Search found 279 matches

by akortunov
23 Jun 2018, 17:09
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 176
Views: 22339

Re: OpenMW 0.44.0

I was checking the Windows 64b RC2 build and I cant get to open Vivec's palace lock with a 100 magnitude Open spell set "on Target", it only seems to work when I use a spell made to work "on touch"... is this normal? https://gitlab.com/OpenMW/openmw/issues/2849 Touch spells should not suffer from t...
by akortunov
21 Jun 2018, 10:30
Forum: Mod Compatibility
Topic: Abot's Travel Mods?
Replies: 6
Views: 339

Re: Abot's Travel Mods?

Detailed status: 1. Abot Gondoliers. Works mostly fine, but there are collisions between player and gondolier. If you add a constant levitaion to player, as in other scenic travel mods, this plugin will be compatible with OpenMW. Note: other Abot's travel mod use also empty mesh as a levitation effe...
by akortunov
18 Jun 2018, 05:24
Forum: General discussion
Topic: Heads up...
Replies: 43
Views: 2129

Re: Heads up...

Can you add an ability to edit bugreports for developers?
by akortunov
17 Jun 2018, 18:14
Forum: General discussion
Topic: Heads up...
Replies: 43
Views: 2129

Re: Heads up...

Strange. On Redmine we have 528 opened issues (302 bugs), on GitLab we somehow got 603 issues (280 bugs).
Also I do not see issues #4458-4464 on GitLab.
It seems we lost 22 bugs.
by akortunov
17 Jun 2018, 18:06
Forum: General discussion
Topic: Heads up...
Replies: 43
Views: 2129

Re: Heads up...

I suppose we need the huge "Moved to GitLab" billboard on our old bugtracker. And update news on OpenMW site.
by akortunov
16 Jun 2018, 21:02
Forum: Development
Topic: The Future of OpenMW Scripting
Replies: 86
Views: 3642

Re: The Future of OpenMW Scripting

Python is the standard scripting language for desktop applications. We do not choose a language for desktop application, we choose an embeddable scripting language for game engine to provide flexible modding tools, dehardcode game mechanics, AI, automate editor, provide event-based hooks, etc. Lua ...
by akortunov
16 Jun 2018, 19:27
Forum: General discussion
Topic: Survey: What genres of total conversions do you think would work well on OpenMW besides fantasy?
Replies: 38
Views: 942

Re: Survey: What genres of total conversions do you think would work well on OpenMW besides fantasy?

vk1970 wrote:
16 Jun 2018, 18:56
Guns require ammunition and sighting and have recoil.
Also do not forget about rate of fire, shell extraction, buckshot ammo and other things, which shooters usually use.
OpenMW is not an engine for first-person shooters by design.
by akortunov
15 Jun 2018, 09:43
Forum: Development
Topic: Distant objects
Replies: 17
Views: 2292

Re: Distant objects

I also tried to use the osg::Image::scaleImage() to get low-quality textures, but for some reason it only works for TGA textures: Error Image::scaleImage() did not succeed : errorString = invalid enumerant. The rendering context may be invalid. osg::ref_ptr<osg::Image> image = result.getImage(); [re...
by akortunov
14 Jun 2018, 20:31
Forum: Development
Topic: The Future of OpenMW Scripting
Replies: 86
Views: 3642

Re: The Future of OpenMW Scripting

I'd also vote for Lua.
And indeed, if we want to use a common API, it would be better to document it in nearest future. Later MWSE-Lua and TES3MP will have own API, so amount of work to implement a compatible API will be greater.