OpenMW 0.46.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
hokan
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Joined: 07 Jun 2020, 17:35

Re: OpenMW 0.46.0

Post by hokan »

Also is there a way to change the size of the mouse pointer?

Setting scaling factor = 2.0 doesn't have any effect on it.

I looked through the options at: https://openmw.readthedocs.io/en/master ... index.html
but failed to find any mouse/cusore/pointer options that seemed relevant.

Perhaps it's possible to fix this by creating a larger mouse pointer icon?
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psi29a
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Re: OpenMW 0.46.0

Post by psi29a »

Alright... I'd say we are ready to tag this release.

Maintainers, please make your final release packages?
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akortunov
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Re: OpenMW 0.46.0

Post by akortunov »

hokan wrote: 08 Jun 2020, 03:04 Also is there a way to change the size of the mouse pointer?
Provide a texture of different resolution for cursor.
K1ll
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Re: OpenMW 0.46.0

Post by K1ll »

Linux targz package release build:

64 Bit
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psi29a
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Re: OpenMW 0.46.0

Post by psi29a »

Tag created...
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AnyOldName3
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Re: OpenMW 0.46.0

Post by AnyOldName3 »

hokan wrote: 08 Jun 2020, 02:59 That all makes sense. I was hoping that reducing shadow distance limit would have a notable effect - adjusting this in Fallout 4 had quite an effect on fps (at least on my at the time under-powered CPU).
It does help, but when you get it low enough, or if your view distance is already short, making it lower won't reduce the number of object in the shadow maps. If you had a high view distance, you'd definitely see a big difference between 64,000 and 8,000
I was also hoping that only using character shadows would be relatively lightweight, but I'm still seeing large fps drops in places.
It seems to be the case that the cost of just having shadows on in the first place is pretty significant for most people. Also, character shadows aren't as cheap as in the vanilla engine as we use the regular meshes rather than the silhouette meshes, otherwise self-shadowing doesn't work.
I assume that the reducing mesh complexity (triangle count) and number of visible objects (i.e. remove certain overhaul mods and/or reducing view distance) are the only real options.
If you've run out of settings to try and have to stick with the same hardware, they will be. Otherwise, you could try learning graphics programming and work on optimising the engine.
Are there any other shadow options beyond these (set in settings.cfg) ?

* actor shadows
* enable shadows
* object shadows
* player shadows
* terrain shadows
* maximum shadow map distance
* enable indoor shadows
* shadow map resolution
The full list is in settings-default.cfg in your install folder. There are more settings. https://openmw.readthedocs.io/en/master ... adows.html might be more user-friendly, though.
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Ace (SWE)
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Re: OpenMW 0.46.0

Post by Ace (SWE) »

Windows release packages;

32-bit
64-bit
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psi29a
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Re: OpenMW 0.46.0

Post by psi29a »

I believe we just need MacOS version
corristo
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Re: OpenMW 0.46.0

Post by corristo »

unelsson
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Re: OpenMW 0.46.0

Post by unelsson »

Testing Linux build on Manjaro with Qt5. First wrote "touch useqt5" in order to run the qt5 build. Then:

Command "./openmw" runs, no problems there.

Command "./openmw-launcher" looks like it's starting properly, says for example "using qt5ct plugin", then gives an error: "./openmw-launcher: line 37: 75665 Segmentation fault (core dumped) ./openmw-launcher-qt5.x86_64 "$@""

Command ".openmw-cs" looks like it's starting, then "*** Fatal Error ***
Address not mapped to object (signal 11)
Address: 0x7ffdb09cbff8

Generating /home/nelsson/.config/openmw/openmw-cs-crash.log and killing process 75681, please wait... ./openmw-cs: line 37: 75681 Killed ./openmw-cs-qt5.x86_64 "$@""
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