Search found 2548 matches

by AnyOldName3
03 Nov 2023, 11:22
Forum: Support
Topic: So, I can't install my 257th mod - the ESP won't show up
Replies: 10
Views: 1324

Re: So, I can't install my 257th mod - the ESP won't show up

Can you please open it with a hex editor and share a screenshot? 0x4 is a suspiciously early offset.
by AnyOldName3
02 Nov 2023, 12:29
Forum: Support
Topic: Unable to Open OpenMW on MacOS latest version 48 despite being able to run the old V48 version 48 nightly build
Replies: 1
Views: 530

Re: Unable to Open OpenMW on MacOS latest version 48 despite being able to run the old V48 version 48 nightly build

The dev builds aren't the same thing as the release builds, so if we did something like upgrade our dependencies between making the dev build you tried and finishing the release, it's entirely expected that you'd be able to run the old build but not the new one. Honestly, it's a massive amount of tr...
by AnyOldName3
02 Nov 2023, 11:30
Forum: Support
Topic: So, I can't install my 257th mod - the ESP won't show up
Replies: 10
Views: 1324

Re: So, I can't install my 257th mod - the ESP won't show up

The limit's supposed to have been raised (we've not historically had anyone complaining that it hasn't worked at least), but each plugin can still only depend on a limited number of files. Maybe your merged delta plugin is set to depend on everything?
by AnyOldName3
30 Oct 2023, 00:12
Forum: Organisation and Planning
Topic: What is OpenMW 1.0?
Replies: 6
Views: 2445

Re: What is OpenMW 1.0?

The gist of the definition is that it's when we're reasonably confident everything that worked in the original unmodified engine (i.e. without MCP, MWSE or MGE XE) also works in OpenMW. This is different from the game being 100% completable as there are a bunch of things that only make a subtle diff...
by AnyOldName3
21 Oct 2023, 13:38
Forum: General Development
Topic: Some questions about the state of the codebase
Replies: 2
Views: 794

Re: Some questions about the state of the codebase

Just to reiterate, we've done a lot of unused header removal passes, including ones with automated tools that should get everything (most of which then needed undoing because they were only unused with one particular combination of compiler and STL implementation). There might still be milage in swa...
by AnyOldName3
19 Oct 2023, 10:43
Forum: Support
Topic: Unresolved external symbol boost::throw_exception
Replies: 4
Views: 852

Re: Unresolved external symbol boost::throw_exception

We use precompiled Boost, and your CMakeCache.txt appears to reference the correct paths that our script spits out Boost to. The main weird thing I found is that you've got no compiler or linker flags (the variables that are supposed to hold them are blank) and a couple of tools like your linker are...
by AnyOldName3
18 Oct 2023, 12:34
Forum: Support
Topic: Unresolved external symbol boost::throw_exception
Replies: 4
Views: 852

Re: Unresolved external symbol boost::throw_exception

That's definitely not supposed to happen if you just run the Bash script and then build through VS, and isn't normal. Can you please upload your CMakeCache.txt from the MSVC2022_64 directory?
by AnyOldName3
16 Oct 2023, 12:37
Forum: General Development
Topic: Unit test and logging framework for Lua scripting
Replies: 1
Views: 479

Re: Unit test and logging framework for Lua scripting

You can definitely send stuff to the main openmw.log with Lua's regular print function. Hopefully, someone else can come along and give a more detailed answer covering the rest of your question.
by AnyOldName3
25 Sep 2023, 13:37
Forum: Feature Requests and Suggestions
Topic: Option to move save location to one recognized by Steam Cloud
Replies: 1
Views: 1250

Re: Option to move save location to one recognized by Steam Cloud

This should be possible already. One of the configurable paths, I think user-data, should control where saved games are put. You can set it in your openmw.cfg just like you'd set a data path.