It has a bobrate limit, right? Last thing I want is for my viewmodel to vibrate wildly when I have 10000 speed.
Also, the viewbob itself doesn't happen while in the air, right?
Search found 338 matches
- 25 May 2019, 13:38
- Forum: Feature Requests and Suggestions
- Topic: Head bobbing
- Replies: 26
- Views: 16822
- 25 May 2019, 04:12
- Forum: Feature Requests and Suggestions
- Topic: Head bobbing
- Replies: 26
- Views: 16822
Re: Head bobbing
Oh yeah, weapon sway is a pretty integral part of viewbob not looking janky. In fact it's probably the most important part. Also, some games make the view "crunch" or "spring" when you land from jumps.
- 22 May 2019, 12:18
- Forum: Feature Requests and Suggestions
- Topic: Head bobbing
- Replies: 26
- Views: 16822
Re: Head bobbing
I'd definitely go with the latter option, a cfg setting that mods can't override. IMO, it should also only apply when the actor the camera is attached to is on the ground (i.e. not swimming, levitating, or no-clipping). Isn't it technically possible for custom animations to add head bobbing right n...
- 22 May 2019, 03:35
- Forum: Feature Requests and Suggestions
- Topic: Head bobbing
- Replies: 26
- Views: 16822
Re: Head bobbing
head bobbing makes lots of people nauseous, it should never not be disableable, yes
- 08 May 2019, 01:35
- Forum: General
- Topic: Newbie here going into Morrowind for the first time, any suggestions/advice/ whatever else for me?
- Replies: 25
- Views: 18600
Re: Newbie here going into Morrowind for the first time, any suggestions/advice/ whatever else for me?
Yeaaaah playing without the expansions is a galaxy brain tier silly idea. Sure the db attacks and solstheim rumors are annoying but you can indeed just install a couple mods and they stop being problems.
- 02 May 2019, 12:35
- Forum: Off Topic
- Topic: Educate me: fixed function vs programmable pipeple in OpenGL
- Replies: 15
- Views: 8018
Re: Educate me: fixed function vs programmable pipeple in OpenGL
You can still target 2.1 without targeting obscure low-power devices like the rpi. Just say that it might not work on extremely weak hardware.
- 02 May 2019, 10:45
- Forum: Off Topic
- Topic: Educate me: fixed function vs programmable pipeple in OpenGL
- Replies: 15
- Views: 8018
Re: Educate me: fixed function vs programmable pipeple in OpenGL
Almost everything people are still running supports GL3.3 these days. For the few people who are running old hardware that doesn't support 3.3, you can just fall back to 2.1 with a reduced featureset. Any 2.1-only devices are going to be weak and potentially buggy anyways.
- 01 May 2019, 11:37
- Forum: Off Topic
- Topic: Educate me: fixed function vs programmable pipeple in OpenGL
- Replies: 15
- Views: 8018
Re: Educate me: fixed function vs programmable pipeple in OpenGL
tl;dr: depth divide, the default texture sampler, non-geometry-shader tessellation, etc. are fixed function. "fixed function" is the parts of the pipeline that you don't program. however, in GL 1 and 2, pretty much the entire pipeline was fixed function, so it's called the fixed function p...
- 30 Apr 2019, 10:05
- Forum: Feature Requests and Suggestions
- Topic: Collision detection system discussion [Original title: Very low FPS]
- Replies: 36
- Views: 21274
Re: Very low FPS
Bullet's internal structure is very poorly suited for how OpenMW is using it right now. (And so is its interface. And its general behavior.) Any in-house replacement for it would be a relative quality improvement, even if it was written by a CS 101 student with a poor grasp on geometric 3d math. And...
- 26 Apr 2019, 09:19
- Forum: Support
- Topic: Incorrect health increase upon level up
- Replies: 1
- Views: 1532
Re: Incorrect health increase upon level up
This is a sideeffect of a different bug where birthsign stat abilities don't work the same way as vanilla.