Search found 863 matches

by akortunov
24 Feb 2018, 14:11
Forum: General Development
Topic: Weapon sheathing
Replies: 46
Views: 36565

Weapon sheathing

Is it possible? Or I should add custom bones to skeleton?
Some thoughts:
1. We can show holstered weapons (as in Gothic).
2. We can show rings.

Any suggestions?
by akortunov
23 Feb 2018, 08:46
Forum: Support
Topic: case SDL_KEYMAPCHANGED
Replies: 2
Views: 3532

Re: case SDL_KEYMAPCHANGED

SDL_KEYMAPCHANGED was added in SDL 2.0.4, so you can try to use it or later versions. Google says Trusty uses the 2.0.2. The only place which uses this event is here . But anyway this behaviour is strange since this code should be omitted by preprocessor if you have the old SDL. Maybe a some kind of...
by akortunov
21 Feb 2018, 07:23
Forum: Content Development
Topic: Merging Greatness7 Idle animations with other animations replacers
Replies: 2
Views: 6080

Re: Merging Greatness7 Idle animations with other animations replacers

I would check out liztails animation kit. As I said, I tried to use it, but out of luck. AnimKit shows something like "XYZ rotation keys are not supported". A quite strange since Greatness7 recommends to use the AnimKit. UPDATE: Looks like I missed the v0.4 Animation Compilation release: ...
by akortunov
20 Feb 2018, 10:36
Forum: Content Development
Topic: Merging Greatness7 Idle animations with other animations replacers
Replies: 2
Views: 6080

Merging Greatness7 Idle animations with other animations replacers

Hello. Does anyone have unpacked animations from Greatness7 Idle Animations Fix?
I want to merge idle animations with Djok's Animations Compilation, but the split_kf.exe from AnimKit fails to determine a game installation path for some reason.

The link for packed Idle animations fix is here.
by akortunov
11 Feb 2018, 14:17
Forum: General Development
Topic: Combat AI: fallback behaviour
Replies: 0
Views: 3438

Combat AI: fallback behaviour

Hello! In both OpenMW and Morrowind archers and mages try to fall back if the enemy is too close. OpenMW behaviour has two problems: 1. If there is an obstacle behind, NPC runs on place endlessly. In Morrowind NPC just stops in this case. 2. NPC can run off the cliff. This issue is not present in va...
by akortunov
05 Feb 2018, 18:16
Forum: General
Topic: Belt-hanging lights?
Replies: 1
Views: 2492

Re: Belt-hanging lights?

You can add a hidden light source item (without CanCarry flag) to NPC. Or just add a constant Light magic effect with desired magnitude to NPC.
by akortunov
05 Feb 2018, 18:10
Forum: Feature Requests and Suggestions
Topic: (Post 1.0) Kicking butts
Replies: 5
Views: 5722

Re: (Post 1.0) Kicking butts

montreal wrote: 01 Feb 2018, 07:31 OpenMW uses Rag Doll physics.
Did I miss something? Last time I checked, physics was a pretty dumb in both Morrowind and OpenMW.
by akortunov
05 Feb 2018, 18:06
Forum: Off Topic
Topic: Scripting problem: RemoveItem
Replies: 2
Views: 3751

Re: Scripting problem: RemoveItem

I can suggest you:
1. To use the player->GetItemCount and player->RemoveItem.
2. To check the console output and look for errors.
Also I am not sure if RemoveItem supports variables as arguments.
by akortunov
05 Feb 2018, 17:41
Forum: Feature Requests and Suggestions
Topic: DnD Style Spell Behavior
Replies: 1
Views: 2324

Re: DnD Style Spell Behavior

Is there anything in OpenMW to allow such behavior? The short answer is "no". But you can create a fork of the engine and implement these features by yourself (a LOT of work). More info: 1. There is no target auto-tracking in Morrowind. 2. You can use spell reflection/absorption or Resist...