Search found 2142 matches
- 13 Mar 2018, 02:53
- Forum: Infrastructure
- Topic: Spam deletion?
- Replies: 20
- Views: 36074
Re: Spam deletion?
I'm not super-comfortable with reCaptcha, since it's used to improve drone strike :/ Woah, that's a new one to add to the "screw google" list :( I am not so sure about the new rules, because if anyone did get tripped up by them it is unlikely we would ever hear about it, they would just n...
- 04 Mar 2018, 19:46
- Forum: General Development
- Topic: Downloading the PR build artifacts
- Replies: 2
- Views: 4246
Re: Downloading the PR build artifacts
See https://forum.openmw.org/viewtopic.php?f=20&t=1808&start=280#p51902 and https://bugs.openmw.org/issues/4015 TL;DR: The CI builds are not likely to be very useful because they're built without any optimisation. Even if we could do it, it's probably quite wasteful to make them into 'proper...
- 13 Feb 2018, 01:49
- Forum: Feature Requests and Suggestions
- Topic: MCP-like menu
- Replies: 36
- Views: 31384
Re: MCP-like menu
You know, this is why I'm sceptical to adding such settings, because people inevitably ask for more and more. Improved scripting capabilities should really be the main focus.
- 13 Feb 2018, 01:46
- Forum: Support
- Topic: Distant Terrain Performance
- Replies: 7
- Views: 11331
Re: Distant Terrain Performance
Are you maybe using landmass mods like Tamriel Rebuilt? The larger the world, the longer this will take. Anyway, I've pushed a change that should make things much faster, at least if your framerate is significantly higher than 60. If isn't, you can lower the new 'target framerate' setting to squeeze...
- 12 Feb 2018, 18:06
- Forum: Support
- Topic: Distant Terrain Performance
- Replies: 7
- Views: 11331
Re: Distant Terrain Performance
Even with a high frame rate it can be a lengthy wait (minutes) for this number to reach 0, Strange. If I remember right, for me that would complete within a few seconds. What's your video hardware and your FPS like? Can other users confirm this finding? and each composite seems to take a different ...
- 12 Feb 2018, 17:58
- Forum: General Development
- Topic: Black textures as hit faders appear as transparent.
- Replies: 2
- Views: 5288
Re: Black textures as hit faders appear as transparent.
Morrowind's hit fader uses additive rendering. If you add black (=0) to something, nothing will happen.
openmw_layers.xml:
Just remove the type="AdditiveLayer".
openmw_layers.xml:
Code: Select all
<Layer name="AdditiveOverlay" type="AdditiveLayer" pick="false"/>
- 11 Feb 2018, 16:20
- Forum: Support
- Topic: Distant Terrain Performance
- Replies: 7
- Views: 11331
Re: Distant Terrain Performance
in a freshly-loaded exterior (such as travelling from indoors to outdoors or loading a save) one can reliably induce a pronounced stutter simply by turning around on the spot Press 'F4' and look at the counter for 'Terrain Composite' or whatever it was called. That's the textures for distant terrai...
- 11 Feb 2018, 16:00
- Forum: General Modding
- Topic: Modded Race Hand Meshes not Showing?
- Replies: 4
- Views: 5442
Re: Modded Race Hand Meshes not Showing?
Error loading meshes/b/b_s_skel_m_r_hand_1.1st: no readerwriter for '1st' found There's your issue. The file extension is '.1st' when it should really be '.nif'. I'm not too surprised that this still works in MW, because .nif is the only supported file format there. In OpenMW though, we have a bunc...
- 11 Feb 2018, 00:50
- Forum: General Modding
- Topic: Modded Race Hand Meshes not Showing?
- Replies: 4
- Views: 5442
Re: Modded Race Hand Meshes not Showing?
Post your openmw.log, how you installed those files and we'll know more. Probably it is one of (from most to least likely): 1. You haven't installed the mod's data files correctly. 2. The mod uses broken file references that only happen to work because of the guessing games the original engine does,...
- 10 Feb 2018, 18:43
- Forum: Other Forks and Ports
- Topic: [WIP] Android port testing
- Replies: 508
- Views: 553632
Re: [WIP] Android port testing
The issue with the water is caused by the large faces of the water surface messing with per-vertex fog. It's worked around here by applying a shader so that fog is always per pixel, but for some reason the previous android port developer #if'd out that part. https://github.com/OpenMW/openmw/blob/mas...