Search found 1422 matches

by Chris
20 Jul 2018, 12:07
Forum: Off Topic
Topic: Bethesda will not remaster Morrowind
Replies: 2
Views: 314

Re: Bethesda will not remaster Morrowind

This is like the five billionth time (hyperbole) they've said they don't want to remaster Morrowind. It's a clear case of people not knowing or realizing what they're asking for. Morrowind's engine isn't designed for high-fidelity assets, so they can't simply replace the models and textures with one...
by Chris
19 Jul 2018, 23:36
Forum: Off Topic
Topic: Ideal magic system
Replies: 5
Views: 196

Re: Ideal magic system

I've understood that OpenMW already has a pretty good support for Morrowind mods, so I wonder if there are some good magic overhaul mods out there? Has anyone tested them on OpenMW? I don't think you'll find much that doesn't require MWSE. Vanilla's magic system isn't all that flexible. It wasn't u...
by Chris
19 Jul 2018, 12:27
Forum: Off Topic
Topic: Ideal magic system
Replies: 5
Views: 196

Re: Ideal magic system

So instead of having 20 variations on fireballs with different damages and area of effects, you'd learn a single fireball and as you level up, it does more damage and affects a larger area. I once saw someone posit an idea similar to this, but rather than "level up" the spell, you have some kind of...
by Chris
08 Jul 2018, 01:36
Forum: Feature Requests and Suggestions
Topic: Playing sound/music files from dialogue topic.
Replies: 6
Views: 338

Re: Playing sound/music files from dialogue topic.

I believe the dialog "Result" is a mini script that's run when the dialog entry is selected/displayed. You could put a Say/PlaySound command there, but that's kind of sloppy (the engine won't inherently know the connection between the audio file being played and the character's dialog entry, so for ...
by Chris
04 Jul 2018, 01:42
Forum: News
Topic: Help us plan OpenMW's future
Replies: 32
Views: 2288

Re: Help us plan OpenMW's future

That is, there would be no instance of a script's bytecode being incorrect while the source is valid Lol. You wish. I'm curious if you have any examples of this. I don't think I've heard of a case before where the script source is syntactically clean with no coding errors, but the vanilla CS produc...
by Chris
03 Jul 2018, 14:24
Forum: News
Topic: Help us plan OpenMW's future
Replies: 32
Views: 2288

Re: Help us plan OpenMW's future

Just because vanilla compiles a script to bytecode and users don't notice any problems does not mean that the bytecode is correct. I don't mean that the bytecode will always be correct, just that (I would think) more scripts' bytecode will be correct compared to the sources. That is, there would be...
by Chris
02 Jul 2018, 23:44
Forum: News
Topic: Help us plan OpenMW's future
Replies: 32
Views: 2288

Re: Help us plan OpenMW's future

In some cases though, the broken behavior is entirely a result of the CS' compiler's lax validation of scripts. That is, in such cases the bytecode itself came out fine, it's just a mess when trying to interpret the source text.
by Chris
28 Jun 2018, 03:10
Forum: Organisation and Planning
Topic: Post 1.0 Plans
Replies: 57
Views: 4960

Re: Post 1.0 Plans

Topics: When referencing a topic... from within a dialogue text (this includes journal entries), a useful functionality to support would be explicitly hyperlinking (referencing) a topic/topicID while displaying different text (text that is not the topicID's text). Having to use exact topic text in ...
by Chris
27 Jun 2018, 22:55
Forum: General discussion
Topic: Original Concepts for Morrowind
Replies: 12
Views: 646

Re: Original Concepts for Morrowind

If we go by Daggerfall's example, a lot of the potential features relied on the massive procedurally generated world to make it feel sane. Things like disease progression, timed random/radiant quests, fast travel system, etc. A compact world like even Skyrim makes most of those features fall flat, b...
by Chris
24 Jun 2018, 08:45
Forum: News
Topic: OpenMW code, bug tracker, and wiki are now on GitLab!
Replies: 14
Views: 1109

Re: OpenMW code, bug tracker, and wiki are now on GitLab!

I think the default sorting for issues is by most recently updated, which is useless because of updates to the migration. Is it possible to change that? I think this will sort itself out given time, as the migrated issues get "native" GL updates and the old stuff without updates drift to the bottom...