## Search found 943 matches

16 Aug 2018, 14:09
Forum: Development
Topic: 3D Convex Hull edges
Replies: 5
Views: 210

### Re: 3D Convex Hull edges

All of these posts seem to be forgetting that if a point is on a plane, I can't find this out - depending on how the rounding happens to come out, there's a 50% chance of it being flagged as on one side of the plane and a 50% chance of it being flagged as on the other side, but a 0% chance of it bei...
15 Aug 2018, 23:00
Forum: Development
Topic: 3D Convex Hull edges
Replies: 5
Views: 210

### 3D Convex Hull edges

I have a problem to solve which will help with shadows, but it doesn't seem to be something either Google or my brain can readily provide. I start with: A list of edges (pairs of 3D vectors) which together form the boundary of a convex volume. (Basically it's a convex hull, but not as a vertex list ...
15 Aug 2018, 15:49
Forum: Development
Topic: The Future of OpenMW Scripting
Replies: 127
Views: 7322

### Re: The Future of OpenMW Scripting

My main complaints about OldScript+ were: Its weird syntax - that's just going to catch people out and annoy experienced programmers. Its total lack of pre-existing documentation, tutorials, StackOverflow filled with beginner questions and example code for common situations, and other people complet...
14 Aug 2018, 20:42
Forum: Development
Topic: The Future of OpenMW Scripting
Replies: 127
Views: 7322

### Re: The Future of OpenMW Scripting

We're not going to include JavaScript. If we start seriously considering it, I'm going to hold shadows hostage until we stop. It's an evil, evil language.
14 Aug 2018, 17:00
Forum: Feature Requests and Suggestions
Topic: [OpenMW CS] Give two records of different types the same name
Replies: 4
Views: 200

### Re: [OpenMW CS] Give two records of different types the same name

In MWScript, you access stuff in scripts by just using its name as a variable name. If a script said "Balmora"->Disable , there's no way to tell if you're trying to hide the bow or make the place inaccessible. I'm not a big fan of this system, but it's what all existing content uses, so it has to re...
12 Aug 2018, 22:00
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 74
Views: 14089

### Re: Older bump mapped mods (and how to make them work in OpenMW)

We have the ability to replicate MCP's bump mapping system exactly, but it would just involve removing the vanilla-style environment mapping altogether. I don't know if any vanilla content or mods actually relies on the non-MCP behaviour, but pre-1.0, we shouldn't be removing features which the vani...
12 Aug 2018, 19:24
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 74
Views: 14089

### Re: Older bump mapped mods (and how to make them work in OpenMW)

We're only going to end up displaying what you'd get if you mistakenly loaded a bump-mapped mod in the vanilla engine without MCP, so it's not like we're bending to the whims of other projects.
12 Aug 2018, 14:02
Forum: Organisation and Planning
Topic: Improving the FAQ
Replies: 20
Views: 799

### Re: Improving the FAQ

I knew something had changed with that, but I thought it had been shut down rather than moved from monthly to per-creation
12 Aug 2018, 11:31
Forum: Organisation and Planning
Topic: Improving the FAQ
Replies: 20
Views: 799

### Re: Improving the FAQ

If we're adding Patreons, is it just me, David and Koncord who have one right now?
12 Aug 2018, 00:10
Forum: Development