Search found 385 matches

by akortunov
09 Oct 2018, 14:20
Forum: General Development
Topic: Weapon sheathing
Replies: 31
Views: 4701

Re: Weapon sheathing

Zini wrote:
09 Oct 2018, 13:51
Okay, that sounds reasonable.
Ok, then I'll implement it later as a separate pull request, if my current one with scabbards and quivers will be merged. Otherwise this PR can become a quite big.
by akortunov
09 Oct 2018, 13:48
Forum: General Development
Topic: Weapon sheathing
Replies: 31
Views: 4701

Re: Weapon sheathing

If we really want to implement shields sheathing, I suggest this approach: 1. Check if shield model has the _sh file. If not, handle it as we handle shields now. 2. If the shield has sheath model, place it on character's back when using a one-handed weapon and weapon is holstered. When using two-han...
by akortunov
08 Oct 2018, 18:35
Forum: General Development
Topic: Weapon sheathing
Replies: 31
Views: 4701

Re: Weapon sheathing

In theory, if we are not going to add shields holstering for now, there should not be much issues with mentioned mods.
by akortunov
08 Oct 2018, 08:25
Forum: General Development
Topic: Weapon sheathing
Replies: 31
Views: 4701

Re: Weapon sheathing

In theory, it is possible to add a hack - if a shield has a zero AR, or AR >= 100, consider it as a hold item instead of shield, but I do not like it much.
by akortunov
08 Oct 2018, 08:05
Forum: General Development
Topic: Weapon sheathing
Replies: 31
Views: 4701

Re: Weapon sheathing

There is a question about how must-have things (for example, weapon sheathing, glowing windows, animated containers, etc.) ever should be implemented in OpenMW. Should we have such things out of box without need to use a 3d-party code, our we should leave it to Lua scripting to make these features m...
by akortunov
08 Oct 2018, 07:28
Forum: Editor Development
Topic: Object editing widgets
Replies: 13
Views: 528

Re: Object editing widgets

What operations would there be to do? Other then adding a new field? Which is in fact trivial (it happens automatically). Limit input field range, use tabs to do not waste space, or add a custom logic (for example, autocalculate spell cost when user checks Auto Calc checkbox, or add an encumberance...
by akortunov
08 Oct 2018, 06:32
Forum: Editor Development
Topic: Object editing widgets
Replies: 13
Views: 528

Re: Object editing widgets

For now even trivial operations require a good understanding about how these auto-generated tables work, because this feature is extremely unfriendly for new developers, even if they have knowledge about how Qt works. Also if there is a need to do something which this autogeneration framework does n...
by akortunov
07 Oct 2018, 17:00
Forum: Editor Development
Topic: Object editing widgets
Replies: 13
Views: 528

Object editing widgets

I started to work with OpenMW-CS and found out that autogenerated widgets are extremely annoying. Take and NPC editong widget as example. Here is a screenshot how it looks in Morrowind: Screenshot_20181007_192421.png Since there is a lot of info here, this widget uses custom layout with tabs and but...
by akortunov
06 Oct 2018, 13:49
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 148
Views: 4169

Re: The new MWSE-Lua interface

The point is extensibility. To empower mod creators, you need to give them the power to extend the core functionality of the base application. The more power you give them, the more they can create. Again, your examples do not extend "core functionality". Program provides a framework, which can be ...
by akortunov
06 Oct 2018, 12:52
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 148
Views: 4169

Re: The new MWSE-Lua interface

Two good examples of the benefits of using a plugin architecture are web browsers and Blender. They all use plugins extensively: Firefox Add-ons 20 Free Blender Add-ons Actually, they are bad examples: Firefox WebExtensions use JavaScript, and mentioned Blender plugins from your link use Python scr...