Search found 21 matches
- 14 Apr 2018, 21:08
- Forum: Organisation and Planning
- Topic: OpenMW 0.44.0
- Replies: 278
- Views: 164030
Re: OpenMW 0.44.0
Okay, in my previous message the forum murdered my screenshot, so hopefully this will actually be visible: https://i.imgur.com/uV3l05q.png
- 14 Apr 2018, 20:46
- Forum: Organisation and Planning
- Topic: OpenMW 0.44.0
- Replies: 278
- Views: 164030
Re: OpenMW 0.44.0
Sorry, not too familiar with apitrace. Here is the screenshot. Hopefully this helps.
- 14 Apr 2018, 19:40
- Forum: Organisation and Planning
- Topic: OpenMW 0.44.0
- Replies: 278
- Views: 164030
Re: OpenMW 0.44.0
Sure, can do, since the output is kind of long I put it up to pastebin, but this is the full loading of openmw with just the problem mod into a start cell of "balmora, south wall cornerclub", which has both khajiit and argonians within the cell: https://pastebin.com/R6ujZzqn . Hopefully si...
- 14 Apr 2018, 01:20
- Forum: Organisation and Planning
- Topic: OpenMW 0.44.0
- Replies: 278
- Views: 164030
Re: OpenMW 0.44.0
Well, after spending the better part of 6+ hours doing git bisect and full recompiles of both OpenMW and OpenSceneGraph, I can conclusively say the cause of the crash when using the Better Beast Bodies Clean Version mod is this commit: https://github.com/OpenMW/osg/commit/94891778c40ff08fcc626f91ded...
- 13 Apr 2018, 19:14
- Forum: Feature Requests and Suggestions
- Topic: Swift Cast
- Replies: 12
- Views: 19891
Re: Swift Cast
I think that does work, at least I didn't notice any crashing in a minute or two of testing, though one thing that I do notice is that if say you are unarmed and you cast a bound weapon, you will pull an invisible weapon, if you sheath and pull out again it works, but just thought I would let you kn...
- 13 Apr 2018, 18:21
- Forum: Organisation and Planning
- Topic: OpenMW 0.44.0
- Replies: 278
- Views: 164030
Re: OpenMW 0.44.0
Well, just built the new 3.6 branch of the fork, and it does build successfully. The error is still there, and the tried OSG_GL_ERROR_CHECKING=ONCE_PER_ATTRIBUTE didn't seem to produce any additional output, and there seemed to be no change with OPENMW_DONT_PRECOMPILE=1. I ran apitrace on openmw and...
- 12 Apr 2018, 20:36
- Forum: Feature Requests and Suggestions
- Topic: Swift Cast
- Replies: 12
- Views: 19891
Re: Swift Cast
I managed to get a working prototype of this feature: https://github.com/akortunov/openmw/tree/swiftcasting This feature is togglable and disabled by default: [Game] swift casting = true Very nice implementation, pretty ingenious just replacing the ready magic key to just cast a spell, regardless o...
- 12 Apr 2018, 16:46
- Forum: Organisation and Planning
- Topic: OpenMW 0.44.0
- Replies: 278
- Views: 164030
Re: OpenMW 0.44.0
With the OSG fork everything runs fine, but the minute I switch over to OSG 3.6 and recompile OpenMW, it causes a segfault going all the way down into my Mesa driver How did you try to rebuild it? I got a similar segfault when I tried to do a partial rebuild (run "make" on existing build)...
- 09 Apr 2018, 20:42
- Forum: Organisation and Planning
- Topic: OpenMW 0.44.0
- Replies: 278
- Views: 164030
Re: OpenMW 0.44.0
Just thought I would mention that OSG 3.6 for whatever reason refuses to work on my system with OpenMW. With the OSG fork everything runs fine, but the minute I switch over to OSG 3.6 and recompile OpenMW, it causes a segfault going all the way down into my Mesa driver, which is a Fury running on Me...
- 05 Apr 2018, 21:16
- Forum: Organisation and Planning
- Topic: Post 1.0 Planning Update
- Replies: 102
- Views: 62014
Re: Post 1.0 Planning Update
For me personally what would be a "real" scripting language would be something that allows functions with parameters, at the very least. Classes can also be good for being able to structure code in an intelligible way. When I was modding I lost count of how many times I wanted functions an...