Search found 2059 matches
- 09 Oct 2017, 10:08
- Forum: General Modding
- Topic: lothavor's legacy
- Replies: 8
- Views: 8400
Re: lothavor's legacy
It seems this script is supposed to keep a door always closed till unlocked == 0. Yeah, that's my guess. Can you describe what do you mean? Does an engine spawn the shark inside other object? Or does the shark have a big collision box, so it can not swim inside a narrow cave passage? Shark has big ...
- 09 Oct 2017, 06:29
- Forum: General Modding
- Topic: lothavor's legacy
- Replies: 8
- Views: 8400
lothavor's legacy
I manged to beat lothavor's legacy quest mod, and oh boy what a bugfest that was. I write this post to describe how did i hacked my way trough. 1) getposition scripts are weird. Not sure what is up with this, but this mod runs largeish script that does stuff depending on how far you are from point l...
- 03 Oct 2017, 13:54
- Forum: Off Topic
- Topic: Release stats
- Replies: 11
- Views: 6513
Re: Release stats
Well, i installed openmw from arch repo…
- 01 Oct 2017, 20:52
- Forum: Feature Requests and Suggestions
- Topic: Resting for 100 thousand hours nonstop
- Replies: 11
- Views: 7815
Re: Resting for 100 thousand hours nonstop
Keep it simple guys. Every feature adds a little bit of extra complexity to code that needs to be maintained. It is sometimes rational to ignore some things.
- 28 Sep 2017, 10:40
- Forum: General
- Topic: How to debug mod performance problem?
- Replies: 11
- Views: 6854
Re: How to debug mod performance problem?
it's ok. I had plenty of other things to do.
- 28 Sep 2017, 07:28
- Forum: General
- Topic: How to debug mod performance problem?
- Replies: 11
- Views: 6854
Re: How to debug mod performance problem?
It's been years since i actually tried to run openmw so yeah... In fact collision detection (and hitboxes) seems to be just a little bit off. Hitboxes are especially problematic for creatures of unusual size. For instance it is tricky to actually reach some small monsters from piratelord creatures (...
- 26 Sep 2017, 22:41
- Forum: General
- Topic: How to debug mod performance problem?
- Replies: 11
- Views: 6854
Re: How to debug mod performance problem?
Anyway, nothing to do with scripts or rendering. Collision detection is of the charts though! Killing everything that moves helps
- 26 Sep 2017, 17:56
- Forum: General
- Topic: How to debug mod performance problem?
- Replies: 11
- Views: 6854
Re: How to debug mod performance problem?
I don't think that this is the case here. Old Cave is not unusual in number of objects but there can be some wonky scripts running. I will check that.
- 26 Sep 2017, 14:38
- Forum: General
- Topic: How to debug mod performance problem?
- Replies: 11
- Views: 6854
Re: How to debug mod performance problem?
I will check that, thanks!
- 26 Sep 2017, 06:28
- Forum: General
- Topic: How to debug mod performance problem?
- Replies: 11
- Views: 6854
How to debug mod performance problem?
Hello here, Since openmw is not only playable, but universally superior to original engine i decided that it is about time to make yet anoyther morrowind playtrough (but this time without a single crash!). I wanted to beat old mod called horror mod (it is scary/cheesy large dungeon) but framerate in...