Search found 3843 matches

by psi29a
07 Jul 2018, 09:25
Forum: Organisation and Planning
Topic: Post 1.0 Plans
Replies: 57
Views: 4970

Re: Post 1.0 Plans

Good news, back ported the Collada plugin from OSG 3.7 (in development) to our OSG 3.4 on the PPA (~ppa11 packages): https://launchpad.net/~openmw/+archive/ubuntu/openmw/+packages OSG 3.4's (and 3.2) osgDB_dae plugin was broken and couldn't load anything, not sure when it broke. Anyway... feel free ...
by psi29a
07 Jul 2018, 09:13
Forum: Documentation
Topic: Images
Replies: 12
Views: 421

Re: Images

Get your images merged before posting? Same problem if we used an external image hosting service... get your ducks in a row.
by psi29a
06 Jul 2018, 23:59
Forum: Documentation
Topic: Images
Replies: 12
Views: 421

Re: Images

wareya wrote:
06 Jul 2018, 17:39
If the images are part of the documentation, why wouldn't they be versioned alongside the text?
Then I would suggest our documentation live outside our project source and inside it's own project repo.
by psi29a
06 Jul 2018, 15:53
Forum: Organisation and Planning
Topic: Post 1.0 Plans
Replies: 57
Views: 4970

Re: Post 1.0 Plans

Sslaxx wrote:
06 Jul 2018, 12:43
Take a look at glTF 2?
https://github.com/jesesun/osgdb_gltf

There has been work done there... it isn't in OSG proper, but if we _really_ wanted it, we could carry it like we do osgQt
by psi29a
06 Jul 2018, 11:18
Forum: Organisation and Planning
Topic: Post 1.0 Plans
Replies: 57
Views: 4970

Re: Post 1.0 Plans

Animation in OpenMW is still based on NIF and KF files which is not for the feint of heart. I think it is safe to say that without Scrawl to drive an effort behind OSG (the file format) animation that there will be no effort put into this. AnyOldName3 and myself are looking into support for DAE/Coll...
by psi29a
06 Jul 2018, 09:08
Forum: Documentation
Topic: Is there a better way to document mod compatibility?
Replies: 31
Views: 802

Re: Is there a better way to document mod compatibility?

It seems that GL (like GH) requires that users have 'developer' level permission to create and modify the wiki. https://docs.gitlab.com/ee/user/project/wiki/ https://docs.gitlab.com/ee/user/permissions.html#wiki-and-issues We can kinda work around this here: https://stackoverflow.com/questions/10642...
by psi29a
06 Jul 2018, 07:47
Forum: Documentation
Topic: Images
Replies: 12
Views: 421

Re: Images

We don't want to include binary data (such as images) into our source repo. It happens because they are resources for the Launcher and OpenMW-CS, but they don't change very often. We don't want people wasting time downloading files they'll never use. When I mean apart repo, I mean a project under Gi...
by psi29a
05 Jul 2018, 17:47
Forum: Feature Requests and Suggestions
Topic: A Variety of Suggestions
Replies: 4
Views: 403

Re: A Variety of Suggestions

8- I'm more than aware how hard it would be, but are there any plans (or even just interest) for implementing modern physics? If by modern physics, you mean havok physics (Skyrim/Fallout) and ragdoll (Oblivion/havok subset)... eventually. Have a look at cc9cii's work: https://www.youtube.com/watch?...
by psi29a
05 Jul 2018, 17:29
Forum: Development
Topic: The Future of OpenMW Scripting
Replies: 120
Views: 6599

Re: The Future of OpenMW Scripting

Fair enough, but it's also nothing to sneeze at. Then there is this, non-complete, list: https://en.wikipedia.org/wiki/Category:Lua-scripted_video_games That being said, I wouldn't consider C# a scripting language but a full blown programming language which also explains why it's huge (in terms of c...
by psi29a
05 Jul 2018, 16:38
Forum: Development
Topic: The Future of OpenMW Scripting
Replies: 120
Views: 6599

Re: The Future of OpenMW Scripting

I just want to cast a vote if favor of C#. For a couple of reasons: 1- Thanks to Unity C# has a ton of easy to understand, easy to use tutorials, tips, helps and so on. If you have a problem and just type it on Google you're pretty much guaranteed that the first result will be an Stack Overflow thr...