Bugs: Difference between revisions

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(Created page with "Bugs that exist in the vanilla Morrowind engine and their status with regards to the OpenMW engine. Note this page tracks engine bugs only. Bugs in the game data files or ass...")
 
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| {{StatusCol|red|Can not fix}}
| {{StatusCol|red|Can not fix}}
| {{StatusCol|blue|Low}}
| {{StatusCol|blue|Low}}
| When there are multiple animation text keys with the same name (which should not happen, but has apparently happened by accident in some vanilla assets), the behaviour depends on the context. When playing back the animation, the first occuring text key is used. When calculating the velocity of an animation as used for the movement animation controller, the last occuring text key is used. As result the animation is played with an inaccurate speed multiplier. Can not be fixed without patching the broken assets. [https://github.com/OpenMW/openmw/blob/e197f5318b7a2f820694096e82964142635ad28c/apps/openmw/mwrender/animation.cpp#L477 Code location]
| When there are multiple "Stop" animation text keys with the same name (which should not happen, but has apparently happened by accident in some vanilla assets), the behaviour depends on the context. When playing back the animation, the first occuring stop  key is used for playback. When calculating the velocity of an animation as used for the movement animation controller, the last occuring stop key is used. As result the animation is played with an inaccurate speed multiplier. Can not be fixed without patching the broken assets. [https://github.com/OpenMW/openmw/blob/e197f5318b7a2f820694096e82964142635ad28c/apps/openmw/mwrender/animation.cpp#L477 Code location]
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| Diagonal movement is faster
| Diagonal movement is faster

Revision as of 16:18, 12 March 2015

Bugs that exist in the vanilla Morrowind engine and their status with regards to the OpenMW engine.

Note this page tracks engine bugs only. Bugs in the game data files or assets should be tracked elsewhere.

Legend

Status:

  • Can not fix: This bug can not be fixed without breaking gameplay or rebalancing the game. Eventually we may want to introduce a fix for this issue, but it has to be controlled by an option that is disabled by default so as to not break the vanilla game files.
  • Fixed: This bug or exploit was fixed. Eventually we may also want an option to disable the fix, for purists who like to play the game with its original bugs / exploits.
  • Does not apply: Due to design decisions or other differences this bug never affected OpenMW in the first place.

Impact:

  • Low: No impact on the actual vanilla game experience, but may be a potential pitfall for content developers.
  • Medium: Has a noticable gameplay impact.
  • High: Actually breaks vanilla gameplay in a way the developers did not intend to.
Title Status Impact Explanation
Ignored speed attribute for water creatures Can not fix Low The Speed attribute for most water creatures is ignored. This is because the movement animation system plays animations without speed scaling if a fallback animation was used (such as falling back to "WalkForward" when "SwimRunForward" was requested). This can not be fixed without patching game data as it would require rebalancing the speed values for water creatures in the game. Code location
Inconsistent animation text key usage Can not fix Low When there are multiple "Stop" animation text keys with the same name (which should not happen, but has apparently happened by accident in some vanilla assets), the behaviour depends on the context. When playing back the animation, the first occuring stop key is used for playback. When calculating the velocity of an animation as used for the movement animation controller, the last occuring stop key is used. As result the animation is played with an inaccurate speed multiplier. Can not be fixed without patching the broken assets. Code location
Diagonal movement is faster Fixed Medium Moving diagonally, e.g. by holding Left and Forward, would move faster by a factor of sqrt(2) than just holding Forward.