Search found 903 matches

by AnyOldName3
03 Jul 2018, 23:42
Forum: General discussion
Topic: Made a Launcher UI Design.
Replies: 14
Views: 860

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: 2184

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: 620

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: 55
Views: 4563

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.
by AnyOldName3
03 Jul 2018, 13:45
Forum: News
Topic: Help us plan OpenMW's future
Replies: 32
Views: 2184

Re: Help us plan OpenMW's future

It's also possible that the airship was supposed to be how it appeared in vanilla, but because the compiler cocked up, the author adjusted his values to account for it. I.e. Lets position this airship using a script. Huh, that looks wrong... I guess I'll tweak the script, even though the documentati...
by AnyOldName3
03 Jul 2018, 13:41
Forum: Development
Topic: The Future of OpenMW Scripting
Replies: 120
Views: 6561

Re: The Future of OpenMW Scripting

Googling 'wat JavaScript' should bring up a quite well-known talk someone did on some of the unintuitive things JS likes to do. We don't want a language with unintuitive behaviour.
by AnyOldName3
02 Jul 2018, 23:51
Forum: News
Topic: Help us plan OpenMW's future
Replies: 32
Views: 2184

Re: Help us plan OpenMW's future

I imagine a lot of mod developers will have kept tweaking their script until it worked, whether or not they knew if it was their fault or the compiler's. I don't think too many mods will have been shipped which totally trusted the vanilla compiler and had no testing done at all yet also have a large...
by AnyOldName3
02 Jul 2018, 23:47
Forum: Development
Topic: The Future of OpenMW Scripting
Replies: 120
Views: 6561

Re: The Future of OpenMW Scripting

I cannot express how much I don't want Javascript.
by AnyOldName3
02 Jul 2018, 15:45
Forum: News
Topic: Help us plan OpenMW's future
Replies: 32
Views: 2184

Re: Help us plan OpenMW's future

When we have working NewScript and a working OldScript to NewScript converter, it might be a good idea to also have an OldBytecode to NewScript converter, too, even if it's implemented as a third-party CS plugin rather than a first-class feature. That would allow people to get their subtly broken be...
by AnyOldName3
02 Jul 2018, 01:13
Forum: Support
Topic: Two installations of MW questions
Replies: 2
Views: 168

Re: Two installations of MW questions

In your documents directory, under 'My Games/OpenMW' you'll find openmw.cfg. In it, there'll be one or more lines saying 'data="<some path>"'. They're the paths where OpenMW loads data from. If the only path in there points to your supposedly completely vanilla install, then seeing non-vanilla meshe...