Search found 277 matches

by wareya
04 Jul 2018, 17:43
Forum: Off Topic
Topic: How to manage an open-source project
Replies: 4
Views: 663

Re: How to manage an open-source project

Cutting down on arguments about whether or not to reintroduce vanilla behavior for gameplay mechanic X would help with openmw's development looking like a clique.
by wareya
04 Jul 2018, 17:09
Forum: General Development
Topic: Collision problems
Replies: 13
Views: 1867

Re: Collision problems

The actor-actor collision thing could be fixed by making overlapping actors not collide, and hacking the tracing function so that, when tracing towards an actor you're overlapping, it gives a normal pointing (on a flat horizontal plane) towards the moving actor from the actor that got traced into, a...
by wareya
03 Jul 2018, 17:05
Forum: General Development
Topic: Collision problems
Replies: 13
Views: 1867

Re: Collision problems

There's a bug in the stair solving code that's actually a workaround for a problem where the capsule collision shape renders some steps that you're supposed to be able to walk up into steep slopes too wide to step over. Cylinders are the only rotationally invariant primitive that Bullet provides tha...
by wareya
03 Jul 2018, 03:17
Forum: General Development
Topic: The Future of OpenMW Scripting
Replies: 127
Views: 11362

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: General Development
Topic: The Future of OpenMW Scripting
Replies: 127
Views: 11362

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: 4647

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: 30
Views: 5151

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: 88
Views: 12584

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: 88
Views: 12584

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
Topic: Original Concepts for Morrowind
Replies: 12
Views: 1238

Re: Original Concepts for Morrowind

Oblivion's overworld started procedurally generated and was carved into shape by the designers.