Hello, for the first time in a while,
I'm siding with releasing 0.37 sooner rather than later, I haven't been checking in on how things are progressing in the git, but from the perspective of a regular enthusiast I believe that we need something make us return from our summer lull.
Search found 68 matches
- 18 Sep 2015, 21:48
- Forum: Organisation and Planning
- Topic: OpenMW 0.37.0 (?)
- Replies: 370
- Views: 186211
- 26 Jul 2015, 13:47
- Forum: Organisation and Planning
- Topic: OpenMW Game Template
- Replies: 198
- Views: 156151
Re: OpenMW Game Template
@sandstranger: thanks man! :D Do you see anything... feel free to make screenshots, it is beth IP free. ;) Oh yeah, that is true, which means we can finally give sandstranger the credit that he is due :) On a sidenote you should work with sandstranger to keep the compression method of the template ...
- 16 Jul 2015, 20:53
- Forum: General
- Topic: General asset questions
- Replies: 49
- Views: 36865
Re: General asset questions
Speaking of features for the editor, I believe psi was working on implementing map importing from file into the editor some time ago. It is a feature I personally has been waiting for, although I have to admit that I haven't checked up on it in some time. Would you mind telling me the status of that...
- 12 Jun 2015, 02:09
- Forum: General
- Topic: Alpha blending problem
- Replies: 256
- Views: 105970
Re: Alpha blending problem
can anybody provide a apk for this game? I have an Nvidia Shield Portable and would love to test this but building from github is just beyond my understanding so if anybody could provide an apk I would really appreciate it Hello deathblade, I would first like to clarify that openmw isn't a game, bu...
- 26 Apr 2015, 17:43
- Forum: Feature Requests and Suggestions
- Topic: Reworking Percent-Based Spell Effects
- Replies: 10
- Views: 5431
Re: Reworking Percent-Based Spell Effects
Putting some more thought into this, clearly the solution is to turn all spell effects into scripts, so that they can be freely changed, and so that new spell effects can be added effortlessly. I don't think that the way effects are calculated is stored with the individual spells, as it is a part t...
- 26 Apr 2015, 05:54
- Forum: Feature Requests and Suggestions
- Topic: Reworking Percent-Based Spell Effects
- Replies: 10
- Views: 5431
Re: Reworking Percent-Based Spell Effects
Whilst in a way being a part of the Morrowind experience, the spell system really is broken. :lol: I like the idea of changing how spells and effects are computed, let's hope that Zini or someone else with big plans for post 1.0 pops up to tell us if there are any plans to make that de-hardcoded in ...
- 13 Apr 2015, 21:29
- Forum: Off Topic
- Topic: them feels
- Replies: 31
- Views: 16006
Re: them feels
Please don't.Pop000100 wrote:we should eat onions in remembrance.
- 13 Apr 2015, 07:16
- Forum: General
- Topic: FAQ updates?
- Replies: 2
- Views: 2082
Re: FAQ updates?
What technologies does OpenMW/OpenCS use? Perhaps we should change OGRE with OpenSceneGraph now? Or maybe some explanation of what is going on? There is no point really, though the switch to OSG is very exciting, it will most likely just be confusing for newcomers since there will be a good few mor...
- 12 Mar 2015, 22:02
- Forum: General Development
- Topic: Documenting bugs
- Replies: 2
- Views: 2012
Re: Documenting bugs
That is nice to know that the workarounds are now being tracked in a clear manner, workarounds are never fun, but the page itself was a fun read though.
- 25 Feb 2015, 06:32
- Forum: General Development
- Topic: Ashes of Apocalypse
- Replies: 127
- Views: 58344
Re: Ashes of Apocalypse
I'm sorry to be a bit of a bummer, but is it really wise to showcase AoA on mobile platforms as long as it contains any form of bethesda content? As far as I understand AoA still relies on assets such as skeletons and animation from Morrowind. Don't get me wrong, I, as much as anyone else, would lov...