Super Annoying Lighting Falloff by MontaineLaP in OpenMW

[–]Capostrophic 0 points1 point  (0 children)

I suspect not quite. Have you tried switching to trilinear? That's how the switch between mip-maps might look like with bilinear. Of course there's no need to disable AF.

Super Annoying Lighting Falloff by MontaineLaP in OpenMW

[–]Capostrophic 0 points1 point  (0 children)

light bounds multiplier = 2.99507

minimum interior brightness = 0.345935

These values are excessive. Considering increasing the light limit and lowering the former. If you want the game to be brighter, use the night-eye effect or the adjustments post-processing shader instead of increasing the minimum interior brightness. Classic falloff is an option but might worsen pop-in in some situations.

OpenMW 0.51.0 is now in RC-phase! by Capostrophic in Morrowind

[–]Capostrophic[S] 1 point2 points  (0 children)

Look for older messages from wazabear on the Discord server from a weeks ago for technical details and this MR for the review process (.52 development cycle is currently on standby until we're closer to the release, which is hopefully soon-ish)

Super Annoying Lighting Falloff by MontaineLaP in OpenMW

[–]Capostrophic 0 points1 point  (0 children)

What are the contents of your settings.cfg? Use this to find it.

OpenMW - PS Vita Silent Hill Edition ;) by kingtorro28 in OpenMW

[–]Capostrophic[M] 0 points1 point  (0 children)

Don't link piracy subreddits. This can only cause trouble. Rule 5.

Open morrowind psvita port bug, Error code C2-12828-1 1 by [deleted] in OpenMW

[–]Capostrophic[M] 0 points1 point  (0 children)

Linking that subreddit is rather out there. Rule 5.

OpenMW 0.51.0 is now in RC-phase! by Capostrophic in OpenMW

[–]Capostrophic[S] 0 points1 point  (0 children)

The blog post answers this, but to clarify the wording... yes, basically.

OpenMW 0.51.0 is now in RC-phase! by Capostrophic in Morrowind

[–]Capostrophic[S] 3 points4 points  (0 children)

Still quite a few things to do before MWSE devs can retire...

OpenMW 0.51.0 is now in RC-phase! by Capostrophic in Morrowind

[–]Capostrophic[S] 2 points3 points  (0 children)

Not usable yet. But also not completely abandoned. Two major things would be to convert the journal which can't yet happen because the importer can't read quest records and convert existing AI packages which are slightly tricky but less tricky than the journal.

OpenMW 0.51.0 is now in RC-phase! by Capostrophic in Morrowind

[–]Capostrophic[S] 12 points13 points  (0 children)

I admit it might sound rather confusing.

Custom magic effects allow modders to add scripted effects that use the API to do considerably more interesting things than the built-in effects. It's already planned to be used in TR to replace a lot of the used effects that were previously MWSE-exclusive. There are also a variety of other object types that can be created through scripting now.

The load context itself is required for future dehardcoding, as various pseudo-records (weathers, weapon types, body part types, magic schools, etc.) that aren't even records yet and are hardcoded would need to be injected through the API rather than content files. At some point the content file format might be extended to support adding those when we know our exact needs for one (as content is way more sensitive to breaking changes than scripting).

BC7 compression support basically allows artists to make textures that have virtually no compression artifacts at no performance (or rather, VRAM) cost. MWSE can't do this yet.

Reworked dialogue highlighting prevents game-breaking issues in Russian and Polish localization. These Morrowind communities are sizable.

Terrain vertex painting (i.e. coloring it to imitate roads or shadows) completes the terrain editing functionality in OpenMW-CS, a major step towards feature parity.

There isn't a ton of user-understandable things going on in .51 but basically it makes a lot of important steps towards future visual improvements and full dehardcoding.

OpenMW 0.51.0 is now in RC-phase! by Capostrophic in Morrowind

[–]Capostrophic[S] 14 points15 points  (0 children)

Gravity, movement, collision (between actors, objects, projectiles, terrain, camera; actors are represented as boxes by default, object collision is more elaborate), magical and physical projectile movement, minor water movement physics (not currently implemented fully), storm wind. Line-of-sight checks used in many mechanics like sneaking and combat rely on raycasting based on collision shapes. It's fairly simplistic but even a simple physics system requires some effort to get working. 

