Search found 1033 matches

by AnyOldName3
03 Oct 2018, 21:30
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 148
Views: 4351

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...
by AnyOldName3
03 Oct 2018, 14:34
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 148
Views: 4351

Re: The new MWSE-Lua interface

Risky new features could first be introduced as a MWSE plugin for the non-sandboxed fork, and if they prove themselves to be useful and desireable, would then be ported to the sandbox version. Implementing something as a non-sandboxed MWSE-style plugin is always going to be harder than just impleme...
by AnyOldName3
03 Oct 2018, 14:28
Forum: Feature Requests and Suggestions
Topic: Terrain Tunneling/Arching
Replies: 63
Views: 15762

Re: Terrain Tunneling/Arching

psi29a wrote:
03 Oct 2018, 07:55
@Zini: pre or post 1.0 for higher resolution terrain meshes?
If I had to guess, the main limitation is the resolution of the original heightmaps in the game data. Maybe we could interpolate to smooth things out, but I'd imagine having the data at a higher resolution would be the best approach.
by AnyOldName3
01 Oct 2018, 15:06
Forum: Feature Requests and Suggestions
Topic: Terrain Tunneling/Arching
Replies: 63
Views: 15762

Re: Terrain Tunneling/Arching

It helps a gazillion things an awful lot to know that the terrain is topologically a plane. The correct way to make an apparent tunnel or arch would be to create static meshes that looked like the top of the arch and place them above the terrain.
by AnyOldName3
30 Sep 2018, 22:23
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 148
Views: 4351

Re: The new MWSE-Lua interface

That's basically how Lua and MWScript and any proposed system works, but the point of calling native code is that you can call native code in addition to the stuff written in a portable language.
by AnyOldName3
30 Sep 2018, 19:08
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 148
Views: 4351

Re: The new MWSE-Lua interface

Both of those can work cross-platform, as long as you actually bother to recompile your mod for all the platforms OpenMW supports (and in a world where sandboxing was something we considered okay, we could offer some kind of fat binary format with binaries for all the architectures and OSes we suppo...
by AnyOldName3
29 Sep 2018, 22:05
Forum: General
Topic: Wrye Mash for OpenMW -Need omwgame, omwaddon info.
Replies: 3
Views: 592

Re: Wrye Mash for OpenMW -Need omwgame, omwaddon info.

Right now, the only difference is that OpenMW's CS doesn't compile any script bytecode, so if you renamed an omwaddon to esp, the only problem you'd have is that if it used scripts, you'd need to open it in the vanilla CS and resave it to get the bytecode. However, in the future, as post-1.0 feature...
by AnyOldName3
28 Sep 2018, 03:54
Forum: Other Forks and Ports
Topic: Can I mod OpenMW on android?
Replies: 21
Views: 4692

Re: Can I mod OpenMW on android?

can you just add them to the bottom of the openmw.cfg in the content area? Unless the android port somehow breaks things it shouldn't, anything that can be specified on the command line can be specified in openmw.cfg and vice versa. ESMs and ESPs are controlled by the content= lines, with one ESX p...
by AnyOldName3
26 Sep 2018, 14:29
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 73
Views: 12754

Re: OpenMW 0.45.0

We can't have a "doesn't cast shadows" nodemask as they're ORed with the traversal mask. We'd have to have a duplicate of every mask such that one was "<thing> which doesn't cast shadows" and the other was "<thing> that does cast shadows", with <thing> being actor, static, effect etc.
by AnyOldName3
26 Sep 2018, 12:02
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 73
Views: 12754

Re: OpenMW 0.45.0

The shadows for invisible actors issue in and of itself is minor. The real issue is that my efforts to solve it have been thwarted by other bugs that aren't a problem otherwise, but seem pretty major. Using nodemasks would be pretty invasive as we'd have to give every actor an 'actor that isn't invi...