Search found 395 matches

by SquireNed
18 Mar 2014, 14:30
Forum: Off Topic
Topic: Oblivion
Replies: 72
Views: 36426

Re: Oblivion

I'd assume it would work for Morrowind if it works for Oblivion in a model sense, but it's likely unnecessary for Morrowind-if the models are giving you trouble in OpenMW or Morrowind itself, you're likely on hardware that would never do well with them.
by SquireNed
17 Mar 2014, 17:26
Forum: Feature Requests and Suggestions
Topic: Camera orbiting around the player?
Replies: 3
Views: 2595

Re: Camera orbiting around the player?

I know this is entirely non-Morrowind, but is it possible to make TAB do freelook in first person? I'd enjoy the ability to do ARMA-style look-arounds while walking between places.
by SquireNed
13 Mar 2014, 23:12
Forum: Off Topic
Topic: Oblivion
Replies: 72
Views: 36426

Re: Oblivion

I always found that my best experiences with Oblivion modding came from installing mods by hand. I've never had luck with installers and mod managers for Oblivion, though they've worked fine for FO3/NV/Skyrim for me.
by SquireNed
13 Mar 2014, 23:10
Forum: General
Topic: Important, original bugs
Replies: 23
Views: 17106

Re: Important, original bugs

Exactly. If you like the original exploits, you will likely be able to re-enable them as you desire, with all their implications and consequences, as a mod. However, if the only reason they're around is because Bethesda's coders didn't pay enough attention, it's probably better to have the working e...
by SquireNed
13 Mar 2014, 18:24
Forum: Feature Requests and Suggestions
Topic: Terrain Tunneling/Arching
Replies: 63
Views: 38563

Re: Terrain Tunneling/Arching

The problem with adding voxel support is that it's extra functionality not in Morrowind. It might come post 1.0, but it's not something OpenMW is terribly concerned about unless it would impact the game, and the old "add a mesh and put it in" is probably simpler than going into voxel work ...
by SquireNed
12 Mar 2014, 01:42
Forum: General
Topic: Compatibility with MGSO
Replies: 41
Views: 27502

Re: Compatibility with MGSO

I believe the case is that OpenMW is more flexible and open than Morrowind. Because it's built with future mod compatibility in mind, I think that there's been a movement to keep less stuff restricted to the engine and more stuff possible without having to use an extender to work around vanilla Morr...
by SquireNed
01 Mar 2014, 19:40
Forum: Off Topic
Topic: Oblivion
Replies: 72
Views: 36426

Re: Oblivion

Get an unleveling mod. I love it that way.
by SquireNed
27 Feb 2014, 16:09
Forum: Organisation and Planning
Topic: OpenMW 0.29.0
Replies: 296
Views: 122723

Re: OpenMW 0.29.0

Bleh, sorry. I'm trying to get clarification on the contract I signed when I was hired at my current company, with respect to code I write in my spare time unrelated to my job. There shouldn't be any conflict of interest, but I'd rather play it safe and not "contaminate" the codebase with...
by SquireNed
20 Feb 2014, 03:59
Forum: Off Topic
Topic: Help crowdfund Nothing To Hide (CC0 license)
Replies: 1
Views: 2290

Re: Help crowdfund Nothing To Hide (CC0 license)

If only I had money.

Interestingly, a quick whois seems to suggest that Nothing to HIde is made in Panama, which may actually have copyright laws that unlike the US allow things to be released "uncopyrighted". As is I find the nomenclature a little off-putting.
by SquireNed
12 Feb 2014, 05:00
Forum: General Development
Topic: ciEquals and other unoptimized stuff
Replies: 4
Views: 2262

Re: ciEquals and other unoptimized stuff

Also, consider the value of optimization in such a thing on a computer that runs figurative gazillions of calculations a second. As my first post on StackOverflow garnered: What you are being concerned about here is “micro optimization”, that in 99.999…99 percent of all real uses cases will not make...