Search found 81 matches

by davidcernat
27 Nov 2018, 00:47
Forum: Feature Requests and Suggestions
Topic: OnActivate is broken
Replies: 43
Views: 821

Re: Recent Negativity Regarding OpenMW

Again, riddle me this: what's the point of using a entirely new scripting system if i want to patch at post-modlist setup (like omwllf) a MWScript function (my original problem when i found the inane OnActivate behaviour). Even assuming i'm disregarding the 'i want to patch old morrowind mods using...
by davidcernat
26 Nov 2018, 23:09
Forum: Feature Requests and Suggestions
Topic: OnActivate is broken
Replies: 43
Views: 821

Re: Recent Negativity Regarding OpenMW

I see that list and can only think 'but completely broken mods with (real case) books that only allow themselves to moved after they're read is completely fine, or at least for the other 2 to 10 years that it will take to reach 1.0'... So apparently getting question asked about fucking MWScript fun...
by davidcernat
26 Nov 2018, 22:35
Forum: Feature Requests and Suggestions
Topic: OnActivate is broken
Replies: 43
Views: 821

Re: Recent Negativity Regarding OpenMW

I'm curious, how does this happen? You simply do not allow people to use mods obviously, but do you also not allow them to pick up objects? Duplicate objects given or picked up? The vast majority of mods work fine. Players who join a server are required to have the mods and load order set for that ...
by davidcernat
26 Nov 2018, 21:31
Forum: Feature Requests and Suggestions
Topic: OnActivate is broken
Replies: 43
Views: 821

Re: Recent Negativity Regarding OpenMW

I feel like i'm on the matrix taking the red pill. What does a fork for netplay has to do with making mods for the single player game with fixed new functions? The multiplayer fork has a fairly advanced Lua scripting system. It can also be played in singleplayer. 'severside and clientside' scripts?...
by davidcernat
26 Nov 2018, 21:11
Forum: Feature Requests and Suggestions
Topic: OnActivate is broken
Replies: 43
Views: 821

Re: Recent Negativity Regarding OpenMW

Guess what, that's not what i'm asking and i can't use MWSE (cause it doesn't work on wine, or didn't for the several years i tried it) I suppose you can try using TES3MP for the time being. It has serverside Lua with its own separate take on object activations. The plan is to translate/compile MWS...
by davidcernat
24 Nov 2018, 18:47
Forum: General
Topic: Recent Negativity Regarding OpenMW
Replies: 83
Views: 13822

Re: Recent Negativity Regarding OpenMW

Okay, the argument "we are hobbyists, so don't abuse us" sucks, because you already ask people for money on Patreon. I don't think, that community donates too much, though. Because you ignore them :D You don't seem to understand the concepts of "hobbies" and "donations" very well, or the fact that ...
by davidcernat
22 Nov 2018, 22:08
Forum: General
Topic: Recent Negativity Regarding OpenMW
Replies: 83
Views: 13822

Re: Recent Negativity Regarding OpenMW

@natinnet, harassing hobbyists trying to closely recreate Morrowind's engine because the recreation isn't modern enough for your portfolio really misses the point of everything. Why don't you harass every other engine recreation listed here while you're at it? Beyond that, on a project that has requ...
by davidcernat
16 Nov 2018, 17:51
Forum: TES3MP
Topic: Odd item behaviour on my own server
Replies: 4
Views: 837

Re: Odd item behaviour on my own server

I've commented on this here.
by davidcernat
13 Nov 2018, 15:09
Forum: TES3MP
Topic: Add-on to enhance TES3MP PC ressurrection system.
Replies: 3
Views: 429

Re: Add-on to enhance TES3MP PC ressurrection system.

Well done. As an alternative, here's how to revive dying players by activating them, in serverside Lua.

(For reference, I'm not really a co-author, I just answered their questions of how to do it.)
by davidcernat
13 Nov 2018, 09:11
Forum: TES3MP
Topic: A developer overview of tes3mp's status, goals & challenges
Replies: 24
Views: 9623

Re: A developer overview of tes3mp's status, goals & challenges

Dialogue sharing is on my To Do list, but it's not a top priority. I'm mostly concerned by situations where multiple players talk to multiple NPCs at the same time, and I also want to do it in a way that doesn't interrupt players. I'll probably end up imitating the way Baldur's Gate, Icewind Dale an...