Windows testing of branch needed
Re: Windows testing of branch needed
Well, that is not the problem we are currently interested in.
Re: Windows testing of branch needed
I realize that, just posting that I figured out the problem I was having. If we need windows testing on the launcher, I can do it now.
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Re: Windows testing of branch needed
Well, I guess I had better figure out how to do this, since I know absolutely nothing. Okay, downloading the many needed files, so I suspect I won't get around to this tonight, but at least I will have it ready for later. Hmmm... so do I have to actually set up a Development Environment, or is there an easier way to test this? I'll assume I need to for now, but please tell me if I don't have to. *chuckle*
And it isn't that we Windows users don't care - I think we pretty much all agree that a working 1.0 OpenMW would be absolutely amazing, it is just that most of us don't hang out on these forums because we don't think we have anything to contribute. I know I didn't, and just continued tweaking Morrowind meshes (currently fixing UV's on Daedric meshes and helmets) in Blender, and doing a little texture work. Then Tarius mentioned that testers were needed, and I decided to see what I could do.
And it isn't that we Windows users don't care - I think we pretty much all agree that a working 1.0 OpenMW would be absolutely amazing, it is just that most of us don't hang out on these forums because we don't think we have anything to contribute. I know I didn't, and just continued tweaking Morrowind meshes (currently fixing UV's on Daedric meshes and helmets) in Blender, and doing a little texture work. Then Tarius mentioned that testers were needed, and I decided to see what I could do.
Re: Windows testing of branch needed
This is caring. You are a wonderful exception. Thanks.tronvillain wrote:Then Tarius mentioned that testers were needed, and I decided to see what I could do.
Re: Windows testing of branch needed
Okay. Great!jhooks1 wrote:I realize that, just posting that I figured out the problem I was having. If we need windows testing on the launcher, I can do it now.
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- Posts: 9
- Joined: 13 Jun 2012, 03:48
Re: Windows testing of branch needed
Still trying to figure out how to set everything up, started a thread in Support. This may take a few days. *chuckle*
Re: Windows testing of branch needed
I'll give it a crack tomorrow night.
Re: Windows testing of branch needed
And we still don't have any results. There were a few statements on the tracker, but they are somewhat inconclusive.
Can we please have a final statement? Does the render system selection in the launcher under Windows work now or not? This thread is up for nearly a month. Can't be that hard to get an answer to that question.
Can we please have a final statement? Does the render system selection in the launcher under Windows work now or not? This thread is up for nearly a month. Can't be that hard to get an answer to that question.
Re: Windows testing of branch needed
I tried the latest build Ace uploaded with Wine and could no longer reproduce the issue.
However I did have a different problem. I couldn't convert the Rendering System from OpenGL to DirectX in the launcher. The reason being that once I did, it gave me some resolution options that included info on 32bit vs 16bit colour values and so the game crashes with an internal error about invalid parameters used. The way to get around it is by manually changing the render system in settings.cfg . Don't know if it's a Wine related issue but I doubt it.
On an unrelated note, the underwater shader works perfectly on wine with DirectX and behaves the same with OpenGL as the native version, so it's an Ogre issue.
However I did have a different problem. I couldn't convert the Rendering System from OpenGL to DirectX in the launcher. The reason being that once I did, it gave me some resolution options that included info on 32bit vs 16bit colour values and so the game crashes with an internal error about invalid parameters used. The way to get around it is by manually changing the render system in settings.cfg . Don't know if it's a Wine related issue but I doubt it.
On an unrelated note, the underwater shader works perfectly on wine with DirectX and behaves the same with OpenGL as the native version, so it's an Ogre issue.
Re: Windows testing of branch needed
can you paste the complete line? then i can try to remove this bpp value from the combobox if it's present.it gave me some resolution options that included info on 32bit vs 16bit colour values