Search found 523 matches
- 06 Jan 2021, 08:23
- Forum: Feature Requests and Suggestions
- Topic: OpenMW support for other games: Oblivion, Skyrim, Fallout and more
- Replies: 442
- Views: 324969
Re: Elder-scrolls IV Oblivion
Checking first to make sure I'm squeaky clean... Admins (@Lgro and @sir_herrbatka according to "The Team" page), Would it be ok if I use this thread to post notes and/or answer questions regarding my work with later TES games? I am getting some questions on Youtube comments that are too te...
- 18 Dec 2020, 22:22
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87445
Re: OpenGEX as .Nif alternative for OpenMW
Just thinking out loud - wouldn't it be better if the bone names *are* different? That will allow the animation code to treat them differently (if there are any differences, that is). I would imagine there can be additional bones as well which will have to be handled by the animation code.
- 06 Dec 2020, 23:49
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87445
Re: OpenGEX as .Nif alternative for OpenMW
At first I was afraid it was some overly complicated way to define which animations are used in the engine. Well, technically some of them *are* used to define which animation frames are used - e.g. the text keys are used to play certain parts of the animations (in Morrowind all the animations seem...
- 03 Dec 2020, 23:12
- Forum: Content Development
- Topic: File list order in OpenMW-CS vs. OpenMW?
- Replies: 5
- Views: 6075
Re: File list order in OpenMW-CS vs. OpenMW?
I have a simple setup without many mods and I don't see any differences - can you provide an example or two? Screenshots may help to understand the problem.
- 27 Nov 2020, 21:33
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87445
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...
- 19 Nov 2020, 02:15
- Forum: General
- Topic: Fallout : New Vegas ?!?
- Replies: 3
- Views: 6151
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.
Anyhow, I'll continue on with Oblivion/FO3/FONV/Skyrim as much as I can.
- 16 Nov 2020, 22:51
- Forum: General Development
- Topic: SQLite based approach to storing game world state
- Replies: 31
- Views: 32229
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...
- 16 Nov 2020, 22:03
- Forum: General Development
- Topic: SQLite based approach to storing game world state
- Replies: 31
- Views: 32229
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...
- 16 Nov 2020, 06:18
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 137
- Views: 112052
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...
- 15 Nov 2020, 23:32
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 137
- Views: 112052
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...