Search found 4988 matches
- 31 Jan 2013, 11:31
- Forum: Organisation and Planning
- Topic: OpenMW 0.21.0
- Replies: 149
- Views: 60280
Re: OpenMW 0.21.0
I found the problem with my problem earlier, it came from the static build of ogre. It is 'requiring' Cg/cg.h. [ 41%] Building CXX object apps/openmw/CMakeFiles/openmw.dir/__/__/libs/openengine/ogre/renderer.cpp.o [ 41%] Building CXX object apps/opencs/CMakeFiles/opencs.dir/main.cpp.o In file includ...
- 29 Jan 2013, 17:12
- Forum: Feature Requests and Suggestions
- Topic: A Set of Ideas
- Replies: 27
- Views: 13721
Re: A Set of Ideas
Ah, sorry i don´t understant at first the real function, of your project... U want to to create engine with freedom for moders ... Can i ask what kind of ideas u want? fro example ? OpenMW is a program that allows you to play games like Morrowind but without the Morrowind.exe file. It is designed c...
- 29 Jan 2013, 13:59
- Forum: Organisation and Planning
- Topic: Debian Experimental Packages
- Replies: 36
- Views: 63112
Re: Debian "PPA"
They are doing good work. They started using one of my heightmaps as a base and moulded it to their liking and made an esm out of it. Now they are busy with the other bits.
- 29 Jan 2013, 09:14
- Forum: Off Topic
- Topic: Major Flood in my hometown.
- Replies: 11
- Views: 5378
Re: Major Flood in my hometown.
Glad you are safe!
- 29 Jan 2013, 09:09
- Forum: Organisation and Planning
- Topic: Debian Experimental Packages
- Replies: 36
- Views: 63112
Re: Debian "PPA"
Good to know, we should move that dependency from "Depends" to "Recommends". However, I think the openmw package will still be end up in "contrib". To be in "main" it needs to be fully functional with pacages only in debian. Since there is no morrowind conten...
- 28 Jan 2013, 09:17
- Forum: Organisation and Planning
- Topic: Debian Experimental Packages
- Replies: 36
- Views: 63112
Re: Debian "PPA"
2) openmw's engine is not a non-free software for debian. It should be in contrib, as its only real dependency outside "main" is the nvidia toolkit. If it was removed, and I think it can be set as "recommended" (not sure), it could be in "main". The only thing which sh...
- 25 Jan 2013, 21:12
- Forum: Feature Requests and Suggestions
- Topic: Necessary Features?
- Replies: 25
- Views: 16715
Re: Necessary Features?
I know what you mean and i agree, but i would instead make it the exp to level that would be exponential. You still get your stat gain, but make it harder to get to. Problem is that it isnot too popular with the masses.
- 25 Jan 2013, 16:44
- Forum: Feature Requests and Suggestions
- Topic: Necessary Features?
- Replies: 25
- Views: 16715
Re: Necessary Features?
That is the trouble of level based systems (D&D and etc.) instead of something like Ultima Online where you a cap across all your stats and you have to balance it how you want. They also atrophied over time unless used. It was one of the reasons I preferred UO over EQ.
- 23 Jan 2013, 21:37
- Forum: Organisation and Planning
- Topic: OpenMW 0.21.0
- Replies: 149
- Views: 60280
Re: OpenMW 0.21.0
I'll have a further look tomorrow, but the same exact build setup worked for 0.20.0...Zini wrote:I do not encounter the other problems you have. Specific to your build setup maybe?
- 23 Jan 2013, 12:01
- Forum: Organisation and Planning
- Topic: OpenMW 0.21.0
- Replies: 149
- Views: 60280
Re: OpenMW 0.21.0
I'm catching up in terms of work here... and I noticed some errors that have crept in while compiling where in 0.20.0 didn't exist. Have a look: Linking CXX static library libcomponents.a [ 29%] Built target components [ 29%] Scanning dependencies of target mwiniimport Generating utils/moc_textinput...