Search found 789 matches

by Ace (SWE)
06 Aug 2018, 09:17
Forum: Development
Topic: Git describe shows 0.43.0 on master
Replies: 21
Views: 577

Re: Git describe shows 0.43.0 on master

Tags and branches are just different types of git refs, tags are not branch-specific but rather global to the repository and linked to a particular commit. You also have lightweight tags and annotated tags, lightweight tags are quite literally just a name linked to a commit hash, annotated tags on t...
by Ace (SWE)
31 Jul 2018, 16:55
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 350
Views: 133124

Re: OpenMW Nightly builds

Seems like my usual upload location is having write issues again, nightlies will probably not update for a while until that's fixed - or until I set up another storage location on any of the other systems I have access to. Should probably take the time to actually import the analytics I've been gene...
by Ace (SWE)
25 Jul 2018, 20:02
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 278
Views: 35368

Re: OpenMW 0.44.0

The release package needs to have its version file updated, otherwise the game won't actually treat it as a release, so if you want to use the RC2 build then that needs to be done manually.
by Ace (SWE)
24 Jul 2018, 14:54
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 278
Views: 35368

Re: OpenMW 0.44.0

Windows builds;

32-bit
64-bit
by Ace (SWE)
13 Jul 2018, 15:06
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 47
Views: 3037

Re: Water shaders, OpenMW vs MGEXE

A bit off-topic maybe, but I love the phrase "undulating mesh", makes water rendering sound much more heavy-metal. There is actually a nVidia talk about how the water rendering in Morrowind is done, apparently it's one of the very first games with hardware-accelerated water rendering using generated...
by Ace (SWE)
02 Jul 2018, 19:46
Forum: Development
Topic: The Future of OpenMW Scripting
Replies: 127
Views: 7188

Re: The Future of OpenMW Scripting

The issue with AngelScript is that the only truly built-in types are numeric, everything else is an optional add-on. So the list type depends entirely on what you make it. For instance, the officially supplied script extension for an array type is documented on http://www.angelcode.com/angelscript/s...
by Ace (SWE)
01 Jul 2018, 09:42
Forum: Development
Topic: The Future of OpenMW Scripting
Replies: 127
Views: 7188

Re: The Future of OpenMW Scripting

It is possible to embed a JavaScript engine as well, I've seen that used in at least two projects before. Personally not going to vouch for that solution though. But hey, if alternatives are wanted I'm again going to suggest AngelScript - http://www.angelcode.com/angelscript It's not quite as well k...
by Ace (SWE)
29 Jun 2018, 21:10
Forum: Organisation and Planning
Topic: Official Diaspora* OpenMW account?
Replies: 12
Views: 1165

Re: Official Diaspora* OpenMW account?

Ah, it's bridged through a Matterbridge bot instead of the actual freenode bridge that exists. It would probably be better to gain control of the already bridged freenode room instead, as that will let people use their actual IRC accounts on freenode, and not get bridged twice through first Matrix -...
by Ace (SWE)
29 Jun 2018, 17:19
Forum: Organisation and Planning
Topic: Official Diaspora* OpenMW account?
Replies: 12
Views: 1165

Re: Official Diaspora* OpenMW account?

Why not register up and get ownership of the #freenode_#openmw:matrix.org room as well in that case?

Matrix is a federated chat network after all. ;)
by Ace (SWE)
24 Jun 2018, 19:14
Forum: Organisation and Planning
Topic: OpenMW port to ps4
Replies: 21
Views: 1294

Re: OpenMW port to ps4

I'm not sure if you can use DirectX in a project without including the DirectX headers though, which would break the GPL. To be able to honour the licenses your code would basically need to dynload and manually grab all the required methods, much like you do with OpenGL. SDL does this to support mos...