Search found 519 matches

by cc9cii
27 Nov 2020, 21:33
Forum: General
Topic: OpenGEX as .Nif alternative for OpenMW
Replies: 118
Views: 37819

Re: OpenGEX as .Nif alternative for OpenMW

This sounds rather straightforward then, thanks for the info. DestinedToDie was also helpful by providing me with a .txt file listing all of the animations used in Morrowind. https://pastebin.com/qaNfhZq7 To me it looks like a definition .txt file and was wondering whether anyone can shed some ligh...
by cc9cii
19 Nov 2020, 02:15
Forum: General
Topic: Fallout : New Vegas ?!?
Replies: 3
Views: 467

Re: Fallout : New Vegas ?!?

I'm hoping one day someone will make use of the demonstrated capabilities :-) If it is possible with old Ogre then it is certainly possible with OSG.

Anyhow, I'll continue on with Oblivion/FO3/FONV/Skyrim as much as I can.
by cc9cii
16 Nov 2020, 22:51
Forum: General Development
Topic: SQLite based approach to storing game world state
Replies: 20
Views: 1739

Re: SQLite based approach to storing game world state

Ok, I skipped those parts :) I still suspect you'll have some challenge to get this accepted until you can demonstrate a *killer* use-case. But I think you should still go ahead and implement it regardless. You'll have fun doing it and will learn more about OpenMW and game engines in general. I doub...
by cc9cii
16 Nov 2020, 22:03
Forum: General Development
Topic: SQLite based approach to storing game world state
Replies: 20
Views: 1739

Re: SQLite based approach to storing game world state

I have only skim-read the previous posts so I probably missed it but I don't quite understand the proposed approach. In particular I don't understand why it is an issue that only the loaded cell data are kept in RAM (* not quite true, see below) and discarded from RAM when the cell is unloaded. An e...
by cc9cii
16 Nov 2020, 06:18
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 69
Views: 6174

Re: Lua scripting in OpenMW

Thanks for taking time to explain in detail. I am trying to get back into some work after a break of 3 months, and I thought scripting support might be something suitable. I'm thinking that if I'm doing something it may as well be somewhat compatible with what OpenMW is doing/planning. At this point...
by cc9cii
15 Nov 2020, 23:32
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 69
Views: 6174

Re: Lua scripting in OpenMW

I've written some ideas in a google doc . Open for comments. Key points about threads and events: Extracting the whole scripting to a separate thread is more important than multithreaded scripting. It should be safe because rendering and scripting work on different data. Local scripts are always sy...
by cc9cii
14 Nov 2020, 23:46
Forum: General
Topic: OpenGEX as .Nif alternative for OpenMW
Replies: 118
Views: 37819

Re: OpenGEX as .Nif alternative for OpenMW

Animations list bones multiple times because of animation groups (e.g. upper body, arms, etc) That would be my guess, without knowing from where you've extracted the bone names.
by cc9cii
14 Nov 2020, 23:40
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 423
Views: 169013

Re: Elder-scrolls IV Oblivion

Capostrophic wrote:
21 Oct 2020, 20:38
Skyrim SE BSA support has been added to the upstream code. It's not much but it's something that goes beyond what cc9cii implemented in his branch.
Curious... what are the key differences?
by cc9cii
25 Jun 2020, 02:53
Forum: Support
Topic: NPCs don't have eyes
Replies: 6
Views: 1009

Re: NPCs don't have eyes

yes of course :-) still stuck in the past
by cc9cii
24 Jun 2020, 21:49
Forum: Support
Topic: NPCs don't have eyes
Replies: 6
Views: 1009

Re: NPCs don't have eyes

Anything interesting in openmw.log or ogre.log? Look for "error", "Error", "Exception", etc. The logs are in C:\Users\TheWyGuy\Documents\My Games\OpenMW or /home/thewyguy/.config/openmw