Search found 17 matches
- 31 Jul 2020, 00:52
- Forum: Organisation and Planning
- Topic: OpenMW Nightly builds
- Replies: 552
- Views: 995734
Re: OpenMW Nightly builds
If the pipeline build fails, it produces an 'empty' artifact, with only a single text file (so following the link hasn't worked for the last two days), but by removing the filters you can find earlier pipelines and look for one that did build.
- 14 Apr 2019, 23:34
- Forum: Feature Requests and Suggestions
- Topic: Playable Creatures
- Replies: 5
- Views: 4303
Re: Playable Creatures
Hm, MW Modhistory's current unreliability makes it a bit annoying to download Great House Dagoth. Something like the disguise command, but also appearing in the player's perception, would be perfect for greatly simplifying the scripting of certain parts of the mod (that currently contribute to its O...
- 04 Mar 2019, 10:57
- Forum: General Development
- Topic: Grey out read dialogue topics
- Replies: 29
- Views: 18591
Re: Grey out read dialogue topics
Honestly, the after-click New/Seen implementation looks inelegant - maybe not codewise, but in how it appears in-game. Not only does it require clicking on a topic anyway, it is obtrusive and distracting in a way greying out a previously viewed topic isn't. Maybe OpenMW can't replicate UI Expansion'...
- 17 Feb 2019, 20:23
- Forum: General Modding
- Topic: Great House Dagoth
- Replies: 20
- Views: 27077
Re: Great House Dagoth
Some, but not all, of the compatibility-breaking differences are gone. Sounds good. Is it possible to get over the remaining problems by playing around them or by using console commands? Or are they so game-breaking it's just not worth it? As I understand it: too gamebreaking for it to be worth.
- 16 Feb 2019, 15:04
- Forum: General Modding
- Topic: Great House Dagoth
- Replies: 20
- Views: 27077
- 29 Jan 2019, 11:58
- Forum: Off Topic
- Topic: List of (other) FOSS game engine replacement projects
- Replies: 83
- Views: 83092
Re: List of (other) FOSS game engine replacement projects
So a fork in other words? Right, I'll update the post. Thanks. Something like it. As I understand it mostly relies on OpenRA's modding capabilities, a bit like if OpenMW was post-1.0 enough that it could be used to make a decent emulation of Gothic (although KKnD is closer to RA1 than Gothic is to ...
- 29 Jan 2019, 07:49
- Forum: Off Topic
- Topic: List of (other) FOSS game engine replacement projects
- Replies: 83
- Views: 83092
Re: List of (other) FOSS game engine replacement projects
B-b-b-bump! Updated the post. Not that much has changed really. Xoreos seems to have at least one quite active developer now, compared to last time. Also, OpenRA has started working on support for the KKnD games, aka "Krush Kill n Destroy". Such a cool name, I know. As I understand the KK...
- 29 Oct 2018, 20:00
- Forum: General Modding
- Topic: Mods unavailable for download
- Replies: 11
- Views: 7475
Re: Mods unavailable for download
Nature Unification Compilation has been put up on the Nexus for now, while GHF is non-functional. No such luck for the other mods, though.
- 26 Sep 2018, 20:31
- Forum: Off Topic
- Topic: List of (other) FOSS game engine replacement projects
- Replies: 83
- Views: 83092
Re: List of (other) FOSS game engine replacement projects
I imagine a Wizardry (maybe other fantasy) project could do OpenSorcery. Or a Discworld one OpenSourcery.
- 18 Sep 2018, 16:47
- Forum: Off Topic
- Topic: List of (other) FOSS game engine replacement projects
- Replies: 83
- Views: 83092
Re: List of (other) FOSS game engine replacement projects
Speaking of border-line open source projects, the OpenCK project seems like it could be a relevant thing to look at for OpenMW even if it isn't a game engine replacement project (FOSS I'm far less certain where lines are drawn) - at least for OpenMW-CS.