Search found 523 matches
- 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...
- 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...
- 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...
- 09 Mar 2014, 19:58
- Forum: Organisation and Planning
- Topic: OpenMW 0.29.0
- Replies: 296
- Views: 122789
Re: OpenMW 0.29.0
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.WeirdSexy wrote: because I'm running Windows 8.
- 04 Mar 2014, 23:40
- Forum: Organisation and Planning
- Topic: OpenMW 0.29.0
- Replies: 296
- Views: 122789
- 04 Mar 2014, 11:33
- Forum: Off Topic
- Topic: SCaLE 12x Talk Debrief
- Replies: 16
- Views: 14702
- 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 ...
- 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...
- 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...
- 28 Feb 2014, 13:28
- Forum: Organisation and Planning
- Topic: OpenMW 0.29.0
- Replies: 296
- Views: 122789
Re: OpenMW 0.29.0
Reported here https://bugs.openmw.org/issues/1030HiPhish wrote:Is it a known bug that slaughterfish can leave the water? I was just killed by flying slaughterfish in Seyda Neen