Search found 1615 matches
- 25 Apr 2012, 03:46
- Forum: General Development
- Topic: Making better use of Ogre's capbilities?
- Replies: 209
- Views: 106868
Re: Making better use of Ogre's capbilities?
Having problems. MSVC complained about usleep() boost/thread/tss.hpp missing ____PRETTY_FUNCTION_____ Add #define usleep(x) Sleep((x)/1000) somewhere. Not sure about "pretty function", seems to be a boost issue. I am thinking now that the reason the creature looks wrong is I am making the...
- 25 Apr 2012, 03:31
- Forum: Feature Requests and Suggestions
- Topic: new guy with some question
- Replies: 17
- Views: 9652
Re: new guy with some question
The each menu window in vanilla Morrowind has the "pin" control, which allows you to keep that window open after you exit out of the overall menu system. This allows you to keep the map open while you run around Morrowind. This feature (or the backend at least, idk) was just added to Open...
- 24 Apr 2012, 05:31
- Forum: General Development
- Topic: Making better use of Ogre's capbilities?
- Replies: 209
- Views: 106868
Re: Making better use of Ogre's capbilities?
Here's the latest source I have, now: http://ompldr.org/vZGhwMA/ogre-proj.zip You might need to edit CMakeLists.txt to change INCLUDE_DIRECTORIES(${OGRE_INCLUDE_DIRS} ${OIS_INCLUDE_DIRS} "${CMAKE_SOURCE_DIR}/niflib/include") LINK_DIRECTORIES("${CMAKE_SOURCE_DIR}/niflib") to point...
- 24 Apr 2012, 05:09
- Forum: General Development
- Topic: Making better use of Ogre's capbilities?
- Replies: 209
- Views: 106868
Re: Making better use of Ogre's capbilities?
Tried doing the weighting/skinning the way you do it with Matrix44's. Launched openmw, ash zombie doesn't look right. I am feeding into Matrix44 Ogre::Vector3's and Ogre::Matrix3, perhaps this difference could be causing the problem? A Matrix44 is a 4x4 matrix, so it would be an Ogre::Matrix4. Ogre...
- 14 Apr 2012, 10:07
- Forum: General Development
- Topic: Water Rendering
- Replies: 117
- Views: 66200
Re: Water Rendering
Wouldn't it make more sense to prefer rendering (LOD) statics over actors? It is rather unsightly to see actors floating in the reflections because the thing they're standing on isn't reflected.werdanith wrote:Scrawl disabled statics reflection by default for performance reasons.
- 14 Apr 2012, 03:20
- Forum: General Development
- Topic: Water Rendering
- Replies: 117
- Views: 66200
Re: Water Rendering
If it is set the water level in the CellStore data structure should be set to the default value. SetWaterLevel and GetWaterLevel are working on this value and ignore the water flag. To resurrect this point, Morrowind Code Patch v2.0 added this: Detect water level fix. GetWaterLevel returns around -...
- 14 Apr 2012, 01:08
- Forum: General Development
- Topic: [post-1.0] Scripting enhancemnts
- Replies: 88
- Views: 50975
Re: [post-1.0] Scripting enhancemnts
Well, then they would have to check if they have received the signal. The point of signals is that they're called only when the signal is generated. For example: void onHit(ActorRef attacker) { ... } The onHit method here would only ever run when the engine detects a hit on the actor with the scrip...
- 09 Apr 2012, 00:40
- Forum: Organisation and Planning
- Topic: OpenMW 0.14.0
- Replies: 115
- Views: 46280
Re: OpenMW 0.14.0
Major issue: The ear splitting Ghostgate/Fence issue Minor Issue: Sound manager sometimes exeeding the limit for number of soundsamples some soundcards can handle. this is reported to happen at Ghostgate/fence and in Vivec AFAIK, both of these problems have existed whenever 3D sound was working, so...
- 08 Apr 2012, 20:14
- Forum: General Development
- Topic: Making better use of Ogre's capbilities?
- Replies: 209
- Views: 106868
Re: Making better use of Ogre's capbilities?
Well, at this point I'm at a loss. I have the mesh appropriately using multiple entities, and have them all sharing one skeleton instance (so you essentially just update the "root" entity's skeleton, and all the "children" entities animate automatically). I also have keyframe int...
- 06 Apr 2012, 18:30
- Forum: General
- Topic: Testing the latest windows master branch
- Replies: 20
- Views: 12964
Re: Testing the latest windows master branch
I don't quite know why the sound system would just fail, unless something's starting a bunch of looping sound and not stopping them, but at that point going back over a cell boundary wouldn't fix it. The only explanation for running out of sources is if you're getting a hardware openal driver with w...