Search found 390 matches

by gus
18 Feb 2014, 00:36
Forum: Organisation and Planning
Topic: OpenMW 0.29.0
Replies: 296
Views: 122852

Re: OpenMW 0.29.0

just raise your agility to 1000 or something, you shouldn't get knocked out anymore (just go in console and player->setAgility 1000 )
by gus
12 Feb 2014, 17:49
Forum: Support
Topic: Crash from pathfinding stuff
Replies: 11
Views: 6084

Re: Crash from pathfinding stuff

It's because of the mPathFinder.checkPathCompleted instruction above. If a point is reached, it deletes the point. But if the path is completed (ie empty) this functions return true, so fixing this is easy.

Sadly, I can't commit the changes just yet.
by gus
07 Feb 2014, 11:44
Forum: Support
Topic: Crash from pathfinding stuff
Replies: 11
Views: 6084

Re: Crash from pathfinding stuff

Right, I had not seen this thread, I'll have a look. Probably an oversight ;) (from the look of it, shouldn't be hard to fix)
by gus
19 Jan 2014, 11:49
Forum: Off Topic
Topic: SCaLE 12x call for papers
Replies: 35
Views: 14386

Re: SCaLE 12x call for papers

Bullet: lack some documentations: basic features are well documented, but non trivial features are often poorly documented. Also, there are almost no commentary in the code, making it very hard to read (this is especially annoying when the documentation is basically reading bullet code). It also had...
by gus
19 Jan 2014, 11:32
Forum: General
Topic: Modding: Character Creation
Replies: 6
Views: 5608

Re: Modding: Character Creation

1.) Skeleton: This is a complicated point, at this moment I'm just curious to get any immediate ideas/thoughts people might have on it. Are there any major improvements to the skeleton that people would like to see "come standard" with such a mod? 2.) Mesh hiding: The vanilla game removes...
by gus
12 Jan 2014, 16:25
Forum: Support
Topic: (3127B85) Nightly broken on Windows 8.1
Replies: 9
Views: 5809

Re: (3127B85) Nightly broken on Windows 8.1

Np. Actually, the fix was given to me by Ace/pvdk
by gus
05 Jan 2014, 08:21
Forum: Organisation and Planning
Topic: OpenMW 0.28.0
Replies: 186
Views: 80176

Re: OpenMW 0.28.0

Correct. Also there is a bug in AI pathfinding, and I am aware of it. In fact I already corrected it but I didn't had much time to test the fix, as it change pathfinding for other AI Packages. But maybe I should make a pull request anyway, and if it brings more bug, it can be removed anyway.
by gus
03 Jan 2014, 08:40
Forum: Support
Topic: VS2010, ContainerStoreIterator and Bullet problems
Replies: 6
Views: 3831

Re: VS2010, ContainerStoreIterator and Bullet problems

Hi, I develop openmw on windows, and I simply gave up on using the debugger because of those bugs. If you manage to fix them, that would be great! (though, I think your errors are not exactly the same than the one I get). For the bullet assertion, my guess is that bullet is trying to normalise a vec...
by gus
21 Dec 2013, 11:55
Forum: Off Topic
Topic: New Skywind trailer
Replies: 43
Views: 25221

Re: New Skywind trailer

Zini, Scrawl, Chris: Correct me if I'm wrong but the physics he is asking about is something in the range of ragdoll and/or (reverse) kinematic morphing (?). This will take some time I would suspect. Is this even possible with current Morrowind skeletons? https://forum.openmw.org/viewtopic.php?f=3&...
by gus
17 Dec 2013, 16:37
Forum: General Development
Topic: Combat AI
Replies: 25
Views: 11182

Re: Combat AI

I fixed the problem in my AIFix branch. This require a bit of testing since pathfinding is used by every AI component, but sadly I have very little time these days I barely found the time to correct the bug). So I can't promise I will be able to do the required testing before next RC.