Right, the new endpoint is lacking the tools needed to build new image links, so the image won't update but the builds will hopefully work from now on.
I'll try to fix up a new method to build the images I think, but that might take a while.
Either way, new builds will appear, even if the image no longer updates.
OpenMW Nightly builds
Re: OpenMW Nightly builds
My first attempt at a new image rasterizer didn't turn out very well, so I'm going to just write SVGs for now.
The image links should be updating automatically again in the first post.
The image links should be updating automatically again in the first post.
- DestinedToDie
- Posts: 1181
- Joined: 29 Jun 2015, 09:08
Re: OpenMW Nightly builds
Witnessing a little bit of strangeness. When I press T to rest and click on rest, I need to click 4-5 times for it to work. Not sure how the rest of the game behaves, since I don´t have Morrowind installed.
Re: OpenMW Nightly builds
Ace, may I ask what OSG version you are using in your builds? It seems that people are still having the stuttering issue in 0.39 that I already fixed in the OSG fork on Feb. 25.
Re: OpenMW Nightly builds
Probably a far too late one, been a bit busy with work and such to spend the ~30 hours or so that it'll take to upgrade all packages and redo all the build scripts.
- AnyOldName3
- Posts: 2676
- Joined: 26 Nov 2015, 03:25
Re: OpenMW Nightly builds
While Scrawl's here and we're discussing OSG-On-Steroids (which may not be supposed to be hyphenated), was the issue where the collada/dae plugin was still expecting double-precision quaternions fixed yet? I hacked a solution to make it work, but don't feel confident in my ability to cleanly work with C++ to push it upstream.
Re: OpenMW Nightly builds
Care to refresh my memory? I don't recall that issue. Is it a build error?was the issue where the collada/dae plugin was still expecting double-precision quaternions fixed yet?
- AnyOldName3
- Posts: 2676
- Joined: 26 Nov 2015, 03:25
Re: OpenMW Nightly builds
Yeah. I'll go and find it.
After much work with trying to get VS2013 to remember that I'm licenced to use it (apparently the product key I had written down was not my real product key) I found it.
In daeWTransforms.cpp, in the function, a few lines in, angle is declared as a double, and passed to (Or at least it's float after the preprocessor is done with it). I fixed this by changing angle to be declared as float, but I think the correct thing to do would be to set it as the preprocessor value for quaternion precision.
Either way, it's definitely still not fixed in the git repo.
After much work with trying to get VS2013 to remember that I'm licenced to use it (apparently the product key I had written down was not my real product key) I found it.
In daeWTransforms.cpp, in the
Code: Select all
void daeWriter::writeUpdateTransformElements(const osg::Vec3 &pos, const osg::Quat &q, const osg::Vec3 &s)
Code: Select all
Quat.getRotate(float &, Vec3 &)
Either way, it's definitely still not fixed in the git repo.
Re: OpenMW Nightly builds
Hm, looks like I didn't build the collada plugin (missing a dependency), so I never noticed this error. Just pushed a fix, can you verify that it works?