This is done for some scientific computing libraries that want both MPI and single processor support; two packages are offered from the same source just built with different configuration options. If this is helpful we can request it. You're right that there are many possibe configuration options -- it probably would be best to figure out what are the most important ones.scrawl wrote:What is debian supposed to do? Offer two different packages that conflict each other?
OpenMW 0.37.0 (?)
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- Posts: 180
- Joined: 14 Jan 2013, 03:57
Re: OpenMW 0.37.0 (?)
Re: OpenMW 0.37.0 (?)
RC build for OS X:
https://dl.dropboxusercontent.com/u/284 ... .0-rc1.dmg
Unfortunately I haven't managed to resolve issues with saved game screenshot loading, so this would be a known issue for that release.
I'll create a PR with fixed I made to make this build soon.
https://dl.dropboxusercontent.com/u/284 ... .0-rc1.dmg
Unfortunately I haven't managed to resolve issues with saved game screenshot loading, so this would be a known issue for that release.
I'll create a PR with fixed I made to make this build soon.
Re: OpenMW 0.37.0 (?)
Just installed the OS X RC. Wow. 60 FPS in Seyda Neen with all settings to high in 2560x1440. I also have Better Bodies, Better Heads, Better Clothes, and the Texture Pack installed. I realize that there are still some shaders and other effects missing (there are, right?) but I never got even close to this before. Nice job, guys.
EDIT: Just realized that there are no shadows. That's probably why my frames are so high. Here's hoping that performance doesn't tank again when shadows are re-enabled.
EDIT: Just realized that there are no shadows. That's probably why my frames are so high. Here's hoping that performance doesn't tank again when shadows are re-enabled.
Re: OpenMW 0.37.0 (?)
almost made it around tamriel rebuilt
from seyda neen to old ebonheart and almalexia and many others
terrain data is definitely not staying in memory anymore. was at 2 gt (+initial 1 gt load) when was back at river thirr
compared to being full already in almalexia.
from seyda neen to old ebonheart and almalexia and many others
terrain data is definitely not staying in memory anymore. was at 2 gt (+initial 1 gt load) when was back at river thirr
compared to being full already in almalexia.
Re: OpenMW 0.37.0 (?)
Just fixed a bug that could corrupt the global map overlay of save games in rare cases. One new round of RCs please!
Re: OpenMW 0.37.0 (?)
We appear to be missing the load screen images now.corristo wrote:RC build for OS X:
https://dl.dropboxusercontent.com/u/284 ... .0-rc1.dmg
Unfortunately I haven't managed to resolve issues with saved game screenshot loading, so this would be a known issue for that release.
I'll create a PR with fixed I made to make this build soon.
Re: OpenMW 0.37.0 (?)
@Jyby
doesn't happen for me. Could you elaborate please?
doesn't happen for me. Could you elaborate please?
- sandstranger
- Posts: 438
- Joined: 19 May 2014, 19:53
- Location: Oblivion
Re: OpenMW 0.37.0 (?)
Hi K1ll,
I am testing the 64 bit package. It runs very slow compared to my local builds, more than 2x slower. Is that a debug build of OSG by any chance?
Edit: oh, and the lib folder contains some libraries leftover from the Ogre version that are not used anymore, e.g. boost_wave and all the freeimage related libs.
I am testing the 64 bit package. It runs very slow compared to my local builds, more than 2x slower. Is that a debug build of OSG by any chance?
Edit: oh, and the lib folder contains some libraries leftover from the Ogre version that are not used anymore, e.g. boost_wave and all the freeimage related libs.