be a sweet, sweet doozey for those of us with plenty of RAM. Would probably need a mod that achieves something similar to Legend Of Zelda's interior<->e...
- 29 Jan 2016, 16:19
- Forum: Feature Requests and Suggestions
- Topic: iFPSClamp Equivalent?
- Replies: 12
- Views: 8328
Re: iFPSClamp Equivalent?
Is that a separate option/function than simply capping the framerate? If so I don't know, but if all you're doing is trying to cap the framerate, then the function is in your settings.cfg file. This will explain where it is on your system https://wiki.openmw.org/index.php?title=Settings , and you c...
- 28 Jan 2016, 15:11
- Forum: Feature Requests and Suggestions
- Topic: iFPSClamp Equivalent?
- Replies: 12
- Views: 8328
iFPSClamp Equivalent?
Fer those that don't know, the use of GetTickCount() in a game's renderer causes frames to be dropped when you lack a 64hz display. Doesn't sound like too big an issue, but if you were to limit, say, Oblivion to 30fps, you'll notice that it doesn't feel smooth, whereas Morrowind is just fine at 30fp...
- 13 Jan 2016, 23:49
- Forum: Organisation and Planning
- Topic: OpenMW 0.38.0
- Replies: 124
- Views: 77389
Re: OpenMW 0.38.0
That's not what I'm saying. Buggery has nothing to do with software bugs - it's a synonym for sodomy. Your whimsical writing style has collided with a pre-existing word with a totally different meaning. NOT IN THIS COUNTRY, SIR! We are made of moral fibers! A new set of Windows RCs then; 32-bit 64-...
- 13 Jan 2016, 16:14
- Forum: Organisation and Planning
- Topic: OpenMW 0.38.0
- Replies: 124
- Views: 77389
Re: OpenMW 0.38.0
Nay, it's all vanilla. Not running any mods, I promise ye. Just Morrowind, Bloodmoon and Tribunal.AnyOldName3 wrote:I'm pretty sure none of those things are buggery. There'll probably be a mod to add it, though.Any of you lads experienced similar buggery?
- 13 Jan 2016, 13:57
- Forum: Organisation and Planning
- Topic: OpenMW 0.38.0
- Replies: 124
- Views: 77389
Re: OpenMW 0.38.0
Thought I'd mosey on over 'ere, after lurking for a while. Gave the 0.38.0 RC1 x64 build on this 'ere thread a shot. Maximum framerates are lower than vanilla Morrowind, but minimums are around five fps higher, give or take. Using the same settings of course; shadows disabled, view distance max, wat...
- 30 Jun 2015, 17:22
- Forum: Off Topic
- Topic: Where can I learn about implementing seamless terrain?
- Replies: 3
- Views: 2327
Re: Where can I learn about implementing seamless terrain?
I'd imagine that having an SSD and/or loading the majority of resources into RAM would make most things appear seamless.
The read-speed of slow 1333MHz RAM is, what, 10.6GB/s? Load from RAM instead of the HDD; everything will be dandy.
Tho' I could be wrong; I ain't a game developer.
The read-speed of slow 1333MHz RAM is, what, 10.6GB/s? Load from RAM instead of the HDD; everything will be dandy.
Tho' I could be wrong; I ain't a game developer.
- 30 Jun 2015, 17:19
- Forum: Organisation and Planning
- Topic: OpenMW 0.37.0 (?)
- Replies: 370
- Views: 185916
Re: OpenMW 0.37.0 (?)
Probably is just a band-aid, rather than an actual fix, but wouldn't using the Bullet 3.0 OpenCL branch remedy the issue?
- 17 Jun 2015, 00:51
- Forum: General Development
- Topic: Multiplayer Development
- Replies: 41
- Views: 21798
Re: Multiplayer Development
Oh my. This sounds rather inspirin'. I also advocate for keeping the multiplayer in the state where the host has all the magic happening, and the other players are controlling characters in the host's game; that was how Baldur's Gate handled it, and that worked just fine. My main want for multiplaye...
- 18 Feb 2015, 22:07
- Forum: Support
- Topic: OpenMW 0.35.0 - Sounds Stop Playing
- Replies: 0
- Views: 1588
OpenMW 0.35.0 - Sounds Stop Playing
With the official release of 0.35, and how badly I made the previous thread, I figured it would be best for me to start over. The issue, is that after a period of gametime, sounds such as footsteps, dialogue, animal cries, etc. stop playing. Music is unaffected however, and will continue to play. 0....