OpenMW 0.48.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
pobble
Posts: 2
Joined: 20 Sep 2022, 15:50

arm64 Version-no crosshair / can't change POV

Post by pobble »

Hello! I want to apologize up front if this issue has been discussed somewhere on the forum. (I looked, but couldn't find it)

I recently downloaded the `OpenMW-0.48.0-RC2-arm64.dmg` release and wow! The performance on M1 is fantanstic, but I'm having one game breaking issue: There's no crosshair (no matter how hard I try), and it's not possible to change POV or zoom the camera with the mouse wheel. The game works perfectly with the `OpenMW-0.48.0-RC2.dmg` (non-m1) version but it would be great to get this sweet M1 performance boost.

I've double and triple checked the controls settings and the [HUD] "crosshair" variable does not have any effect.
I'm attaching the `settings.cfg` file because that's a thing that others have been asked to do. Any help is greatly appreciated! Thanks for building this!
settings.txt
(2.75 KiB) Downloaded 5 times
clocknova
Posts: 63
Joined: 11 Sep 2013, 17:34

Re: OpenMW 0.48.0

Post by clocknova »

tcotys wrote: 20 Sep 2022, 16:01 Nice!

For the shaders, it depends on which ones you refers to:
The core shaders seem to work, but I can't get postprocessing shaders to work.
tcotys
Posts: 14
Joined: 17 Aug 2022, 14:35
Gitlab profile: https://gitlab.com/tcotys

Re: OpenMW 0.48.0

Post by tcotys »

@pobble :
There was a dependancy problem which needed to be resovled, a newer build solves the problem:
OnlyForF1 wrote: 19 Sep 2022, 00:00
clocknova wrote: 18 Sep 2022, 21:13 Using the latest RC arm64 version for Mac M1. I can't seem to get any mods with Lua scripting to work. Nothing shows up in the scripts menu at all. Just tried installing the latest version of NCGDmw-lua, and I have it installed correctly according to the instructions, but it will not activate and nothing shows up in the scripts menu. Also tried Smart Ammo for OpenMW-Lua to the same effect. Is there something I'm doing wrong?

Also, third party shaders don't appear to do anything either.
Can you try this build? There was a Lua version mismatch between the Intel and ARM builds. https://cdn.discordapp.com/attachments/ ... Darwin.dmg
but while that crosshair and camera problem were solved, another dependency also arised, which could be solve by applyin the following workaround
tcotys wrote: 20 Sep 2022, 13:07
It seems that the OpenMW cannot have access to the osgPlugin located in the app "OpenMW.app/Content/Plugins/osgPlugins" (It might comes from the broken "OpenMW.app/Content/Plugins/osgPlugins-3.6.5" link file).

(access is by crt-click on the app, then choose the "show package content option".
  1. delete "OpenMW.app/Content/Plugins/osgPlugins-3.6.5" link file (which seems to be broken)
  2. then rename "OpenMW.app/Content/Plugins/osgPlugins" to "OpenMW.app/Content/Plugins/osgPlugins-3.6.5"
So you need the build linked in the first message, then apply the workaround descibe in the second one (sorry for the complexity and inconvenience of the process, OnlyForF1 is working on a newer build).

--------

@clocknova
What happens when you press "F2" ingame? (on an older kerboard you have to combine it with the "fn" key, with the Touch Bar it seemed to be explained here: https://osxdaily.com/2022/01/12/how-to- ... r-for-mac/)
OnlyForF1
Posts: 3
Joined: 08 Nov 2021, 20:51
Gitlab profile: https://gitlab.com/OnlyForF1

Re: OpenMW 0.48.0

Post by OnlyForF1 »

clocknova wrote: 20 Sep 2022, 13:48 Deleting the link and going with "rename "OpenMW.app/Content/Plugins/osgPlugins" to "OpenMW.app/Content/Plugins/osgPlugins-3.6.5" did the trick. Making a new alias did not work at all, even though that works just fine in the currently available RC2. Thanks.

