Search found 523 matches

by cc9cii
13 Mar 2014, 10:43
Forum: General Development
Topic: Testing for collision before moving
Replies: 15
Views: 6217

Re: Testing for collision before moving

Using movement settings can be made to work, but appears more "glitchy" because the side ways movement comes with different animation to a forward walk, and fine adjustments of shift distances are not possible - all of which leads to moderately complicated and rather ugly code. I'll submit...
by cc9cii
12 Mar 2014, 23:16
Forum: General Development
Topic: Testing for collision before moving
Replies: 15
Views: 6217

Re: Testing for collision before moving

Ok, thanks. I'll see if I can rework my fix with movement settings instead. Shame, since the current solution seems to mimic vanilla behaviour (apart from walking into walls, that is). EDIT: On a different note, the AI logic is kinda replicated in AiTravel, AiWander, AiFollow, etc. At the moment I'v...
by cc9cii
12 Mar 2014, 22:12
Forum: General Development
Topic: Testing for collision before moving
Replies: 15
Views: 6217

Testing for collision before moving

I've got a simple workaround for the NPC's getting stuck (https://bugs.openmw.org/issues/900) by simply keeping a count of the actor's position not changing while walking (i.e. "stuck"). Seems to work quite well except for one thing. The code places the stuck NPC to the right by a small am...
by cc9cii
09 Mar 2014, 19:58
Forum: Organisation and Planning
Topic: OpenMW 0.29.0
Replies: 296
Views: 122789

Re: OpenMW 0.29.0

WeirdSexy wrote: because I'm running Windows 8.
openmw itself doesn't run well at all on my laptop with windows 8.1. For some reason the resources (textures, video) can't be found and there are tons of stuff on the console errors.
by cc9cii
04 Mar 2014, 23:40
Forum: Organisation and Planning
Topic: OpenMW 0.29.0
Replies: 296
Views: 122789

Re: OpenMW 0.29.0

Ace (SWE) wrote:Just going to put links to new Windows builds (of the release tag) here:

32-bit
64-bit
Thanks ACE!

Did a quick check this morning before work (x64). No crash with intro video & was able to save. 8-) But then died trying to defend myself against a swarm of slaughterfish :evil:
by cc9cii
04 Mar 2014, 11:33
Forum: Off Topic
Topic: SCaLE 12x Talk Debrief
Replies: 16
Views: 14702

Re: SCaLE 12x Talk Debrief

Hey it *does* have your dashing smile ;-)

Good job!
by cc9cii
02 Mar 2014, 01:54
Forum: Organisation and Planning
Topic: OpenMW 0.29.0
Replies: 296
Views: 122789

Re: OpenMW 0.29.0

Just for fun, attempted a trial merge of openmw-29 to the master branch. All looks good except some conflicts in apps/openmw/mwmechanics/aicombat.cpp which is probably due to the git issues I had earlier :oops: Anyway, manually selecting the parts from openmw-29 resolves the conflicts. EDIT5: looks ...
by cc9cii
01 Mar 2014, 05:23
Forum: General Development
Topic: Clang's Static Analysis
Replies: 20
Views: 13081

Re: Clang's Static Analysis

I was having a look around and saw this float axisRange = SDL_JOY_AXIS_MAX - SDL_JOY_AXIS_MAX; float valDisplaced = (float)(evt.value - SDL_JOY_AXIS_MIN); if(joystickBinderItem.direction == Control::INCREASE) { ctrl->setValue( valDisplaced / axisRange ); } else if(joystickBinderItem.direction == Con...
by cc9cii
28 Feb 2014, 21:43
Forum: Organisation and Planning
Topic: OpenMW 0.29.0
Replies: 296
Views: 122789

Re: OpenMW 0.29.0

The save and load are working most perfectly. But I can´t overwrite a preexistent savegame. New bug? (Win 7, 64 bits). I can confirm this issue, I'll have a look now. Rather than polluting this forum, I'll raise a bug. http://bugs.openmw.org/issues/1184 raised. Sorry to follow up on my own post - p...
by cc9cii
28 Feb 2014, 13:28
Forum: Organisation and Planning
Topic: OpenMW 0.29.0
Replies: 296
Views: 122789

Re: OpenMW 0.29.0

HiPhish wrote:Is it a known bug that slaughterfish can leave the water? I was just killed by flying slaughterfish in Seyda Neen :?
Reported here https://bugs.openmw.org/issues/1030