Search found 116 matches

by CMAugust
06 Oct 2018, 13:46
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 148
Views: 4261

Re: The new MWSE-Lua interface

As a user, I've always enjoyed Blender's plugin system - especially how there are already a lot of very useful ones packed-in. With the eventual dehardcoding and lua implementation, OpenMW would virtually have its equivalent, wouldn't it?
by CMAugust
04 Oct 2018, 02:29
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 148
Views: 4261

Re: The new MWSE-Lua interface

When it comes to vendor lock-in, it's important to remember this: I am pretty sure that at least 90% of MWSE mods, which will use custom binaries, will be Windows-only anyway, even if we will not sandbox Lua. Loading a custom executable or library on a random Linux distribution can be a hell because...
by CMAugust
03 Oct 2018, 03:26
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 148
Views: 4261

Re: The new MWSE-Lua interface

Insist on sandboxing, sure, fine.
According to the initial discussion in this thread, isn't sandboxing the reason NullCascade did not develop OpenMW-Lua alongside MWSE-Lua?
by CMAugust
02 Oct 2018, 13:41
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 148
Views: 4261

Re: The new MWSE-Lua interface

Yeah, I mean the addition of (new) GUI icons for additional functionality (such as what appears in this mod) wouldn't be out of the question, right? In any case, the stage 1 document shows that more GUI configuration options are definitely on the way. If the existing plans are not sufficient, perhap...
by CMAugust
02 Oct 2018, 03:05
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 148
Views: 4261

Re: The new MWSE-Lua interface

A new mod named UI Expansion has been released today under MWSE-Lua that makes exciting improvements to the user interface. Most interesting to me is the improved dialogue window, in which previously read topics will now be greyed out. I've wanted a feature like that for years. In light of earlier d...
by CMAugust
23 Aug 2018, 15:02
Forum: General Development
Topic: Shadows
Replies: 249
Views: 35240

Re: Shadows

AnyOldName3: Staring at certain vfx setpieces such as the the Blight vortex (copious smoke effects) at Dagoth Ur has a severe performance impact in Shadow branch, in case it wasn't known.

And thanks again for your work, it's a thrill to follow the ongoing progress.
by CMAugust
07 Aug 2018, 08:15
Forum: General Development
Topic: Shadows
Replies: 249
Views: 35240

Re: Shadows

While interior shadows have a few issues at the moment, the effect is really striking in some places. This whole sequence looks spectacular in motion.
Spoiler: Show
by CMAugust
06 Aug 2018, 21:43
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 47
Views: 3923

Re: Water shaders, OpenMW vs MGEXE

That looks outstanding. I've wanted to see a water cut feature like the last image for years. It's a shame that comparatively OpenMW still doesn't attract many shader developers, but I suppose anything can happen in the next few years.
by CMAugust
04 Aug 2018, 01:05
Forum: General Development
Topic: Shadows
Replies: 249
Views: 35240

Re: Shadows

From the Github PR discussion : By the way, what's the framerate difference with and without compute tight scene bounds these days? I'm not just asking Gluka - I'm interested to know from a range of people. I don't have a Github account, but hopefully it's acceptable to use this thread; let me know ...
by CMAugust
02 Aug 2018, 15:24
Forum: General
Topic: Recent Negativity Regarding OpenMW
Replies: 41
Views: 5469

Re: Recent Negativity Regarding OpenMW

From my observation, outreach and interaction from those actually associated with the OpenMW team have been very good, and getting better all the time. Much of the negative commentary towards the project I've seen is from those who either don't know, or don't respect, the fact that OpenMW is about m...