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Re: OpenMW 0.21.0

Posted: 16 Feb 2013, 04:50
by WeirdSexy
raevol wrote: ...still waiting for the video from WeirdSexy.
On this note .... I can't find the power supply to my audio interface! That's what kept me from getting it done today (well that and schoolwork). I might have to end up recording the voice-over on a headset mic, but I'd like to avoid that.

Re: OpenMW 0.21.0

Posted: 16 Feb 2013, 08:58
by psi29a
So no pressure, a release sometime in the coming few days is good. :)

Re: OpenMW 0.21.0

Posted: 16 Feb 2013, 15:03
by Zini
Sure. No hurry. Anyway, tagged. Build the release packages, please.

Re: OpenMW 0.21.0

Posted: 16 Feb 2013, 18:16
by Ace (SWE)
Very well, have some windows release packages:

Windows 32-bit
Windows 64-bit

Re: OpenMW 0.21.0

Posted: 17 Feb 2013, 00:17
by Greendogo
I'm sure this has been reported before (perhaps even by me), but I just want to cover all my bases. Some of the rugs hanging on the walls in the Balmora mages guild have their collision boxes in the wrong positions:
http://i.imgur.com/ODjd5zY.jpg
Scrawl or someone, is this just a defect in their models or a defect in OpenMW?

Re: OpenMW 0.21.0

Posted: 17 Feb 2013, 02:42
by WeirdSexy
http://youtu.be/7FtIcIPogpQ

Short video is short.

Also, I'm just curious, when will we have NPCs that are not supposed to be in the world, except under certain conditions, hidden by default? Examples would be "dreamers" and Itermerel in Eight Plates in Balmora.

Re: OpenMW 0.21.0

Posted: 17 Feb 2013, 02:51
by scrawl
WeirdSexy wrote: Also, I'm just curious, when will we have NPCs that are not supposed to be in the world, except under certain conditions, hidden by default? Examples would be "dreamers" and Itermerel in Eight Plates in Balmora.
That should be working. Enable / disable console commands.

Re: OpenMW 0.21.0

Posted: 17 Feb 2013, 03:06
by Chris
scrawl wrote:That should be working. Enable / disable console commands.
I think he means NPCs and stuff that should be initially disabled. They're still loaded up, visible, and collidable by default, like everything else.

Re: OpenMW 0.21.0

Posted: 17 Feb 2013, 03:07
by WeirdSexy
scrawl wrote:
WeirdSexy wrote: Also, I'm just curious, when will we have NPCs that are not supposed to be in the world, except under certain conditions, hidden by default? Examples would be "dreamers" and Itermerel in Eight Plates in Balmora.
That should be working. Enable / disable console commands.
Sure, I can disable them manually. The dreamers and many named NPCs that should show up by default, do show up by default. This is unexpected?

Re: OpenMW 0.21.0

Posted: 17 Feb 2013, 09:05
by Zini
The disable instruction is fully implemented and I assume that is what these NPCs use. However if their scripts contain other not-yet implemented script instructions, these scripts will not be executed at all (including the disable).