Search found 63 matches

by ptmikheev
03 Aug 2021, 12:22
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 112
Views: 34503

Re: Lua scripting in OpenMW

Decide whether we continue to use lua-scripts=something.omwscripts in openmw.cfg , or somehow store it inside omwaddons. I believe it's better to store scripts inside .omwaddon files, for multiple reasons: ... I meant only "*.omwscripts" files that contain list of scripts to run. I am qui...
by ptmikheev
02 Aug 2021, 18:15
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 112
Views: 34503

Re: Lua scripting in OpenMW

OpenMW Lua roadmap Initial Lua MR was merged some time ago and basic (still very limited) OpenMW Lua is available in latest unreleased builds (can be found here ). Here are plans for further development. Dehardcoding Dehardcoding means reimplementing game mechanics (which are currently implemented ...
by ptmikheev
02 Jul 2021, 20:49
Forum: General Development
Topic: Lua API for GUI
Replies: 30
Views: 4944

Re: Lua API for GUI

So we either need some approach for running some Lua code in the main thread, simultaneously with MyGUI, or restrict creating widgets to C++. I'm leaning towards the latter, I think we can provide all the necessary widgets ourselves. However that is assuming this is the only issue caused by multipl...
by ptmikheev
09 May 2021, 13:31
Forum: Feature Requests and Suggestions
Topic: Thank you for implementing head-bobbing and some suggestions...
Replies: 2
Views: 2204

Re: Thank you for implementing head-bobbing and some suggestions...

Sorry for a late answer, I haven't noticed your post before. I've implemented head-bobbing this way because it was simple and took only a few lines of code. Weapon/arm sway requires non-trivial changes in the animation system. I agree that Stomy's solution looks better, but it was rejected because t...
by ptmikheev
02 May 2021, 00:26
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 112
Views: 34503

Re: Lua scripting in OpenMW

So it will not work the same as Papyrus in Skyrim. But we will be able to use Lua coroutines in some form. I'm aware our threading model is pretty different to that of Papyrus, but we're eventually going to need to support transpiling papyrus to OpenMW Lua (or write a Papyrus/Papyrus bytecode inter...
by ptmikheev
30 Apr 2021, 16:26
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 112
Views: 34503

Re: Lua scripting in OpenMW

Lua MR is ready. I hope it will be merged soon (but it will not be included to the 0.47.0 release). Builds for testing: https://gitlab.com/ptmikheev/openmw/-/pipelines/295138173 Documentation: https://openmw-lua-work-in-progress.readthedocs.io Quick start: how to run a script Example mods: https://...
by ptmikheev
18 Apr 2021, 13:18
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 112
Views: 34503

Re: Lua scripting in OpenMW

To do that properly, it couldn't be done via scripts since AI isn't script-driven. Unless we move all AI processing to scripts, in which case you'd replace/override the AI script functions. Yes, there is a plan to make AI script-driven. But of course it will take a lot time and effort. It's also po...
by ptmikheev
17 Apr 2021, 21:16
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 112
Views: 34503

Re: Lua scripting in OpenMW

There is not enough evidence to tell that there is a real need to make it "inherent". There is only a vague term "heavy scripts" yet. With async physics main thread handles such "hardcoded" things: 1. Input 2. UI 3. Game mechanics 4. AI 5. Scene graph tweaking Lua scri...
by ptmikheev
12 Apr 2021, 23:51
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 112
Views: 34503

Re: Lua scripting in OpenMW

IMO, separate thread here is a premature optimization. It is not. If it is not inherent in architecture from the beginning, it will never be possible. With such a logic you can also say "it is too early to think about the multiplayer" and block the possibility of having it in the future b...
by ptmikheev
08 Apr 2021, 02:39
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 112
Views: 34503

Re: Lua scripting in OpenMW

If we could trust mod developers, maybe we could let them flag stuff as either needing handling in a hurry, or being handleable at the engine's convenience, and do the first category for the same frame, but defer the other category until whichever point in the frame it fit best, even if that added ...