Search found 1615 matches
- 30 Apr 2012, 15:00
- Forum: General Development
- Topic: Making better use of Ogre's capbilities?
- Replies: 209
- Views: 106866
Re: Making better use of Ogre's capbilities?
Haven't had much time to go through everything, but I do notice that you're specifying initial positions for the bones when loading the skeleton. You shouldn't be doing that since the nif animation deltas are relative to untransformed bones, while the skeleton seems to specify some initial pose. It ...
- 29 Apr 2012, 23:52
- Forum: General Development
- Topic: Making better use of Ogre's capbilities?
- Replies: 209
- Views: 106866
Re: Making better use of Ogre's capbilities?
I made the skeletons load through the skeleton loader. At this time things are not going good. As soon as I try to apply animation to a creature (an ash zombie) things go haywire and parts fly back and forth all over the place. Are you trying to load and run the animation using Ogre? Do you have an...
- 29 Apr 2012, 07:46
- Forum: General Development
- Topic: Armour/Clothing rendering
- Replies: 52
- Views: 18344
Re: Armour/Clothing rendering
Possibly related. If you run
./openmw --new-game --start="Imperial Prison Ship"
and leave the ship, NPCs are naked. However if you run
./openmw --start="Imperial Prison Ship"
and leave the ship, they're clothed. NPCs inside the ship are clothed in both cases.
./openmw --new-game --start="Imperial Prison Ship"
and leave the ship, NPCs are naked. However if you run
./openmw --start="Imperial Prison Ship"
and leave the ship, they're clothed. NPCs inside the ship are clothed in both cases.
- 29 Apr 2012, 07:35
- Forum: Organisation and Planning
- Topic: Morrowind's 10th Anniversary
- Replies: 12
- Views: 7745
Re: Morrowind's 10th Anniversary
Yeah, I prefer Daggerfall's music, too (particularly Dan Goodale's and Robert Hood's remixes). Morrowind's is nice, but Daggerfall's is way more fitting. One of the things I'm looking forward to with OpenMW is being able to define music on a much more situational basis (depending on time of day, wea...
- 27 Apr 2012, 02:56
- Forum: General Development
- Topic: [post-1.0] Scripting enhancemnts
- Replies: 88
- Views: 50968
Re: [post-1.0] Scripting enhancemnts
Yea, there is no way that compatability will be broken otherwise you might as well call this Open Game Engine because it no longer works with Morrowind because every quest in the game would be broken. What we, or at least I, mean by "breaking compatibility" is that the new additions (whic...
- 26 Apr 2012, 17:50
- Forum: Off Topic
- Topic: topic to flame MS and DX11
- Replies: 23
- Views: 10542
Re: Ogre3d GSoC
Basically the hype about it, as $deity's gift to gaming.Okulo wrote:What's so bad about DirectX 11?
*cough*and all its new features were in OpenGL first*cough*
- 25 Apr 2012, 17:15
- Forum: Feature Requests and Suggestions
- Topic: new guy with some question
- Replies: 17
- Views: 9651
Re: new guy with some question
what about shift + close inventory to take all and get back to game? IIRC, "Take All" does close the window. The idea would be to quickly press a key on the keyboard without having to move the mouse (something I regularly wish I could do with those Ok/Cancel popup boxes; though they're mo...
- 25 Apr 2012, 16:15
- Forum: Organisation and Planning
- Topic: OpenMW 0.14.0
- Replies: 115
- Views: 46277
Re: OpenMW 0.14.0
We do have the underwater pitch shift effect, though (but it's not very noticeable since there aren't many sounds when underwater). It wouldn't be too hard to make it an actual underwater reverb (for 0.15).
- 25 Apr 2012, 15:00
- Forum: Feature Requests and Suggestions
- Topic: new guy with some question
- Replies: 17
- Views: 9651
Re: new guy with some question
For the specific point, though, I believe there's mods that make ingredients act more like Oblivion/Skyrim, where you automatically get the ingredient by activating it without opening a container window. Once we get mod support, it'd be interesting to see if that would work. A general "Take All...
- 25 Apr 2012, 04:12
- Forum: Feature Requests and Suggestions
- Topic: new guy with some question
- Replies: 17
- Views: 9651
Re: new guy with some question
I'd prefer being able to have separate views, that the individual windows can be moved between. That way I could have the inventory and magic in one view, the map in another, and the skills in another. Or maybe the inventory and magic in one view, and map and skills in another. Or all four in their ...