Post 1.0 Planning Update

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
User avatar
Thunderforge
Posts: 474
Joined: 06 Jun 2017, 05:57
Github profile: https://github.com/Thunderforge

Re: Post 1.0 Planning Update

Post by Thunderforge » 17 Jun 2018, 15:32

It’s a good reminder though. After all, vanilla CS was one of the better tools in 2002 and Morrowind modding wouldn’t have been what it is today if Bethesda didn’t provide a whole CD for the construction set alone.

I hope that there will be more interest in OpenMW-CS.

User avatar
drummyfish
Posts: 153
Joined: 22 Oct 2017, 10:13
Github profile: https://gitlab.com/drummyfish
Contact:

Re: Post 1.0 Planning Update

Post by drummyfish » 18 Jun 2018, 13:14

HeadClot wrote:
17 Jun 2018, 03:58
Quote from John Romero on tools.
Romero is biased because he worked on tools. Carmack would tell you the priority was the engine and the cleaning lady would insist clean floor is the critical aspect. But yeah, tools matter.

runs
Posts: 1
Joined: 04 Jun 2018, 10:34

Re: Post 1.0 Planning Update

Post by runs » 02 Jul 2018, 02:32

Oh, OpenMW is an impressive piece of software, more perfect than vanilla, but lacks a lot if we talking about OpenMW-CS.

Better than planning post-v1 features, please complete the CS.

OpenMW-CS:

-More slow than vanilla (and vanilla was already very very slow).
-Terrible GUI. Vanilla was too much simple and horrendous. But OpenMW-CS is even worse. Its design is awful. Just one example: The 'Object Window' in vanilla is shitty but had cool things like tabs. The organization of OpenMW-CS is chaotic.
-No a cool search. Filters are cool, but should be for advanced users only.
-The render window has 3 camera modes. But neither of them is suitable for a good work. The vanilla one has only one mode but did the trick easily.

etc. etc.

Nore: What I said, is a constructive critic.

Post Reply

Who is online

Users browsing this forum: No registered users and 3 guests