Search found 279 matches

by CMAugust
10 Dec 2020, 13:17
Forum: General Development
Topic: Distant Land: where to next?
Replies: 26
Views: 24231

Distant Land: where to next?

This year object Paging has been successfully implemented and is a major visual milestone for OpenMW. This thread is to lay out some of the discussion on how it could evolve in the future. First, to make myself clear: Object Paging is amazing. This topic however is entirely focused on how it can be ...
by CMAugust
02 Oct 2020, 23:31
Forum: Feature Requests and Suggestions
Topic: Spline Tools
Replies: 3
Views: 3371

Re: Spline Tools

The key to building massive open worlds in a timely fashion is to develop tools that can get you 90% of the way there; the artist/designer handles the last 10%. I think OpenMW will enable this sort of workflow more and more in the future.
by CMAugust
02 Oct 2020, 22:42
Forum: Feature Requests and Suggestions
Topic: Spline Tools
Replies: 3
Views: 3371

Re: Spline Tools

I freaking love splines. This sort of thing I've wanted a long time for roads too. I believe this requires handling in engine and not just editor, but it would be so worth it.
by CMAugust
09 Sep 2020, 12:58
Forum: General
Topic: Bugs(?) while playing
Replies: 9
Views: 4845

Re: Bugs(?) while playing

Sweet; glad that's been sorted for you.
by CMAugust
09 Sep 2020, 08:41
Forum: General
Topic: Bugs(?) while playing
Replies: 9
Views: 4845

Re: Bugs(?) while playing

JDGBOLT has already made the relevant changes to the offending nifs, which can be downloaded here: https://cdn.discordapp.com/attachments/ ... 0/trees.7z

Let me know if that fixes it for you.
by CMAugust
09 Sep 2020, 08:22
Forum: General
Topic: Bugs(?) while playing
Replies: 9
Views: 4845

Re: Bugs(?) while playing

The trees in Bitter Coast appear suddenly with a jarring effect. I could see this effect only in the Bitter Coast. I guess you're using Morrowind Optimization Patch. The latest version adds NiLODNode to the Bitter Coast trees. Due to the nature of NiLODNode, the trees simply will not render beyond ...
by CMAugust
05 Sep 2020, 23:24
Forum: Support
Topic: Is there a way to debug objecs in the game
Replies: 2
Views: 1412

Re: Is there a way to debug objecs in the game

Perhaps too clever. :) Realistically an NPC would need to use an attack once or twice before catching on that it isn't effective.
by CMAugust
27 Jul 2020, 03:38
Forum: Organisation and Planning
Topic: OpenMW's Roadmap and Future
Replies: 59
Views: 68288

Re: OpenMW's Roadmap and Future

Another consideration for the future - existing dehardcoded and new features will be handled by packaged .omwaddon file. Many of these features will also be handled with simple Lua scripts. Some are already packaged with tes3mp's installation, albeit as loose files. However, .esp and .omwaddon are a...
by CMAugust
22 Jul 2020, 13:48
Forum: Organisation and Planning
Topic: OpenMW's Roadmap and Future
Replies: 59
Views: 68288

Re: OpenMW's Roadmap and Future

akortunov wrote: 22 Jul 2020, 13:14I'd prefer to have more formal and consistent guidelines.
If the guidelines are to be updated and clarified - for example, that OpenMW will eventually ship with a .owmaddon for dehardcoded features - where is the best place for them to go? The wiki, I assume.
by CMAugust
21 Jul 2020, 02:44
Forum: Organisation and Planning
Topic: OpenMW's Roadmap and Future
Replies: 59
Views: 68288

Re: OpenMW's Roadmap and Future

Meanwhile, does anyone have their own thoughts about the future of OpenMW engine and content mentioned earlier in the thread ? So far, the general OpenMW policy is "OpenMW is the engine project; we do not provide assets." But if we could wave a magic wand and have the fully dehardcoded Ope...