Search found 16 matches

by EvilEye
29 May 2020, 15:54
Forum: Feature Requests and Suggestions
Topic: Improved File Format for omwaddon files
Replies: 25
Views: 2156

Re: Improved File Format for omwaddon files

That's also more or less what I had in mind, unless I'm misunderstanding anything. You're not misunderstanding anything. I think the coincidence is amusing though. and the only reason for such exact reproductions would be for validating the translation tool. Which I like the sound of, but I'll admi...
by EvilEye
20 May 2020, 15:53
Forum: Feature Requests and Suggestions
Topic: Improved File Format for omwaddon files
Replies: 25
Views: 2156

Re: Improved File Format for omwaddon files

Almost every time I do a bit of modding I think it'd be nice to be able to use git to create the ESP. And in the context of TR and PT, I'd like claims to be mergeable using PRs/MRs. Now I only did a bit of thinking and never implemented anything, but these were the steps/features I had in mind. Crea...
by EvilEye
11 May 2020, 18:33
Forum: Organisation and Planning
Topic: OpenMW 0.46.0
Replies: 213
Views: 51564

Re: OpenMW 0.46.0

psi29a wrote:
11 May 2020, 17:39
Why? Does it fix anything or add a feature that would be used by 0.46?
Specifically by 0.46, no. But it includes my fix for #2648 and that's something that I've wanted for a while now.
by EvilEye
11 May 2020, 16:06
Forum: Organisation and Planning
Topic: OpenMW 0.46.0
Replies: 213
Views: 51564

Re: OpenMW 0.46.0

Could we get #5356 into the 0.46.0 builds?
by EvilEye
08 Apr 2020, 16:14
Forum: Organisation and Planning
Topic: OpenMW 0.46.0
Replies: 213
Views: 51564

Re: OpenMW 0.46.0

Ace (SWE) wrote:
08 Apr 2020, 09:28
These ones should contain the necessary VC redist as well, for those that lack it.
The 64bit one gives me an error about missing VCRUNTIME140_1.dll. (And I haven't tried the 32bit version.)
by EvilEye
25 Mar 2020, 17:59
Forum: Mod Compatibility
Topic: Does dopey Necromancy work in OpenMW?
Replies: 6
Views: 887

Re: Does dopey Necromancy work in OpenMW?

That script is broken:
Error: dn_minionskeleton1_s[local variables] line 299, column 1 (): incomplete string or name
(You should have that line in your log)

The problem being the line above it that has a closing quote but no opening quote:
StartScript DN_MinionDrain_s"
by EvilEye
30 Jul 2018, 17:15
Forum: News
Topic: OpenMW 0.44.0 Released!
Replies: 14
Views: 11622

Re: OpenMW 0.44.0 Released!

Lemme file a bug report for the announcement :P

There's a couple lines with duplicate issue numbers: #4410 #4424 #4441
And a typo: "Using AddSoulgem no longer fills all sould gems of the specified type"


Anyway, nice work everyone!
by EvilEye
29 Jun 2017, 17:11
Forum: Example-Suite
Topic: OpenMW Example Suite 0.18
Replies: 46
Views: 17577

Re: OpenMW Example Suite 0.18

That'd be pretty hilarious.
psi29a wrote:
29 Jun 2017, 12:29
Yes, I'm the admin/co-founder over at http://www.evil-genius.us/
Awesome.
by EvilEye
07 May 2017, 09:49
Forum: Feature Requests and Suggestions
Topic: Varying view distance
Replies: 10
Views: 3775

Re: Varying view distance

thus your weather setting should occlude your view distance. Very true. Luckily, GetCurrentWeather already exists :D Edit Found a file explaining the numbers: ((sqrt(1.5*h/8192*385))*5280/385)/s=c h = player's Z-pos in Morrowind's units. s = scale, because rendering a couple hundred cells is a pain...
by EvilEye
06 May 2017, 07:58
Forum: Feature Requests and Suggestions
Topic: Varying view distance
Replies: 10
Views: 3775

Re: Varying view distance

I actually suggested this to Peachykeen ~7 years ago when he was working on shaders/MGE/something. All you really need to implement it is a GetViewDistance and a SetViewDistance: Begin EE_DistantLandDistanceCalculator float d float zpos ;global EE_ViewDistance if ( GetInterior == 1 ) Return endif if...