Search found 295 matches
- 03 Dec 2016, 00:00
- Forum: Support
- Topic: 3-8 fps in Sadrith Mora. Physics out the roof
- Replies: 34
- Views: 20812
Re: 3-8 fps in Sadrith Mora. Physics out the roof
I'd like to thank everyone for their efforts. Sadly, while I don't doubt the commit may have helped the situation, Port Telvannis, which seems to be the worst offender for me, remains unplayable, with physics allocation escalating to over 600 in a few seconds, so I'm hoping there's room for improvem...
- 01 Dec 2016, 11:13
- Forum: Support
- Topic: 3-8 fps in Sadrith Mora. Physics out the roof
- Replies: 34
- Views: 20812
Re: 3-8 fps in Sadrith Mora. Physics out the roof
I've been doing a few playthroughs of the game myself recently and I also find this to be the most game breaking issue of the engine at the moment. Port Telvannis is a 1 fps slideshow on every system I tested on.
- 28 Nov 2016, 14:18
- Forum: Off Topic
- Topic: Morrowind Patch Project
- Replies: 9
- Views: 16938
Re: Morrowind Patch Project
I saw Magic Diversity in your list which has been causing crashes for me under certain circumstances. I didn't look into the reason, just disabled it.
Regarding leveling I've been using Madd Leveler along with Talrivian's State-Based HP Mod and I'm not aware of any issues.
Regarding leveling I've been using Madd Leveler along with Talrivian's State-Based HP Mod and I'm not aware of any issues.
- 10 Dec 2014, 12:51
- Forum: General
- Topic: Wiki page for Mods
- Replies: 54
- Views: 35052
Re: Morrowind Definitive Edition
Much better.Tinker wrote:I changed the colours slightly and increased the size to make it a little more clear, let me know if it is better for you now. Hopefully one day everything will be green and working.
- 10 Dec 2014, 10:29
- Forum: General
- Topic: Wiki page for Mods
- Replies: 54
- Views: 35052
Re: Morrowind Definitive Edition
https://wiki.openmw.org/index.php?title=Mod_status As someone who suffers from a common form of red-green colorblindness, I have to say this is a rather poor combination of colors to distinguish between different statuses. It's doable, but instead of a glance it requires a pointless amount of focus...
- 27 Nov 2014, 08:27
- Forum: Organisation and Planning
- Topic: Feature Cleanup and Beta
- Replies: 45
- Views: 33033
Re: Feature Cleanup and Beta
Since my name was mentioned, personally I'd love to get involved again, but I just don't have the time right now.
Hopefully, in a few months, after I have resolved some issues I can get my hands dirty again.
Great job to all the contributors btw, your work is inspiring.
Hopefully, in a few months, after I have resolved some issues I can get my hands dirty again.
Great job to all the contributors btw, your work is inspiring.
- 06 Nov 2014, 07:43
- Forum: Organisation and Planning
- Topic: Release Video Commentaries
- Replies: 57
- Views: 40040
Re: Release Video Commentaries
Pretty good result.
Knowing that it was not directed by WeirdSexy, I can maybe notice some minor differences in cinematography.
Other than that it looks like just another excellent OpenMW release video to me.
Knowing that it was not directed by WeirdSexy, I can maybe notice some minor differences in cinematography.
Other than that it looks like just another excellent OpenMW release video to me.
- 24 Sep 2014, 10:15
- Forum: Organisation and Planning
- Topic: OpenMW 0.33.0
- Replies: 144
- Views: 83003
Re: OpenMW 0.33.0
I'd add that frequent releases both keep the followers engaged, as well as allow the testers to focus and report on new bugs instead of issues that have already been fixed in master.
- 07 Sep 2014, 22:37
- Forum: Support
- Topic: Console cannot locate player character
- Replies: 2
- Views: 2019
Re: Console cannot locate player character
That's in the tracker.Tes96 wrote:When in console mode, I can click on everything in the field of view except the player character. It just activates whatever is behind, or I should say in front of, the player character.
Issue 1545
- 02 Jun 2014, 10:03
- Forum: Feature Requests and Suggestions
- Topic: Support for Quad and Six core processors & hyperthreading
- Replies: 69
- Views: 27289
Re: Support for Quad and Six core processors & hyperthreadin
Actually Daggerfall used the in-house engine XnGine and they were planning to use it for Morrowind as well until they decided that it was too dated to fix, given the scope of the project, so they switched over to NetImmerse/Gamebryo.