Search found 401 matches

by Capostrophic
16 Oct 2018, 21:40
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 361
Views: 145592

Re: OpenMW Nightly builds

AppVeyor doesn't make builds of the master currently.
by Capostrophic
14 Oct 2018, 11:06
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 54
Views: 11212

Re: OpenMW 0.45.0

They're already "enabled" in the sense that they work in the current code - and nightly builds - and they work the same as melee critical hits. There are three conditions: 1) The enemy is not in combat 2) The enemy doesn't see you (line of sight check fails for whatever reason, e.g. you're invisible...
by Capostrophic
14 Oct 2018, 07:15
Forum: Support
Topic: Bug : doubled Fortify Magicka and fortify attribute
Replies: 4
Views: 146

Re: Bug : doubled Fortify Magicka and fortify attribute

This is a known issue. BTB mod replaces the birthsign spells in a tricky way and OpenMW reapplies the original spells upon reloading the save. See bug 4329.
by Capostrophic
06 Oct 2018, 23:25
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 148
Views: 4216

Re: The new MWSE-Lua interface

I reiterate upon a sandboxing toggle being completely useless.
by Capostrophic
06 Oct 2018, 23:17
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 148
Views: 4216

Re: The new MWSE-Lua interface

and will be protected from binary plugins.
They won't use such plugins either way! :|
by Capostrophic
06 Oct 2018, 22:33
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 148
Views: 4216

Re: The new MWSE-Lua interface

The best compromise is to give people the choice to disable sandboxing if they want to, or to keep sandboxing, which is the default option. Chris has just explained why that is not a real compromise. You either have sandboxing or you don't. Having some sandboxing or conditional sandboxing is still ...
by Capostrophic
05 Oct 2018, 20:34
Forum: Support
Topic: Can a script tell Morrowind and OpenMW apart?
Replies: 20
Views: 724

Re: Can a script tell Morrowind and OpenMW apart?

Morrowind only uses the compiled bytecode of a script. OpenMW only uses the source of a script. You could base something off that. Also, TESCS compiler "eats" some script mistakes OpenMW considers unacceptable. As for the script itself, any other discrepancies that are not caused by Morrowind script...
by Capostrophic
05 Oct 2018, 12:58
Forum: Other Forks and Ports
Topic: OpenNuka
Replies: 64
Views: 1712

Re: OpenNuka

Hmph. A bold roadmap.

Somehow I doubt you'll get a lot of volunteers.
by Capostrophic
05 Oct 2018, 12:46
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 90
Views: 17359

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

Ouch. I don't want NDL and Bethesda lawyer squads knocking on my or anyone else's door. :P ( :oops: ) As far as I can tell, it's not the source code - that evaluation copy doesn't include any - so none of us know how the thing should actually be implemented, we only have the idea of what should be i...
by Capostrophic
04 Oct 2018, 16:53
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 90
Views: 17359

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

So I got my hands on Gamebryo 1.1.2 (2004) documentation that who knows how happened to get to the internet archive (link removed for legal reasons). Note: this is actually a full Gamebryo copy, so its licensing is questionable. You can find the chm file if you unpack the documentation installer lik...