Search found 1032 matches

by AnyOldName3
06 Oct 2018, 02:13
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 148
Views: 4287

Re: The new MWSE-Lua interface

As the most prominent Windows OpenMW dev, I can say that it's easiest to build OpenMW on Windows (when it works). To build OpenMW on Windows: Check out the repo with Git. Using the Bash shell which comes with Windows builds of Git (including the Microsoft-recommended package bundled with Visual Stud...
by AnyOldName3
06 Oct 2018, 01:15
Forum: Feature Requests and Suggestions
Topic: Oblivion Support - What would need to be done?
Replies: 3
Views: 217

Re: Oblivion Support - What would need to be done?

A lot of this has been discussed in the last couple of days in the OpenNuka thread, so you may want to skim read that.
by AnyOldName3
05 Oct 2018, 00:44
Forum: Other Forks and Ports
Topic: OpenNuka
Replies: 64
Views: 1794

Re: OpenNuka

You're forgetting a couple of things: Legally, there's nothing Bethesda can do to get rid of OpenMW as we're not actually infringing on their copyright. Everything is legally reverse engineered. In practice, Bethesda could cause a nuisance as they have the budget to send in enough lawyers that a cas...
by AnyOldName3
04 Oct 2018, 21:52
Forum: Other Forks and Ports
Topic: OpenNuka
Replies: 64
Views: 1794

Re: OpenNuka

OpenMW was initially OpenEngine, but got renamed pretty early on as it was obvious that we'd have to do one game pretty well before it was sensible to try and implement another one. Now OpenMW is known, it might be a waste of that mind-share to rename it when it gets support for a new engine. Ideall...
by AnyOldName3
04 Oct 2018, 21:46
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 90
Views: 17456

Re: Older bump mapped mods (and how to make them work in OpenMW)

But Capostrophic is the one who's read the documentation and he's also the one who I thought was going to write the implementation. Now I've read the quoted excerpt, if the rule applies, I wouldn't be allowed to implement it either, so we're basically stuck with just Drummyfish who's done shaders be...
by AnyOldName3
04 Oct 2018, 18:37
Forum: Feature Requests and Suggestions
Topic: Terrain Tunneling/Arching
Replies: 63
Views: 15554

Re: Terrain Tunneling/Arching

I think it might be held in a table in the ESM instead of a texture, in which case it's not a case of changing the resolution as the table is probably a fixed-size record.
by AnyOldName3
04 Oct 2018, 18:36
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 90
Views: 17456

Re: Older bump mapped mods (and how to make them work in OpenMW)

Note: this is actually a full Gamebryo copy, so its licensing is questionable. I'm not sure how much this applies if you're only looking at documentation instead of the source, but bear in mind we're supposed to clean-room reverse engineer Morrowind in order for Bethesda to have no grounds to shut ...
by AnyOldName3
04 Oct 2018, 14:46
Forum: Other Forks and Ports
Topic: OpenNuka
Replies: 64
Views: 1794

Re: OpenNuka

cc9cii has said that he's going to release some updated code when he gets time, but right now it's a mess and needs refactoring before any more progress can be made. There are a few main tasks to getting other games working: Reading assets (Nif/sounds etc.). cc9cii has made a lot of progress with th...
by AnyOldName3
03 Oct 2018, 22:42
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 148
Views: 4287

Re: The new MWSE-Lua interface

But making changes to the OpenMW code base requires more knowlege and skill than is required of making a plugin. If the plugin is something which absolutely requires the ability to execute native code (i.e. isn't just calling some other library which only exists as non-Lua because it wasn't made sp...
by AnyOldName3
03 Oct 2018, 21:30
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 148
Views: 4287

Re: The new MWSE-Lua interface

That may be true, but few people have the skill to do so. Making an MWSE plugin requires much less skill, and thus greatly increases the potential number of people who are able to contribute changes to the game. If an MWSE plugin requires you to write native code (the main thing we're blocking with...