Search found 780 matches
- 06 Apr 2013, 04:14
- Forum: Support
- Topic: Debug Build Crash
- Replies: 1
- Views: 2096
Debug Build Crash
I set up a new dev environment in windows, and I can build openmw in both debug and release mode fine. The release mode build looks to be running OK, but the debug build launches then crashes after about 20 seconds. Any ideas? I will try a few more things (checking the dlls in the debug folder, gene...
- 04 Apr 2013, 16:06
- Forum: General Development
- Topic: Particles
- Replies: 28
- Views: 11029
Re: Particles
Nice
- 24 Mar 2013, 22:44
- Forum: Organisation and Planning
- Topic: OpenMW 0.22.0
- Replies: 248
- Views: 104764
Re: OpenMW 0.22.0
Tried out 0.22. Walking and running looks and feels so damn smooth. This is very impressive, when I was first trying to render NPCs into the project (and had no idea what I was doing - building them with multiple scene nodes), I wasn't sure we would ever get to this point. I have been proved wrong f...
- 24 Mar 2013, 22:26
- Forum: Organisation and Planning
- Topic: OpenMW 0.22.0
- Replies: 248
- Views: 104764
Re: OpenMW 0.22.0
Vanity cam on top of Vivec's head made me lose it. :lol: Excellent commentary, as always! :D Here's a curiosity. When you change your race with "EnableRaceMenu", your torso (with extra arms and hands) drops to the floor until you close the console window. openmw 2013-03-24 11-51-31-96.jpg...
- 22 Mar 2013, 02:35
- Forum: Feature Requests and Suggestions
- Topic: Quest Markers
- Replies: 22
- Views: 17680
Re: Quest Markers
That's true, it would take a good bit of work on our end (post 1.0). I am sure modders would be willing to mark them though. Personally I want an option to get some sort of hint (world map marker) if I can't find the quest. I am not sure if I would want things to show on the local map though and def...
- 22 Mar 2013, 01:57
- Forum: Feature Requests and Suggestions
- Topic: Quest Markers
- Replies: 22
- Views: 17680
Re: Quest Markers
The quest directions in MW were downright awful, I would have to cheat many times to find where I was supposed to go. I would really like to see openmw have the option of marking the next location for a quest on the world map. Kinda like how when you visit a city it is marked with a square. Is there...
- 21 Feb 2013, 18:54
- Forum: General Development
- Topic: Animations 2013
- Replies: 260
- Views: 95269
Re: Animations 2013
Sounds great
- 21 Feb 2013, 16:58
- Forum: General Development
- Topic: Animations 2013
- Replies: 260
- Views: 95269
Re: Animations 2013
Would it be possible for us to just carry around a modified bullet kinematic controller, while still using bullet is a dependency?
- 21 Feb 2013, 16:48
- Forum: General Development
- Topic: Animations 2013
- Replies: 260
- Views: 95269
Re: Animations 2013
I actually am wondering how many lines of code are within bullet's controller. Possible ideas would be for openmw to use our own modified bullet (this is not as bad as it sounds, only the character controller would be need to be modified by us), or draw more movement ideas from the bullet controller...
- 21 Feb 2013, 16:23
- Forum: General Development
- Topic: Animations 2013
- Replies: 260
- Views: 95269
Re: Animations 2013
The bullet controller has a lot of problems, but I think it could work. If there is a quick way to reevaluate it with openmw it is worth a shot. It would require some communication with the bullet developers to get things working correctly. I may have posted on the bullet forums about problems befor...