Search found 21 matches

by urm
03 Apr 2019, 00:30
Forum: General
Topic: A thank-you to the community
Replies: 6
Views: 1022

Re: A thank-you to the community

Amazing to see you here! I hope now you will find time to play Tribunal and Bloodmoon ;) Have you seen tes3mp, OpenMW's fork adding multiplayer to Morrowind? It's quite playable. Julian Le Fay once said the next thing he would add to Daggerfall if he had time was multiplayer. What do you think of mu...
by urm
14 Nov 2018, 21:33
Forum: Other Forks and Ports
Topic: OpenMW Andriod -- Graphics Issues... Any Ideas?
Replies: 21
Views: 2547

Re: OpenMW Andriod -- Graphics Issues... Any Ideas?

David has asked me to translate some of the responses sandstranger has posted on https://4pda.ru/forum/index.php?showtopic=889357&st=2020#entry79037151 I've only mentioned that I've stopped building until the crashes are fixed, impossible to play, irritates me All the current code that's in the Open...
by urm
28 Jan 2018, 18:47
Forum: TES3MP
Topic: Alchemy Work Around
Replies: 4
Views: 3166

Re: Alchemy Work Around

You could write a lua script that would add pre-cooked potions while removing appropriate ingredients and checking for the apparatus

Edit: damn this was quite a necro from me
by urm
29 Jul 2017, 12:41
Forum: News
Topic: OpenMW multiplayer is here!
Replies: 17
Views: 8559

Re: OpenMW multiplayer is here!

antisocialmonkey wrote:
29 Jul 2017, 09:27
I hope this crap never gets merged back into the main branch, time to fork this project keep a pure openmw.
never seen a more fitting nickname :D
by urm
12 Jul 2017, 09:33
Forum: General
Topic: OpenMW Mod Manager
Replies: 21
Views: 6439

Re: OpenMW Mod Manager

Would be nice to have data folder presets the same way we have esp presets in the launcher
by urm
05 Jun 2017, 17:20
Forum: General Development
Topic: Combat AI: spell usage improvements
Replies: 20
Views: 4528

Re: Combat AI: spell usage improvements

1) yes, but then we can just use some default configuration
2) that won't be an option with unified AI anyways
by urm
05 Jun 2017, 17:10
Forum: General Development
Topic: Combat AI: spell usage improvements
Replies: 20
Views: 4528

Re: Combat AI: spell usage improvements

about AI roles: why not use built-in NPC classes? I'm not sure how well they correspond with actual spells and weapons of NPCs though
by urm
05 Jun 2017, 08:17
Forum: General Development
Topic: Combat AI: spell usage improvements
Replies: 20
Views: 4528

Re: Combat AI: spell usage improvements

yes, this would be an ideal solution. not sure if it should be approached before or after 1.0
by urm
04 Jun 2017, 15:20
Forum: General Development
Topic: Combat AI: spell usage improvements
Replies: 20
Views: 4528

Re: Combat AI: spell usage improvements

I assume after the great dehardcoding AI will also be available for change through construction set, so I at that point every spell would have a priority function attached to it for AI to handle
by urm
04 Jun 2017, 14:33
Forum: Support
Topic: (Solved) Problems building in VS2015
Replies: 5
Views: 1588

Re: (Solved) Problems building in VS2015

yes, it's fine now
consider adding some info on -c argument in https://gist.github.com/ace13/de7f30454e99b3952405
I think my problem was caused by CMake building some stuff for Debug and some stuff for Release, so neither option actually worked