Search found 1144 matches

by lgromanowski
11 Aug 2011, 20:42
Forum: Development
Topic: NiTriShape
Replies: 0
Views: 2677

NiTriShape

Had a quick look at the NIF code regarding NiTriShape as root node. As far as I can see, the functionality is already implemented, but the if condition in the loader simply rejects these nodes. I modified the code accordingly and the warnings went away. Rendering looks okay too, but I can't make ou...
by lgromanowski
11 Aug 2011, 20:41
Forum: Development
Topic: Redemption Compatibility
Replies: 0
Views: 2726

Redemption Compatibility

When testing with Redemption, I got this error message: marc:~/OpenMW/build$ ./openmw --start "Dungeon Destard, Level 1" --master "TOE-Redemption_0.91.esm" Hello, fellow traveler! Your data directory for today is: /home/marc/OpenMW/build/data Initializing OGRE Loading ESM /home/...
by lgromanowski
11 Aug 2011, 20:37
Forum: Development
Topic: NIFs from outside the archive
Replies: 0
Views: 2589

NIFs from outside the archive

Is OpenMW currently capable of loading non-archived NIFs, i.e. NIF files outside the bsa file? If not, could this feature be added to the roadmap? I think OpenMW would benefit from a wider range of testing and with this feature available I could test it against an up-to-date version of Redemption. ...
by lgromanowski
11 Aug 2011, 20:35
Forum: Development
Topic: Indent Width
Replies: 0
Views: 2804

Indent Width

Hey, any chance we can change the indent with from 2 spaces to 4 spaces? I can't set indent width on a per file or per directory basis in any editor I use. And since all my other projects use 4 spaces and I am not willing to reconfigure my editor each time I move back and forth between OpenMW and a...
by lgromanowski
11 Aug 2011, 20:34
Forum: Development
Topic: Dynamic lighting
Replies: 0
Views: 3073

Dynamic lighting

Does the dynamic lighting entry in the roadmap mean adding Ogre light sources for all light references and adjusting the ambient lighting according to the cell settings? We don't do anything more complex right now, correct? Correct. It basically means translating ogre_toggleLight() from the old cod...
by lgromanowski
11 Aug 2011, 20:32
Forum: Development
Topic: Compile issues on Windows
Replies: 0
Views: 2721

Compile issues on Windows

I'm still ramping up on the development side, but there appear to be a couple problems in the current code which are likely specific to Windows and Visual Studio 2008: (1) With the default CMake settings for VS2008, "near" and "far" cannot be used as identifiers in the OpenMW co...
by lgromanowski
11 Aug 2011, 19:32
Forum: Infrastructure
Topic: Tracker
Replies: 33
Views: 16159

Re: Tracker

Any chance we can change the "known Issues" link on the wiki main page so that only bugs are shown? (i.e. features and tasks filtered out)? Done (main wiki page modified). There is a "custom query" called "Bugs only" - It shows all not resolved bugs sorted by priority.
by lgromanowski
11 Aug 2011, 06:21
Forum: Infrastructure
Topic: Website
Replies: 35
Views: 21178

Re: Website

I haven't been following all this - what's going on? OpenMW has been moved to openmw.org because there was a big problems with old site and Lordrea disapear (there wasn't any message from him for about one month or so), please see following topics on old forum: Something causing redirects to very s...
by lgromanowski
10 Aug 2011, 22:55
Forum: Development
Topic: Overall Design - OOP
Replies: 0
Views: 2827

Overall Design - OOP

I just had another look at the code base as a whole and some things seem a bit strange, judged from my general understanding of OOP. I kinda have trouble wrapping my mind around working with the code base (beyond simple maintenance tasks). I hope I am not stepping on your toes when I criticise some...
by lgromanowski
10 Aug 2011, 22:47
Forum: Development
Topic: RecList
Replies: 0
Views: 2497

RecList

In game/esm_store/reclists.hpp you have the following lines: typedef std::map<std::string,X*> MapType; MapType list; (I saw this after reading your newest commit). Using a pointer here is a big mistake IMHO. As you already noticed you have to clean up afterwards and more importantly this looks like...