I am still having trouble getting third party shaders to take effect.
So the issue was the symlink pointed to an absolute path on the build machine :shock: I've fixed up the code that generates the package so the path should be relative. Here's another build, I've tested it on another machine so you should be good to go! Please let me know if you run into any more issues.

Download Link: https://cdn.discordapp.com/attachments/ ... -arm64.dmg
Last edited by OnlyForF1 on 20 Sep 2022, 23:30, edited 1 time in total.
clocknova
Posts: 63
Joined: 11 Sep 2013, 17:34

Re: OpenMW 0.48.0

Post by clocknova »

tcotys wrote: 20 Sep 2022, 22:43 What happens when you press "F2" ingame? (on an older kerboard you have to combine it with the "fn" key, with the Touch Bar it seemed to be explained here: https://osxdaily.com/2022/01/12/how-to- ... r-for-mac/)
Pressing F2 brings up the post-processing menu as expected, and the bloomlinear shader actually seems to work. But activating Zesterer's fxaa shaders or his volumetric clouds does absolutely nothing.

Core shaders do, in fact, seems to work.
OnlyForF1
Posts: 3
Joined: 08 Nov 2021, 20:51
Gitlab profile: https://gitlab.com/OnlyForF1

Re: arm64 Version-no crosshair / can't change POV

Post by OnlyForF1 »

pobble wrote: 20 Sep 2022, 17:03 Hello! I want to apologize up front if this issue has been discussed somewhere on the forum. (I looked, but couldn't find it)

I recently downloaded the `OpenMW-0.48.0-RC2-arm64.dmg` release and wow! The performance on M1 is fantanstic, but I'm having one game breaking issue: There's no crosshair (no matter how hard I try), and it's not possible to change POV or zoom the camera with the mouse wheel. The game works perfectly with the `OpenMW-0.48.0-RC2.dmg` (non-m1) version but it would be great to get this sweet M1 performance boost.

I've double and triple checked the controls settings and the [HUD] "crosshair" variable does not have any effect.
I'm attaching the `settings.cfg` file because that's a thing that others have been asked to do. Any help is greatly appreciated! Thanks for building this!
settings.txt
Hey! The lack of a crosshair should be fixed in the version I posted just above :)

Download Link: https://cdn.discordapp.com/attachments/ ... -arm64.dmg
clocknova
Posts: 63
Joined: 11 Sep 2013, 17:34

Re: OpenMW 0.48.0

Post by clocknova »

OnlyForF1 wrote: 20 Sep 2022, 23:17
So the issue was the symlink pointed to an absolute path on the build machine :shock: I've fixed up the code that generates the package so the path should be relative. Here's another build, I've tested it on another machine so you should be good to go! Please let me know if you run into any more issues.
No problem so far, except that I still can't get third party post-processing shaders to work and the sun is being displayed completely wrong. But that happens in the intel build as well, so not your fault. Thanks for stepping up to do this.

Any chance of a port to Metal? :D
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psi29a
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Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
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Re: OpenMW 0.48.0

Post by psi29a »

clocknova wrote: 21 Sep 2022, 13:50 Any chance of a port to Metal? :D
Nope :D
tcotys
Posts: 14
Joined: 17 Aug 2022, 14:35
Gitlab profile: https://gitlab.com/tcotys

Re: OpenMW 0.48.0

Post by tcotys »

You might need to apply the changes noted here: https://github.com/zesterer/openmw-volu ... omwfx#L237
(It's doing funky stuffs on my side, but at least it loads the cloud shaders... but my old computer can't handle them so it might takes longer for me to debug them).

Otherwise zesterer is quite reactive on discord
pobble
Posts: 2
Joined: 20 Sep 2022, 15:50

Re: OpenMW 0.48.0

Post by pobble »

Thank you! Amazing results!
I applied the fix on the build you sent and it's playing perfectly so far.
When I pressed F2 I got a message "Postprocessor is not enabled".

Restarted the game with postprocessing enabled here's the result:
- right after loading, the game was not playable but it did not crash. The scene was flashing blue for some of the frames.
- pressing F2 resulted in the game rendering ok (no more flashing blue frames) but the camera and movement controlls were broken.

Hope this helps! I'll be looking for a discord! Thank you!
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