Search found 1144 matches
- 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...
- 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/...
- 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. ...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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...