Search found 174 matches

by wareya
03 Jul 2018, 03:17
Forum: Development
Topic: The Future of OpenMW Scripting
Replies: 120
Views: 6492

Re: The Future of OpenMW Scripting

Javascript's type system is worse than Game Maker's.

And that's saying a lot.
by wareya
02 Jul 2018, 19:48
Forum: Development
Topic: The Future of OpenMW Scripting
Replies: 120
Views: 6492

Re: The Future of OpenMW Scripting

No matter what scripting language openmw uses openmw is going to have to write a lot of documentation for it. Unless you pick, like, python or javascript, which would be a terrible idea. It's better to think of embeddable scripting languages as tools with which to implement your own programming envi...
by wareya
02 Jul 2018, 14:00
Forum: News
Topic: Help us plan OpenMW's future
Replies: 32
Views: 1995

Re: Help us plan OpenMW's future

OpenMW still has tons of minor mechanics/gameplay bugs, and some major ones.
by wareya
30 Jun 2018, 19:25
Forum: Feature Requests and Suggestions
Topic: Optional Vanilla Water Shader
Replies: 15
Views: 2365

Re: Optional Vanilla Water Shader

I mean, it's not completely necessary to use a cubemap, it just makes the math simpler, right? The code for just reflecting terrain is relatively simple (with the caveat that you need to render statics when indoors), and yeah, it has a huge performance benefit over also reflecting statics and animat...
by wareya
27 Jun 2018, 20:04
Forum: Organisation and Planning
Topic: Post 1.0 Plans
Replies: 45
Views: 4000

Re: Post 1.0 Plans

The point about documentation isn't very salient considering what using Lua for dehardcoding would actually be like in practice. Lua is very minimal. The state of debugging under Lua is already not very appealing. Special-purpose just means it's not like python or C++. Lua is already a special purpo...
by wareya
27 Jun 2018, 19:10
Forum: Organisation and Planning
Topic: Post 1.0 Plans
Replies: 45
Views: 4000

Re: Post 1.0 Plans

Just to ensure that my opinion isn't lost by being in another thread, I'm pro-newscript but completely neutral on Lua. If whoever designs/implements it deems it worthwhile, I would be 100% behind a custom language. Special purpose scripting languages are not hard to make if you're a competent progra...
by wareya
27 Jun 2018, 14:16
Forum: General discussion
Topic: Original Concepts for Morrowind
Replies: 12
Views: 608

Re: Original Concepts for Morrowind

Oblivion's overworld started procedurally generated and was carved into shape by the designers.
by wareya
25 Jun 2018, 12:39
Forum: Development
Topic: Collision problems
Replies: 13
Views: 1162

Re: Collision problems

I finally fixed the last major bug in my personal 3d toy's movement solver, so I'll write it out in pseudocode here: safety margin: value something like 0.01 note: 90 degree angles are considered "acute" check_world: function that returns true if the body is intersecting with the world at its curren...
by wareya
24 Jun 2018, 09:21
Forum: News
Topic: OpenMW code, bug tracker, and wiki are now on GitLab!
Replies: 14
Views: 1074

Re: OpenMW code, bug tracker, and wiki are now on GitLab!

Well you could just set it to by original posting date for now and then change it to by time updated later once there's been more organic activity on the gitlab side. Right now the default sort is basically useless in practice. Especially if you don't have anything to do with OpenMW's development.
by wareya
24 Jun 2018, 07:50
Forum: News
Topic: OpenMW code, bug tracker, and wiki are now on GitLab!
Replies: 14
Views: 1074

Re: OpenMW code, bug tracker, and wiki are now on GitLab!

I think the default sorting for issues is by most recently updated, which is useless because of updates to the migration. Is it possible to change that?