Atahualpa wrote: ↑20 Dec 2022, 20:25
It looks like we are missing a dependency for the Collada plugin in our Windows RCs: according to AnyOldName3, we need "osgSim.dll" to make it work. At the moment, OpenMW fails to load "dae" files when you want to use Game Template / Example Suite models.
@Ace: I hope this is an easy fix. If you need someone to test the Windows build, just shoot me a message.
I've copied over the missing DLL into the build tree, I've also put it up on https://openmw.rgw.ctrl-c.liu.se/Deps/osgSim.dll for now - to not have to rebuild the current RC.
If you could grab the loose DLL and drop it into the install folder - see if it's enough to get collada going, that'd be nice. Don't have any way to test the build from where I am until next year.
Ace (SWE) wrote: ↑23 Dec 2022, 15:24
I've copied over the missing DLL into the build tree, I've also put it up on https://openmw.rgw.ctrl-c.liu.se/Deps/osgSim.dll for now - to not have to rebuild the current RC.
If you could grab the loose DLL and drop it into the install folder - see if it's enough to get collada going, that'd be nice. Don't have any way to test the build from where I am until next year.
Tested RC 4 with the DLL you provided -- works like a charm!
It's the 0.48 section here, although this is the engineering version rather than the public relations version, so it's not as clear as it'll be in the release announcement. https://gitlab.com/OpenMW/openmw/-/blob ... ANGELOG.md
That's actually working as intended. The idle animation for that NPC doesn't end in the same place as it starts, so when it loops a few times, they fall off the platform. If we did anything about it in the engine, it would break other things. Instead, you need a patch mod that replaces the relevant idle animations, which you can find on the Nexus.
hello
just type "ra" into the console to move every NPC at his default place
it doesn't affect the game (I think), I used it for silt strider NPCs at balmora, ald-ruhn, gnisis, etc, and I have never had no side problem