Search found 807 matches

by Ace (SWE)
25 Jul 2018, 20:02
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 278
Views: 43595

Re: OpenMW 0.44.0

The release package needs to have its version file updated, otherwise the game won't actually treat it as a release, so if you want to use the RC2 build then that needs to be done manually.
by Ace (SWE)
24 Jul 2018, 14:54
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 278
Views: 43595

Re: OpenMW 0.44.0

Windows builds;

32-bit
64-bit
by Ace (SWE)
13 Jul 2018, 15:06
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 47
Views: 5029

Re: Water shaders, OpenMW vs MGEXE

A bit off-topic maybe, but I love the phrase "undulating mesh", makes water rendering sound much more heavy-metal. There is actually a nVidia talk about how the water rendering in Morrowind is done, apparently it's one of the very first games with hardware-accelerated water rendering using generated...
by Ace (SWE)
02 Jul 2018, 19:46
Forum: General Development
Topic: The Future of OpenMW Scripting
Replies: 127
Views: 10547

Re: The Future of OpenMW Scripting

The issue with AngelScript is that the only truly built-in types are numeric, everything else is an optional add-on. So the list type depends entirely on what you make it. For instance, the officially supplied script extension for an array type is documented on http://www.angelcode.com/angelscript/s...
by Ace (SWE)
01 Jul 2018, 09:42
Forum: General Development
Topic: The Future of OpenMW Scripting
Replies: 127
Views: 10547

Re: The Future of OpenMW Scripting

It is possible to embed a JavaScript engine as well, I've seen that used in at least two projects before. Personally not going to vouch for that solution though. But hey, if alternatives are wanted I'm again going to suggest AngelScript - http://www.angelcode.com/angelscript It's not quite as well k...
by Ace (SWE)
29 Jun 2018, 21:10
Forum: Organisation and Planning
Topic: Official Diaspora* OpenMW account?
Replies: 12
Views: 1784

Re: Official Diaspora* OpenMW account?

Ah, it's bridged through a Matterbridge bot instead of the actual freenode bridge that exists. It would probably be better to gain control of the already bridged freenode room instead, as that will let people use their actual IRC accounts on freenode, and not get bridged twice through first Matrix -...
by Ace (SWE)
29 Jun 2018, 17:19
Forum: Organisation and Planning
Topic: Official Diaspora* OpenMW account?
Replies: 12
Views: 1784

Re: Official Diaspora* OpenMW account?

Why not register up and get ownership of the #freenode_#openmw:matrix.org room as well in that case?

Matrix is a federated chat network after all. ;)
by Ace (SWE)
24 Jun 2018, 19:14
Forum: Organisation and Planning
Topic: OpenMW port to ps4
Replies: 21
Views: 2017

Re: OpenMW port to ps4

I'm not sure if you can use DirectX in a project without including the DirectX headers though, which would break the GPL. To be able to honour the licenses your code would basically need to dynload and manually grab all the required methods, much like you do with OpenGL. SDL does this to support mos...
by Ace (SWE)
24 Jun 2018, 10:34
Forum: Organisation and Planning
Topic: OpenMW port to ps4
Replies: 21
Views: 2017

Re: OpenMW port to ps4

I feel obliged to ask about what the licensing situation is for the PS4 SDK?
Can you compile a binary for the console without being forced to directly link some proprietary Sony code/lib into OpenMW?
by Ace (SWE)
23 Jun 2018, 00:22
Forum: General Development
Topic: The Future of OpenMW Scripting
Replies: 127
Views: 10547

Re: The Future of OpenMW Scripting

Lua's not a perfect tool, but the core of it is unmistakeably designed to be an embedded script system, something that's immediately noticeable in the control your application gets over the scripts. Running .Net or Python as scripting is really nice, but it's just as easily noticeable that they're n...