Search found 899 matches

by AnyOldName3
06 Jul 2018, 23:26
Forum: Development
Topic: The Future of OpenMW Scripting
Replies: 120
Views: 6519

Re: The Future of OpenMW Scripting

Personally, I think 2 is the most important of all the points. Inexperienced programmers like googling '<language name> how to <do a thing>' and getting a working implementation off StackOverflow.
by AnyOldName3
06 Jul 2018, 23:23
Forum: Development
Topic: Beginners' questions: Understanding OpenMW/OpenCS code
Replies: 21
Views: 1826

Re: Beginners' questions: Understanding OpenMW/OpenCS code

When I looked over that PR, it didn't seem to involve too much OSG, and the bits that it did do seemed fairly simple. The only mistake was a general confusing-a-pointer-to-an-array-with-the-array-itself error, which is general C++ stuff rather than OSG-specific. You're doing okay already.
by AnyOldName3
06 Jul 2018, 14:05
Forum: Organisation and Planning
Topic: Post 1.0 Plans
Replies: 45
Views: 4050

Re: Post 1.0 Plans

In terms of behaviour-driven animations, it might be a good idea to discuss things with CE0 of Skyrim Ascendancy Engine and Fore of Fore's New Idles in Skyrim, as they've both worked on similar aspects of Skyrim and should have a pretty good idea of how they'd have done things had they had absolutel...
by AnyOldName3
05 Jul 2018, 11:53
Forum: General discussion
Topic: color saturation
Replies: 7
Views: 602

Re: color saturation

I can certainly help if you've got specific questions. Big features, like distant statics or the post-processing framework, definitely need two people to discuss implementation ideas before someone rushes in. There are probably some smaller things that need a graphics programmer, too, but I don't kn...
by AnyOldName3
04 Jul 2018, 14:56
Forum: News
Topic: Help us plan OpenMW's future
Replies: 32
Views: 2082

Re: Help us plan OpenMW's future

$0.02 from someone who uses the crap out of bytecode, while OpenMW ignores it: 100% go for the bytecode. You have two (now three) compilers with different output. mwscript is an ugly bastard where coders complain constantly that they have to do crazy things like compile most scripts in one compiler...
by AnyOldName3
03 Jul 2018, 23:42
Forum: General discussion
Topic: Made a Launcher UI Design.
Replies: 14
Views: 853

Re: Made a Launcher UI Design.

Mod Organizer is something I use a lot (and have contributed to) and it has at least four popular themes. Two of those are dark variants of the other two, but that is basically still two main themes that get used. With Qt, adding theme support shouldn't be hard, and bundling the official theme as a ...
by AnyOldName3
03 Jul 2018, 14:39
Forum: News
Topic: Help us plan OpenMW's future
Replies: 32
Views: 2082

Re: Help us plan OpenMW's future

I'm not thinking of having the bytecode translator instead of the source translator, but as an optional tool in the CS which says 'Run your ESP through this to get an omwaddon with the same behaviour as vanilla, including all the bugs and which it'll be a pain to fix the bugs in'. The point would be...
by AnyOldName3
03 Jul 2018, 14:33
Forum: General discussion
Topic: color saturation
Replies: 7
Views: 602

Re: color saturation

It was a steep learning curve when I started with OSG, too. I found some old tutorials, and then did some digging to find a mirror of them which included the resource files and example images. I then tried to follow them, but adapt them to modern OSG as I went (e.g. using osg::ref_ptr instead of nak...
by AnyOldName3
03 Jul 2018, 13:46
Forum: Organisation and Planning
Topic: Post 1.0 Plans
Replies: 45
Views: 4050

Re: Post 1.0 Plans

MGE XE's interior shadows are identical to vanilla interior shadows, but they apply to all actors instead of just the player. They have all of the same problems, too.