WRT to mac "too many open files" - ulimit will increase the file handle limit for the process you runs it in and its children. If you then launch OpenMW from the finder it likely won't be affected.
Try this instead: https://synthomat.de/blog/2020/01/incre ... -on-macos/
OpenMW 0.47.0
- psi29a
- Posts: 5362
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Re: OpenMW 0.47.0
Alrighty... RC6:
MacOS: https://mega.nz/file/nQtiDSwZ#XSp3ow7Pc ... rn0RZ9L5OY
Windows 64-bit RC6: https://openmw.rgw.ctrl-c.liu.se/Releas ... -win64.exe
Linux: https://redfortune.de/openmw/rc/openmw- ... RC6.tar.gz
MacOS: https://mega.nz/file/nQtiDSwZ#XSp3ow7Pc ... rn0RZ9L5OY
Windows 64-bit RC6: https://openmw.rgw.ctrl-c.liu.se/Releas ... -win64.exe
Linux: https://redfortune.de/openmw/rc/openmw- ... RC6.tar.gz
Re: OpenMW 0.47.0
Thanks to eddie5 for the link to the macOS file limit solution. The method described there (using a .plist file) did not work for me on OS 11.4, but manually entering "sudo launchctl limit maxfiles 65536" in the terminal works and I'm now able to run the mac RC with a full set of mods. This terminal command has to be re-entered any time the computer is restarted, and it still seems odd for OpenMW to require this when the many dozens of other applications and games run on this computer do not, but it is nice to have a usable workaround.
The macOS RC6 has worked for me so far in about 30 minutes of testing. First impression was that load times are noticeably longer than with 0.46, including launching the app itself, saved games, and loading new areas. Maybe that is the price of progress. Second impression was that the game otherwise seems to run more smoothly, with fewer frame rate dips. I can't rule out placebo effect, but slowdowns are usually fairly noticeable on this aging MacBook.
Thanks as always to the amazing team working on this.
The macOS RC6 has worked for me so far in about 30 minutes of testing. First impression was that load times are noticeably longer than with 0.46, including launching the app itself, saved games, and loading new areas. Maybe that is the price of progress. Second impression was that the game otherwise seems to run more smoothly, with fewer frame rate dips. I can't rule out placebo effect, but slowdowns are usually fairly noticeable on this aging MacBook.
Thanks as always to the amazing team working on this.
Re: OpenMW 0.47.0
Windows 64-bit RC6: https://openmw.rgw.ctrl-c.liu.se/Releas ... -win64.exe
Re: OpenMW 0.47.0
RC6 breaks my Visual C++ packages once again.
- AnyOldName3
- Posts: 2685
- Joined: 26 Nov 2015, 03:25
Re: OpenMW 0.47.0
You're finally on Windows 10 now, aren't you, so we have to take this seriously now.
- Capostrophic
- Posts: 794
- Joined: 22 Feb 2016, 20:32
Re: OpenMW 0.47.0
It seems like the Windows build was made in RelWithDebInfo mode and not Release mode. Is that intentional?
- AnyOldName3
- Posts: 2685
- Joined: 26 Nov 2015, 03:25
Re: OpenMW 0.47.0
Done in RelWithDebInfo or done in Release with the flags to generate PDB values set manually but not the flags that disable optimisations so we can diagnose crash dumps from the release like I've been requesting?
- Capostrophic
- Posts: 794
- Joined: 22 Feb 2016, 20:32
Re: OpenMW 0.47.0
It's not about the PDBs (which are there). The command prompt fires up when you launch OpenMW, which isn't supposed to happen if the main binary isn't built as a console application, and it's not as long as it's built in Release mode. Since the game isn't obviously painfully slow I can only suspect it's built in RelWithDebInfo mode.