Search found 59 matches

by mattwla
04 Sep 2017, 23:38
Forum: Support
Topic: My own build of .42 wants a newer version of avcodec than the official .42?
Replies: 0
Views: 558

My own build of .42 wants a newer version of avcodec than the official .42?

Like title says, the precompiled windows x64 .42 is happy with avcodec-56, my own compiled version wants -57 Is this intentional or did I go wrong with my build? Thanks Edit: looks like I didn't clone .42 but whatever the most recent one is, so I've cloned .42 and I will update how it goes after I b...
by mattwla
08 Aug 2017, 15:59
Forum: General Development
Topic: Looking to understand how to work with OSG in OpenMW, would this tutorial help?
Replies: 2
Views: 756

Looking to understand how to work with OSG in OpenMW, would this tutorial help?

The only tutorials I could find for OSG are deprecated. so I was wondering if this OpenGL tutorial would help me out: https://learnopengl.com/ Would going through that help me out at all in working in OpenMW, or should I stick to figuring out OSG? Maybe outdated OSG tutorial would still be useful? T...
by mattwla
05 Aug 2017, 13:21
Forum: General Development
Topic: Difference between world and worldimp?
Replies: 3
Views: 948

Re: Difference between world and worldimp?

Thanks Chris,

So, to make sure I understand. world.hpp declares the public functions of the MWWorld subsystem, worldimp.hpp declares the private, and all MWWorld functions public or private are defined in worldimp.cpp?
by mattwla
05 Aug 2017, 00:28
Forum: General Development
Topic: Difference between world and worldimp?
Replies: 3
Views: 948

Difference between world and worldimp?

Hi,

What is the difference between world.hpp and worldimp.hpp? It seems that everything in world.hpp is defined in worldimp.cpp, and all in worldimp.hpp is also defined in worldimp.cpp

How are these classes related? Why are they separate?

Thank you,
by mattwla
02 Aug 2017, 00:03
Forum: General Development
Topic: Recommended reading to grasp code base?
Replies: 2
Views: 973

Recommended reading to grasp code base?

I've read through the wiki, which helped a bit but didn't do much to help with grasping the overall structure of the code base. Stuff like how ESM/ESPs are read, how the classes connect, etc. Are there any good resources I should check out? I've been reading the code base and I'm beginning to grasp ...
by mattwla
01 Aug 2017, 23:56
Forum: General Development
Topic: Code Quality Issues
Replies: 13
Views: 11689

Re: Code Quality Issues

This was an interesting read, thanks for typing it up. I've got a question about point 4. Consider what happens should we have to add a new referenceable record type (after OpenMW 1.0). This would obviously require a new concrete subclass of MWWorld::Class. And ideally most of the code specific to t...
by mattwla
25 Jul 2017, 02:26
Forum: General Development
Topic: newbie C++ question, why are const functions in OpenMW sometimes used to change values?
Replies: 3
Views: 773

Re: newbie C++ question, why are const functions in OpenMW sometimes used to change values?

Chris, thanks a lot for your explanation, I hope you don't mind if I ask some follow up questions. So, to make sure I'm understanding properly: In the onHit example, making the onHit member function const makes it so no changes can happen to the class the member function belongs to (in this case the...
by mattwla
24 Jul 2017, 23:38
Forum: General Development
Topic: newbie C++ question, why are const functions in OpenMW sometimes used to change values?
Replies: 3
Views: 773

newbie C++ question, why are const functions in OpenMW sometimes used to change values?

Hi, new C++ programmer here, poking around OpenMW to get a feel for the language. In my C++ tutorials I've learned you can make a function a const function if you don't want it to change any values. But, unless I am mistaken, const functions in OpenMW are used to change values, such as void Npc::onH...
by mattwla
24 Jul 2017, 13:42
Forum: General Development
Topic: What are the rules for referencing game assets?
Replies: 3
Views: 806

Re: What are the rules for referencing game assets?

Thanks for the input, sounds like I really shouldn't hard code any npc class references. Maybe I could add a new AI attributes to the npc object, and those values are set by scanning an XML. So there wouldn't be a reference to "assassin" in the hard code, but there will be a bit of code that scans t...