Search found 2492 matches

by raevol
23 Jan 2018, 08:38
Forum: Off Topic
Topic: Thoughts on game mechanics in Morrowind
Replies: 6
Views: 214

Re: Thoughts on game mechanics in Morrowind

Thank you for the input guys, good to know my ranting was worthwhile to some people haha. And @tomangelo thank you for the reminder of the historical context for Morrowind- I definitely knew that, but also definitely had forgotten to take it into consideration. You're so right! That's a reason that ...
by raevol
22 Jan 2018, 21:52
Forum: Off Topic
Topic: Thoughts on game mechanics in Morrowind
Replies: 6
Views: 214

Thoughts on game mechanics in Morrowind

This is a brain dump I've been wanting to write up for a long time. Sorry if this is super rambley. This is inspired by a lifetime of playing games, but more specifically by my recent experiences playing three particular games: Baldur's Gate, Horizon: Zero Dawn, and the Uncharted series. And then pu...
by raevol
21 Jan 2018, 07:53
Forum: Off Topic
Topic: Shared Mod Folder?
Replies: 1
Views: 150

Re: Shared Mod Folder?

First- OpenMW doesn't support a lot of the rendering mods available for vanilla Morrowind- yet! We'll get there, but for now you are limited to texture/model/content mods. Second- texture and model mods are very subjective. For example, the only ones I would ever consider using are lysol's, or water...
by raevol
20 Jan 2018, 05:24
Forum: General discussion
Topic: [WIP] Android port testing
Replies: 22
Views: 1221

Re: [WIP] Android port testing

AnyOldName3 wrote:
20 Jan 2018, 00:39
even if it's entirely LG's fault for coming up with their own crappy ways of doing things that are prone to breaking.
The biggest thing I learn in the Android Development class I took was that phone manufacturers are basically Satan.
by raevol
18 Jan 2018, 03:59
Forum: Development
Topic: OpenMW on android flipped textures
Replies: 36
Views: 1729

Re: OpenMW on android flipped textures

AnyOldName3 wrote:
18 Jan 2018, 03:22
Hosting a few screenshots of a bug
It's just a gray area thing, better safe that sorry. After the initial surprise, Bethesda was really nice to us, so we should try to make best efforts in return.

As for binaries, @psi29a will have to answer that...
by raevol
12 Jan 2018, 06:26
Forum: Feature Requests and Suggestions
Topic: Distant lands and frozen cliffracers
Replies: 16
Views: 2290

Re: Distant lands and frozen cliffracers

scrawl wrote:
11 Jan 2018, 18:09
I'd be more excited to not see it in action, because the point was that you wouldn't notice ;)
HAHAHA true, I mean the performance boost. :D
by raevol
11 Jan 2018, 08:12
Forum: Feature Requests and Suggestions
Topic: Distant lands and frozen cliffracers
Replies: 16
Views: 2290

Re: Distant lands and frozen cliffracers

Really excited to see this in action...
by raevol
09 Jan 2018, 02:42
Forum: Development
Topic: [patch] new fog shader
Replies: 107
Views: 29912

Re: [patch] new fog shader

scrawl wrote:
09 Jan 2018, 02:36
Because shaders are (currently) engine resources that are not really meant to be meddled with by the end-user, at least not yet. (as is handily demonstrated by the fact that your changes become incompatible with every other version)
Haha makes sense.
by raevol
09 Jan 2018, 02:26
Forum: Development
Topic: [patch] new fog shader
Replies: 107
Views: 29912

Re: [patch] new fog shader

Yep that did it. Any reason why it doesn't work in a data folder like lysol's texture mods do?