Search found 58 matches
- 04 May 2014, 18:40
- Forum: Feature Requests and Suggestions
- Topic: Option to Autosave after so many minutes
- Replies: 35
- Views: 17780
Re: Option to Autosave after so many minutes
Also, option to Autosave when entering a cell, autosave when combat is initiated, ect. keep at least two autosaves as well as at least two quicksaves, perhaps an option to add extra auto/quicksaves?
- 04 May 2014, 18:34
- Forum: Feature Requests and Suggestions
- Topic: Terrain Tunneling/Arching
- Replies: 63
- Views: 38547
Re: Terrain Tunneling/Arching
The question still remains, could some functionality for adding "holes" to the terrain be added, even before 1.0? I don't see this affecting the vanilla game at all and doesn't seem like it would be a difficult feature to add.
- 15 Jan 2014, 05:32
- Forum: General
- Topic: Bump mapping
- Replies: 55
- Views: 28549
Re: Bump mapping
Idk if Parallax Occlusion Mapping has been mentioned in this thread but I'd really like to see it available in OpenMw. From what I've heard it eats FPS pretty badly but used sparingly on certain objects it could add a lot of depth. Can't wait to try out the use of normal and parallax maps though! No...
- 07 Dec 2013, 01:45
- Forum: Feature Requests and Suggestions
- Topic: Practical multiplayer framework (verse protocol)
- Replies: 4
- Views: 5181
Re: Practical multiplayer framework (verse protocol)
Realtime collaboration with the OpenCS would be a really cool feature.traverseda wrote:Yeah, real time editing and collaboration is good. That looks like one of the features that opencs is trying for, with their support for multiple windows. This could extend that functionality over the network.
- 04 Dec 2013, 08:28
- Forum: Support
- Topic: ERROR: Bad Lexical Cast
- Replies: 15
- Views: 8731
Re: ERROR: Bad Lexical Cast
Nope. I tried deleting the openmw.cfg from both the OpenMw install directory and the one in /My Games/ and re-ran the launcher but still got the same error.
I guess I'm out of luck for now then.
I guess I'm out of luck for now then.
- 02 Dec 2013, 23:24
- Forum: Support
- Topic: ERROR: Bad Lexical Cast
- Replies: 15
- Views: 8731
Re: ERROR: Bad Lexical Cast
resources=resources nosound=0 master=Morrowind.esm fps=0 fallback-archive=Morrowind.bsa fallback-archive=Tribunal.bsa fallback-archive=Bloodmoon.bsa fallback-archive=TR_Data.bsa fallback-archive=PC_Data.bsa fallback-archive=Skyrim_Data.bsa fallback-archive=wl_data.bsa fallback=LightAttenuation_UseC...
- 02 Dec 2013, 20:17
- Forum: Support
- Topic: ERROR: Bad Lexical Cast
- Replies: 15
- Views: 8731
Re: ERROR: Bad Lexical Cast
I changed the line in the .cfg file and reimported the INI, but I got the same error.
- 02 Dec 2013, 02:47
- Forum: Support
- Topic: ERROR: Bad Lexical Cast
- Replies: 15
- Views: 8731
ERROR: Bad Lexical Cast
Ok so whenever I try to run OpenMw, the command line gives me an error that pops up for a split second then dissapears. I managed to get a screencap of it here . I haven't been able to run OpenMw at all with this OS install. I'm running Win 7 64bit. I never had this problem with my other windows ins...
- 06 Nov 2013, 00:48
- Forum: Feature Requests and Suggestions
- Topic: [editor]Feature Requests
- Replies: 12
- Views: 7184
[editor]Feature Requests
Ok so, it's been a while since I looked at the editor screenshots and how it functions, so these be irrelevant, but I'd still like to throw them out there. 1. Search function for objects/cells/ect. I know you can type the first letter of the objects in the Construction Set to get to them, but with t...
- 18 Aug 2013, 19:16
- Forum: Editor Development
- Topic: Better world map?
- Replies: 1
- Views: 2935
Better world map?
So I'm not sure of the complexity of this request design wise, but I'll describe it here anyways, since I think having something like this as a feature of the editor would be a life saver. Basically, I think the region painter map should render a basic heightmap (like the ingame world map) below the...