Essesntial NPC Death Messages

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jackdaws
Posts: 5
Joined: 18 Oct 2018, 20:55

Re: Essesntial NPC Death Messages

Post by jackdaws » 22 Dec 2018, 03:34

Again, this may be irrelevant, but one of the messages (the most recent - after reverting to standard 1 exterior cell loading and 8000 visibility - fps maybe well above 50) occurred south of Ebonheart. It might still be Danso that dies, but I can't be certain. I'll try walking into the area tomorrow evening and report the results.

PS What's double precision bullet?

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Capostrophic
Posts: 689
Joined: 22 Feb 2016, 20:32

Re: Essesntial NPC Death Messages

Post by Capostrophic » 22 Dec 2018, 11:32

Bullet is the physics SDK OpenMW uses. Double precision floating point values have double precision (duh) compared to normal floating point numbers and their usage allows to have much more accurate calculations, which is necessary to avoid some of Bullet shortcomings regarding collisions.

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akortunov
Posts: 643
Joined: 13 Mar 2017, 13:49
Location: Samara, Russian Federation

Re: Essesntial NPC Death Messages

Post by akortunov » 06 Mar 2019, 06:38

Or we can try to do not use the actor's base as an origin for raytracing - it does not work well, especially on slopes.

darkbasic
Posts: 99
Joined: 18 Apr 2016, 15:45
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Re: Essesntial NPC Death Messages

Post by darkbasic » 14 Mar 2019, 10:43

AnyOldName3 wrote:
22 Dec 2018, 01:55
If it's the Vivec cantons, I'm pretty sure that's one of the things sorted by switching to double-precision Bullet, which is the plan going forward. There's not much else we can do about it.
Did it make its way into git master or does it still need to be implemented?

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