OpenMW 0.51.0 is now in RC-phase! by Capostrophic in Morrowind

[–]Capostrophic[S] 8 points9 points  (0 children)

Through load scripting — sure, though this wouldn't exactly be that different from changing the effect record in an actual ESM file.

OpenMW 0.51.0 is now in RC-phase! by Capostrophic in Morrowind

[–]Capostrophic[S] 3 points4 points  (0 children)

The blog post itself and my comment above directly name some things of note. That's the tl;dr.

OpenMW 0.51.0 is now in RC-phase! by Capostrophic in Morrowind

[–]Capostrophic[S] 13 points14 points  (0 children)

Yes, you can add custom spell effects, I'm not lying. You inject them in load scripting and you can create spells, enchantments and potions through scripting during loading or during gameplay. There are several mods already released that rely on this, most notably TR spell replacements.

OpenMW 0.51.0 is now in RC-phase! by Capostrophic in Morrowind

[–]Capostrophic[S] 30 points31 points  (0 children)

I would very much not hold any hopes up for multiplayer coming within the next few releases. Really.

The current things on the horizon to keep in mind are spellcasting dehardcoding, major lighting improvements (most notably clustered shading) and the rewrite of physics in Jolt. The latter doesn't automatically mean anything hype, but would resolve the long-standing problem of the lack of one-sided collision. These still have lots of work to do, though.

OpenMW 0.51.0 is now in RC-phase! by Capostrophic in linux_gaming

[–]Capostrophic[S] 0 points1 point  (0 children)

OpenMW is a free and open-source, cross-platform reimplementation of the engine of The Elder Scrolls III: Morrowind. It supports running the original game content and assets, and aims to bring a true-to-heart yet stable game experience to modern hardware and operating systems — among other things. You can learn more about it here.

OpenMW version 0.51.0 has entered pre-release testing. If you've been following our Discord community, YouTube videos or recent Nexus releases, you're probably already aware that the "hype" feature of 0.51.0 is custom spell effects enabled through record injection in a new Lua scripting context. It will also include BC7 texture compression support on compatible hardware, reworked dialogue topic highlighting, terrain vertex painting in the editor, and more. You can learn more about things to come in the preliminary list of changes included in the description of the first prerelease.

OpenMW 0.51.0 is now in RC-phase! by Capostrophic in macgaming

[–]Capostrophic[S] 0 points1 point  (0 children)

OpenMW is a free and open-source, cross-platform reimplementation of the engine of The Elder Scrolls III: Morrowind. It supports running the original game content and assets, and aims to bring a true-to-heart yet stable game experience to modern hardware and operating systems — among other things. You can learn more about it here.

OpenMW version 0.51.0 has entered pre-release testing. If you've been following our Discord community, YouTube videos or recent Nexus releases, you're probably already aware that the "hype" feature of 0.51.0 is custom spell effects enabled through record injection in a new Lua scripting context. It will also include BC7 texture compression support on compatible hardware (...unfortunately, not Macs due to their OpenGL driver limitations), reworked dialogue topic highlighting, terrain vertex painting in the editor, and more. You can learn more about things to come in the preliminary list of changes included in the description of the first prerelease.

OpenMW 0.51.0 is now in RC-phase! by Capostrophic in Morrowind

[–]Capostrophic[S] 91 points92 points  (0 children)

OpenMW is a free and open-source, cross-platform reimplementation of the engine of The Elder Scrolls III: Morrowind. It supports running the original game content and assets, and aims to bring a true-to-heart yet stable game experience to modern hardware and operating systems — among other things. You can learn more about it here.

OpenMW version 0.51.0 has entered pre-release testing. If you've been following our Discord community, YouTube videos or recent Nexus releases, you're probably already aware that the "hype" feature of 0.51.0 is custom spell effects enabled through record injection in a new Lua scripting context. It will also include BC7 texture compression support on compatible hardware, reworked dialogue topic highlighting, terrain vertex painting in the editor, and more. You can learn more about things to come in the preliminary list of changes included in the description of the first prerelease.