Search found 338 matches
- 24 Feb 2016, 22:51
- Forum: General Development
- Topic: Mouse Smoothing?
- Replies: 8
- Views: 7259
Re: Mouse Smoothing?
I get mouse jerkiness in FPSs if I leave steam, firefox, or libreoffice too long, because they all have performance leaks and end up hitching whatever game I'm playing. Mouse smoothing is for bad jitter, like if you're using a cheapo laser mouse on an uneven surface. But these days, such mice have s...
- 23 Feb 2016, 17:19
- Forum: General Development
- Topic: Mouse Smoothing?
- Replies: 8
- Views: 7259
Re: Mouse Smoothing?
All (modern) mice run at at least 125hz, and if they don't, they're beyond saving. Mouse smoothing is just bad and more bad. The only reason to ever smooth mouse movement data is for improving the consistency of mouse acceleration, and even there, you must only do the smoothing on the data used to c...
- 17 Feb 2016, 00:59
- Forum: Feature Requests and Suggestions
- Topic: Walkability-testing in OpenMW-CS
- Replies: 1
- Views: 1677
Re: Walkability-testing in OpenMW-CS
what Hammer (valve's source engine mapping tool) does is mark unwalkable surfaces a different color (when the setting is enabled). Maybe it only applies to terrain surfaces there. But it's still pretty good, because you can look at a cliff and see if someone can jump up there and stand on the side o...
- 24 Jan 2016, 13:44
- Forum: Off Topic
- Topic: Cultural learnings of the Internet.
- Replies: 46
- Views: 19472
Re: OpenMW featured on Niche Gamer
Depends where you go. Journalism slants are a big problem for game developers though, both PC and anti-PC ones. Even if they're few in number, a single strong outlet with a slant can devastate a developer's PR. It's worse when those journalists pick favorites on top of having a slant. I dropped out ...
- 21 Oct 2015, 21:53
- Forum: Feature Requests and Suggestions
- Topic: Steam controller native support
- Replies: 5
- Views: 6258
Re: Steam controller native support
The native steam controller API is probably behind an NDA, but what it does is not very complicated. It's only a matter of weeks before there's a third party configurator and a matter of months before there's an open source SDK.
- 13 Oct 2015, 00:39
- Forum: News
- Topic: First of all...
- Replies: 13
- Views: 26001
Re: First of all...
Bloom applies everywhere. It follows the contours of bright areas in general.
Flare applies where light sources are. So there's also a soft sprite instead of just the hard ones, who cares? It's still flare.
That said, I want my sun shafts!
Flare applies where light sources are. So there's also a soft sprite instead of just the hard ones, who cares? It's still flare.
That said, I want my sun shafts!
- 22 Aug 2015, 07:38
- Forum: General Development
- Topic: Resting outside is nearly always interrupted
- Replies: 52
- Views: 29027
Re: Resting outside is nearly always interrupted
When I changed the variable in vanilla MW, I had to rest, save, and reload to get the "real" new RNG. I got such things as encounters with <=3 until I realized I needed to do that.
- 12 Aug 2015, 14:59
- Forum: Support
- Topic: Installing OpenMW on a Raspberry Pi 2
- Replies: 83
- Views: 58053
Re: Installing OpenMW on a Raspberry Pi 2
>instead of implementing the patented aspects of the algorithm, the S2TC decompressor picks colors at random
Genius.
Genius.
- 25 Jul 2015, 13:28
- Forum: Feature Requests and Suggestions
- Topic: Bounding box/collision flexibility for animated models
- Replies: 2
- Views: 2808
Re: Bounding box/collision flexibility for animated models
>What seems to be a popular way to do this in some projects I've seen, is that they basically attach OBBs (Oriented Bounding Box) to the skeleton. This is vastly the most common solution to this problem for things like hit detection and attack hitboxes, but it's just not practical for things like mo...
- 21 Jul 2015, 10:49
- Forum: General Development
- Topic: Where to define default color value
- Replies: 14
- Views: 5616
Re: Where to define default color value
Mmm. Setting the color for this is one of those things where neither "gamedata states what is done" nor "pure engine-side config" make perfect sense. Some kind of game/mod-specific engine-side configuration would be an interesting idea, but this is somewhat far away from the part...