Thought I'd mosey on over 'ere, after lurking for a while.
Gave the 0.38.0 RC1 x64 build on this 'ere thread a shot. Maximum framerates are lower than vanilla Morrowind, but minimums are around five fps higher, give or take. Using the same settings of course; shadows disabled, view distance max, water effects disabled, fov @ 55.
Most intensive spot I found was overlooking Balmora near the Silt Strider, standing near the flag. ~63fps in OpenMW, ~55fps in Morrowind.
Enabling the water effects causes my framerate to plummet, however. Sends the minimum framerates to the low 20's. Enabling the water effects in vanilla Morrowind doesn't affect my FPS at all, for whatever it's worth. Second core is near 100% utilization, cores 0, 2 & 3 are not doing much (~20% utilization each).
Couple of bugs:
The player character will "jump-fall" when moving from one surface to another. E.g, standing on the stone doorstep of a house in Seyda Neen, then walking off of it onto the terrain, will cause the player to play the jump animation and landing sound.
When creating a new character, and entering the office with that shrill old geezer who gives you the papers, the lighting on the rug and placed papers (after selecting your class) flickers on-off depending on the camera angle.
Any of you lads experienced similar buggery?
OpenMW 0.38.0
- AnyOldName3
- Posts: 2677
- Joined: 26 Nov 2015, 03:25
Re: OpenMW 0.38.0
I'm pretty sure none of those things are buggery. There'll probably be a mod to add it, though.Any of you lads experienced similar buggery?
- FiftyTifty
- Posts: 63
- Joined: 15 Oct 2014, 21:02
Re: OpenMW 0.38.0
Nay, it's all vanilla. Not running any mods, I promise ye. Just Morrowind, Bloodmoon and Tribunal.AnyOldName3 wrote:I'm pretty sure none of those things are buggery. There'll probably be a mod to add it, though.Any of you lads experienced similar buggery?
- AnyOldName3
- Posts: 2677
- Joined: 26 Nov 2015, 03:25
Re: OpenMW 0.38.0
That's not what I'm saying. Buggery has nothing to do with software bugs - it's a synonym for sodomy. Your whimsical writing style has collided with a pre-existing word with a totally different meaning.
- FiftyTifty
- Posts: 63
- Joined: 15 Oct 2014, 21:02
Re: OpenMW 0.38.0
NOT IN THIS COUNTRY, SIR! We are made of moral fibers!AnyOldName3 wrote:That's not what I'm saying. Buggery has nothing to do with software bugs - it's a synonym for sodomy. Your whimsical writing style has collided with a pre-existing word with a totally different meaning.
Alas, the bugs I mentioned are still occuring.
-
- Posts: 1
- Joined: 14 Jan 2016, 01:36
Re: OpenMW 0.38.0
Not sure about the first bug you have listed there, but as for the second one with the shadow flickering, I understand it is an AMD issue.MajinCry wrote:Thought I'd mosey on over 'ere, after lurking for a while.
Gave the 0.38.0 RC1 x64 build on this 'ere thread a shot. Maximum framerates are lower than vanilla Morrowind, but minimums are around five fps higher, give or take. Using the same settings of course; shadows disabled, view distance max, water effects disabled, fov @ 55.
Most intensive spot I found was overlooking Balmora near the Silt Strider, standing near the flag. ~63fps in OpenMW, ~55fps in Morrowind.
Enabling the water effects causes my framerate to plummet, however. Sends the minimum framerates to the low 20's. Enabling the water effects in vanilla Morrowind doesn't affect my FPS at all, for whatever it's worth. Second core is near 100% utilization, cores 0, 2 & 3 are not doing much (~20% utilization each).
Couple of bugs:
The player character will "jump-fall" when moving from one surface to another. E.g, standing on the stone doorstep of a house in Seyda Neen, then walking off of it onto the terrain, will cause the player to play the jump animation and landing sound.
When creating a new character, and entering the office with that shrill old geezer who gives you the papers, the lighting on the rug and placed papers (after selecting your class) flickers on-off depending on the camera angle.
Any of you lads experienced similar buggery?
- DestinedToDie
- Posts: 1181
- Joined: 29 Jun 2015, 09:08
- psi29a
- Posts: 5361
- Joined: 29 Sep 2011, 10:13
- Location: Belgium
- Gitlab profile: https://gitlab.com/psi29a/
- Contact:
Re: OpenMW 0.38.0
I don't want to rain on anyone's parade here, but I'm getting a segfault/core dump when I try to openmw --skip-menu on files that used to work.
two required files: openmw-template and skins, then you can either load tesanwynn.esp or tesanwynn.omwaddon.
You can use openmw, then new and go into the game without a problem.
openmw --skip-menu will seg fault.
The original behaviour, in 0.36 (last tested) was that it loaded up just fine.. probably to a default location.
I'm attaching te crash log as well.
two required files: openmw-template and skins, then you can either load tesanwynn.esp or tesanwynn.omwaddon.
You can use openmw, then new and go into the game without a problem.
openmw --skip-menu will seg fault.
The original behaviour, in 0.36 (last tested) was that it loaded up just fine.. probably to a default location.
I'm attaching te crash log as well.