Search found 358 matches

by Thunderforge
20 Jul 2018, 21:23
Forum: Support
Topic: How to use the testing settings in launcher?
Replies: 4
Views: 155

Re: How to use the testing settings in launcher?

kuyondo wrote:
19 Jul 2018, 06:34
Got it to work now. I need to specify the file path myself.

However, clicking browse and choosing your txt file doesnt work. Instead I have to specify the file path myself.
Which platform are you on? You should probably file a bug if that’s not working at all.
by Thunderforge
20 Jul 2018, 15:03
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 220
Views: 29077

Re: OpenMW 0.44.0

The release video looks great! This optional feature was modelled after the corresponding Morrowind Code Patch option and drastically decreases the value of filled soul gems. Maybe indicate somehow that the Morrowind Code Patch is a popular, but unofficial fan project? I don't know that everyone is ...
by Thunderforge
19 Jul 2018, 04:47
Forum: Support
Topic: How to use the testing settings in launcher?
Replies: 4
Views: 155

Re: How to use the testing settings in launcher?

Works for me. What was the script you were trying to run?
by Thunderforge
16 Jul 2018, 15:19
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 220
Views: 29077

Re: OpenMW 0.44.0

raevol wrote:
16 Jul 2018, 07:47
Mac RCs: needs testing
I tested the Mac build a few days after it was posted, and it was working fine.
by Thunderforge
16 Jul 2018, 00:20
Forum: News
Topic: Help us plan OpenMW's future
Replies: 32
Views: 2245

Re: Help us plan OpenMW's future

This is definitely getting off topic. It’s probably best to start a new thread about reverse engineering plugin bytecode, or to debate the merits of a Python as a programming language for doing that reverse engineering.
by Thunderforge
13 Jul 2018, 21:49
Forum: General discussion
Topic: Shader License
Replies: 9
Views: 574

Re: Shader License

How does this sound? Unless otherwise indicated, all OpenMW code is covered under the GPLv3. I assume that shaders is covered under code as well. I agree. My understanding is that, so long as the repository has always had a license indicating that it is GPLv3, then any contributions to it have alwa...
by Thunderforge
12 Jul 2018, 21:52
Forum: Development
Topic: [patch] new fog shader
Replies: 119
Views: 36046

Re: [patch] new fog shader

magamo wrote:
12 Jul 2018, 14:07
It still affects the minimap, but it's usable, unlike with the old version.
Fog on the minimap (and overhead map in general) might actually be a cool feature that roleplayers would enjoy. Maybe it's worth considering as an optional setting?
by Thunderforge
12 Jul 2018, 21:41
Forum: General discussion
Topic: Shader License
Replies: 9
Views: 574

Re: Shader License

psi29a wrote:
11 Jul 2018, 21:46
The FAQ entry is a bit dated for when we shipped other fonts and had other licensed assets.
I have the ability to edit the FAQ. What do we want it to say?
by Thunderforge
12 Jul 2018, 03:56
Forum: Content Development Section
Topic: OpenMW CS - Merge
Replies: 35
Views: 2638

Re: Openmwcs-merge

Quick heads-up: I started to work on a 2nd more elaborate merge tool (was planning to have a go at that for quite a while). This will cover your use-case. But don't hold your breath. Still have extremely little time available for OpenMW and right now I am already happy if I get to write 10 lines of...
by Thunderforge
12 Jul 2018, 03:03
Forum: Off Topic
Topic: mwse coders created something interesting..
Replies: 8
Views: 708

Re: mwse coders created something interesting..

Definitely agree that it’s really nice! I think the only main barrier for adding it to OpenMW proper is localization (this is the same thing that prevents us from adding new features to the game and requires us to keep it in the Launcher). However, that is part of the post-1.0 design document.