Search found 1014 matches

by DestinedToDie
24 Sep 2018, 03:37
Forum: General
Topic: OpenMW First Impression
Replies: 2
Views: 228

Re: OpenMW First Impression

I know you already spent your time on modding, but you might still find this helpful. https://modding-openmw.com/
by DestinedToDie
20 Sep 2018, 15:02
Forum: General
Topic: Forum reorganization
Replies: 4
Views: 289

Re: Forum reorganization

I would collapse it into one, as suggested.
by DestinedToDie
07 Sep 2018, 18:22
Forum: Off Topic
Topic: List of (other) FOSS game engine replacement projects
Replies: 60
Views: 2247

Re: List of (other) FOSS game engine replacement projects

Oh wow, Vice City was actually my childhood game. So I later tried playing GTA III at my early 20-ies and it crashed all the time. Still, very interesting, considering how close the engine is to Vice City. I never finished GTA III, partly because that mission "Grand Theft Auto" was impossible as I w...
by DestinedToDie
04 Aug 2018, 17:07
Forum: Off Topic
Topic: TES3 Edit (Tool)
Replies: 6
Views: 491

Re: TES3 Edit (Tool)

We have a tool called OpenMW-CS that is made for editing our files. While it's still unfinished, the idea is to use it for future features of the OpenMW engine. I'm not sure if zEdit would go down that line? Or if zEdit is more developed than OpenMW-CS already is.
by DestinedToDie
03 Jul 2018, 21:28
Forum: Organisation and Planning
Topic: My thoughts on the design document (post 1.0)
Replies: 13
Views: 1685

Re: My thoughts on the design document (post 1.0)

Yeah I'm also of the opinion that if we go with one scripting language, we ought to fully deprecate the other. Having 2 script languages is redundant.
by DestinedToDie
02 Jul 2018, 07:23
Forum: Organisation and Planning
Topic: My thoughts on the design document (post 1.0)
Replies: 13
Views: 1685

My thoughts on the design document (post 1.0)

My wishes are to have a simple Morrowind-like engine with more customizability of existing features. The post 1.0 design document seems to touch on that, with features such as: Small launcher changes to make total conversion installment more elegant. De-Hardcoding: GMSTs Fallback Values Dynamic Stat...
by DestinedToDie
27 Jun 2018, 06:45
Forum: Editor Development
Topic: Creature/Npc Editing
Replies: 22
Views: 1838

Re: Creature/Npc Editing

I think the main animation file contains those boxes. But females have some kind of alternate file that doesn't?

Anim file contains two things: armanent and those boxes. Possible solution (though I don't know much about engine) - do not render any non-armanent objects from the anim skeleton files.
by DestinedToDie
14 Jun 2018, 15:10
Forum: General Development
Topic: The Future of OpenMW Scripting
Replies: 127
Views: 8340

Re: The Future of OpenMW Scripting

However if there is an overwhelming consensus that we should go with option B) instead (with an option to later translate it to C) ), I won't try to block it; that is, if we have the volunteers to do it. If it's about consensus then I vote that we go for oldscript+ just my opinion I'm not a code co...
by DestinedToDie
10 Jun 2018, 14:38
Forum: Off Topic
Topic: Microsoft Buys Github for $7.5 Billion
Replies: 131
Views: 7602

Re: Microsoft Buys Github for $7.5 Billion

Maybe I shouldn't have stayed silent. I'm sort of ignorant on this topic so I decided not to speak up, but I'm also on the team of OpenMW being more than just a way to play Morrowind. Having read through this thread, it seems there are just a few people here who are Microsoft-centrists. I hope devel...