Search found 390 matches
- 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 )
- 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.
Sadly, I can't commit the changes just yet.
- 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)
- 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...
- 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...
- 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
- 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.
- 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...
- 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&...
- 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.