Search found 37 matches
- 19 Feb 2018, 14:23
- Forum: TES3MP
- Topic: Help running on Mac via Winery/Wineskin
- Replies: 18
- Views: 23585
Re: Help running on Mac via Winery/Wineskin
You might be able to pull it off, but I'm not sure how easy it's going to be. The problem seems to be that Wine is having trouble finding the files needed for OpenMW to work. The cloud of yellow exclamation marks you're seeing are the same ones that appear when OpenMW can't find a model that is bein...
- 17 Feb 2018, 20:35
- Forum: TES3MP
- Topic: Help running on Mac via Winery/Wineskin
- Replies: 18
- Views: 23585
Re: Help running on Mac via Winery/Wineskin
You've tried installing the .dmg file here? https://github.com/OpenMW/openmw/releases You don't need Winery to run OpenMW on Mac, only to install the original game off of Steam so you can get the files that you need to use OpenMW. From my understanding the Mac client works fine right now, although y...
- 17 Feb 2018, 20:05
- Forum: TES3MP
- Topic: Help running on Mac via Winery/Wineskin
- Replies: 18
- Views: 23585
Re: Help running on Mac via Winery/Wineskin
Is there a reason you are using Winery instead of the native Mac client? I believe you do need something like Wine in order to acquire the Morrowind files for OpenMW to work, but you want to use the native clients after that on Mac and Linux because they are more performant/reliable.
- 12 Jan 2018, 13:12
- Forum: General
- Topic: Problem installing animations.
- Replies: 7
- Views: 4825
Re: Problem installing animations.
In OpenMW you never need (or want really) to overwrite any of the default files in your Data folder. Simply add something like "data=c:/mymodfolder/nameofmod" line to the end of your config.cfg (located in documents/mygames/openmw on Windows and ~/.config/openmw on Linux) and OpenMW will o...
- 16 Dec 2017, 09:35
- Forum: General Development
- Topic: Shadows
- Replies: 310
- Views: 169042
Re: Shadows
Big step forward. From about 2-3 hours of testing, it seems like the only major issues left are weird drops in resolution at certain angles and distant land stretching the resolution beyond its capabilities. Just night and day in regards to visual stability. Great work and thank you for all the time...
- 01 Nov 2017, 08:20
- Forum: General Development
- Topic: Shadows
- Replies: 310
- Views: 169042
Re: Shadows
Compiling is about as far as I go with computers, but I've noticed that equipping any weapon with a magic/enchanted effect around it and then going third person will cause all shadows to disappear. You can also put the weapon on the ground, and as long as it's in your view, shadows will also disappe...
- 16 Mar 2017, 16:58
- Forum: News
- Topic: Distant terrain
- Replies: 27
- Views: 36946
Re: Distant terrain
Really excited to finally see this implemented. One thing I found interesting about this is how strangely discomforting it is to lose your sense of scale. Without statics or proper fog, it's hard to tell how close that giant hill is in the distance (or if it's even giant at all). Jumping with 10k+ a...
- 08 Jan 2017, 19:52
- Forum: Feature Requests and Suggestions
- Topic: Better player movement collisions
- Replies: 22
- Views: 11173
Re: Better player movement collisions
After messing around a bit more, I'd like to go into a bit more detail. It seems some areas handle a lot more elegantly than others. Balmora and Seyda Neen are almost perfect outside of a few trouble spots. The Vivec canteens and less boxy areas, on the other hand, are a big problem. The slopes on a...
- 05 Jan 2017, 00:41
- Forum: Feature Requests and Suggestions
- Topic: Better player movement collisions
- Replies: 22
- Views: 11173
Re: Better player movement collisions
Wow, I didn't even think this was possible in a game with so much weird geometry. Almost have to try and find odd slopes and overhangs to get caught on now. Just a few more changes to player movement (high speed momentum oddities, sudden snapping to low height surfaces, inability to jump when pressi...
- 06 Jan 2016, 19:49
- Forum: Organisation and Planning
- Topic: OpenMW 0.38.0
- Replies: 124
- Views: 77570
Re: OpenMW 0.38.0
Which makes it all the crazier that the engine can handle stuff like this without crashing.Ace (SWE) wrote:I'd say that's because one is distant land, and the other is distant everything.
http://abload.de/img/screenshot005vosvu.png
I bet I could even load up all of TR if I had more RAM.