Search found 47 matches
- 15 May 2018, 06:53
- Forum: Off Topic
- Topic: OpenTESArena 0.7.0 Released!
- Replies: 9
- Views: 5543
Re: OpenTESArena 0.7.0 Released!
Wow, maybe I'll be able to play that game at last! :) I think a lot of other people are thinking the exact same thing. When I first started playing Arena a couple years ago, I was right on the brink of saying "Ehh... this game's too antiquated to bother with", but I decided to power throu...
- 01 May 2018, 07:21
- Forum: Off Topic
- Topic: OpenTESArena 0.7.0 Released!
- Replies: 9
- Views: 5543
OpenTESArena 0.7.0 Released!
Hello all, I released version 0.7.0 of my open-source engine for Arena today! https://www.youtube.com/watch?v=XKk18KLYU8k The highlights of this release include city generation, dungeon generation, fast traveling, and province map searching. Wilderness generation is still in its early stages, but I'...
- 11 Apr 2018, 17:23
- Forum: Off Topic
- Topic: XL Engine source code release!
- Replies: 94
- Views: 50860
Re: XL Engine source code release!
The other Elderscrolls games will never be made compatible with OpenMW. There are far too many differences between the engine requirements of these games. Right. That's what the other engine re-implementations are for. I meant brand-new games that are made with OpenMW. I thought that was part of th...
- 11 Apr 2018, 00:22
- Forum: Off Topic
- Topic: XL Engine source code release!
- Replies: 94
- Views: 50860
Re: XL Engine source code release!
Is there a forum for opentesarena? Otherwise an option would be hold a subforum for these kinda 'side-quests'. It doesn't have a forum yet since it's still in a very nomadic state :), hovering between here and the Daggerfall Unity forums, which is kind of how I like it. I'd rather not manage my own...
- 07 Apr 2018, 20:05
- Forum: Off Topic
- Topic: XL Engine source code release!
- Replies: 94
- Views: 50860
Re: XL Engine source code release!
Seems it is already using C++11 features as part of the fixing-up process (std::string::back(), std::string::pop_back(), std::stoi()), so just pass -std=c++11 and it should compile. Alternatively those pieces of code could be replaced with older features, but ultimately I think the project is going ...
- 28 Dec 2017, 18:08
- Forum: Off Topic
- Topic: OpenTESArena 0.6.0 Released!
- Replies: 8
- Views: 8735
Re: OpenTESArena 0.6.0 Released!
On that note, if it would suit you, I'd like to help out by doing release commentary for you. I have a blue yeti and a lot of youtube experience and video editing skills. I used to have a channel that had thousands of subs, and is under new management now. I have started a new one, and have been ha...
- 28 Dec 2017, 06:35
- Forum: Off Topic
- Topic: OpenTESArena 0.6.0 Released!
- Replies: 8
- Views: 8735
OpenTESArena 0.6.0 Released!
Hey everyone, I released version 0.6.0 of my open-source engine for Arena. Here is the release video: https://www.youtube.com/watch?v=SREWBHaL_eA I focused primarily on loading the original level data this time. Although it's just voxel geometry at the moment, you can explore the first level of main...
- 11 Dec 2017, 18:37
- Forum: Feature Requests and Suggestions
- Topic: (Post 1.0 feature) Randomly-generated dungeons in-game
- Replies: 8
- Views: 6687
Re: (Post 1.0 feature) Randomly-generated dungeons in-game
I believe the MQ dungeons for Arena were fixed, but the wilderness dungeons were random I think. I'm not 100% positive though. Chris is essentially on target. The main quest dungeons (Stonekeep, Fang Lair, ...) are all premade with fixed monster spawns, as well as the city interiors (equipment, Mag...
- 08 Nov 2017, 06:26
- Forum: General Development
- Topic: Changing some std::maps to std::unordered_map?
- Replies: 6
- Views: 3796
Re: Changing some std::maps to std::unordered_map?
Another option to consider is a flat map (not in C++ standard, but easy to implement). It was interesting to hear someone in that video say that std::unordered_map has been "known to be slow for many years" (compared to custom hash tables). That says a lot about std::map, too. I do like y...
- 07 Nov 2017, 20:57
- Forum: General Development
- Topic: Changing some std::maps to std::unordered_map?
- Replies: 6
- Views: 3796
Re: Changing some std::maps to std::unordered_map?
Run a profiler like callgrind and if you see any overhead where maps are used we can think about replacing those in particular... if that's not the case then this is just speculation or in other words a waste of time. Right. I was just curious about whether this was something worth investigating in...