Search found 523 matches

by cc9cii
06 Jan 2021, 08:23
Forum: Feature Requests and Suggestions
Topic: OpenMW support for other games: Oblivion, Skyrim, Fallout and more
Replies: 442
Views: 322935

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...
by cc9cii
18 Dec 2020, 22:22
Forum: General
Topic: OpenGEX as .Nif alternative for OpenMW
Replies: 136
Views: 87031

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.
by cc9cii
06 Dec 2020, 23:49
Forum: General
Topic: OpenGEX as .Nif alternative for OpenMW
Replies: 136
Views: 87031

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...
by cc9cii
03 Dec 2020, 23:12
Forum: Content Development
Topic: File list order in OpenMW-CS vs. OpenMW?
Replies: 5
Views: 6063

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.
by cc9cii
27 Nov 2020, 21:33
Forum: General
Topic: OpenGEX as .Nif alternative for OpenMW
Replies: 136
Views: 87031

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: 5972

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: 31
Views: 32128

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: 31
Views: 32128

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: 137
Views: 111369

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: 137
Views: 111369

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...