OpenMW Example Suite 0.11

Moderator: Example suite forum moderator

User avatar
DestinedToDie
Posts: 1056
Joined: 29 Jun 2015, 09:08

OpenMW Example Suite 0.11

Post by DestinedToDie » 03 Apr 2016, 14:17

1. Psi29a talked about having an improved island.esp. We need to wait until he includes it in the Template to begin work proper. DONE!
2. Make ExampleSuite.omwaddon with dependency to Psi29a´s island.esp and OpenMW-Template.omwgame.
3. Journal needs to be re-ported to OSG with normal map included.
4. Someone needs to find or make some torn page models for the player to pick up. Maybe add a normal map.
5. Add assets from 3. and 4. to ExampleSuite.omwaddon. Make scripts that utilize messageboxes and Journal entries for when you pick up torn pages/Journal. Also modify script for the player to start in cell 17, 14.

Bonus: Color the island region map.

Link to Roadmap: https://bugs.openmw.org/projects/examplesuite/roadmap

User avatar
DestinedToDie
Posts: 1056
Joined: 29 Jun 2015, 09:08

Re: OpenMW Example Suite 0.11

Post by DestinedToDie » 01 Jun 2016, 18:57

Well, then. We got our long awaited map. I´m going to run around in it tomorrow and see how it looks. I´m also thinking about making a preliminary release. Here´s what this would entail:

1. OpenMWTemplate.omwgame as base.
2. island.esp
3. ExampleSuite.omwaddon, tied to 1 and 2.
4.Add my placeholder cube to the list of statics.

So the point of this is that when different people start making modifications to the game, they will make a new addon file and select 1, 2 and 3. This way we can make sure that all omw.addons stay compatible.

Another option here is to merge everything, although I am uncertain on if we will have a land overhaul or something that will make the land in an .omwaddon spew error messages like what happened some time ago with island.omwaddon. Any thoughts, Psi29a? Do we have fear of this? Also, this would simple make the merged .omwgame behave the same as ExampleSuite.omwaddon would, so we might as well skip merging for now.

Edit: Took a run around the island. Here´s the ingame map, with a star marking starting position:

http://i.imgur.com/ansXX1l.png

Some anomalies here and there, but the island itself looks pretty good. We´ll probably fix the anomalies once OpenMW-CS enables land editing.

User avatar
DestinedToDie
Posts: 1056
Joined: 29 Jun 2015, 09:08

Re: OpenMW Example Suite 0.11

Post by DestinedToDie » 02 Jun 2016, 09:29

The first release of OpenMW-Example Suite is here! Sure, it´s only the preliminary release, but here´s what it contains:

1. Book model, complete with normal and specular map.
2. Placeholder.nif, with a fancy placeholder texture.
3. ExampleSuiteAuthors.txt
4. Starting location marked on the region map. Use "coc startloc" in console to teleport to it.
5. Placed book, placeholder.nif and 3 torn notes to the starting location.

Download link:

RAR http://s000.tinyupload.com/index.php?fi ... 4676354559

ZIP http://s000.tinyupload.com/index.php?fi ... 7170012102

7z http://s000.tinyupload.com/index.php?fi ... 4962976161

Bugtracker (7z) https://bugs.openmw.org/projects/examplesuite/files

READ README.md FOR INSTALLATION INSTRUCTIONS

Btw I couldn´t upload it to the bugtracker files due to 10 MB upload limit. Can we get someone to bump that higher?

Screenshots:

http://i.imgur.com/J0x7z4X.png
http://i.imgur.com/0dzcunX.png

I beseech thee, codemasters! We need your skills at:

1. https://bugs.openmw.org/issues/3418
2. https://bugs.openmw.org/issues/3289
3. https://bugs.openmw.org/issues/3290

As of right now these are the only issues needed to complete 0.11. Here´s what needs to be done.

CharGen script - The player should start on the shore near cell 17,14.

They should get a messagebox instructing to use WASD for movement, space to activate. This should also be part of CharGen.

Script 1 - They should then go to the Journal laying on the ground and activate it (it´s an activator). Upon activating the Journal, they get a messagebox with the choice yes/no on whether to pick it up. If they choose "no", nothing happens. If they choose "yes", the Journal dissapears (gets disabled) and they get a journal entry, as well as a messagebox that instructs them to use J on keyboard to open their journal. What you write as the journal entry is up to you.

There are 4 torn out journal pages lying around (currently using placeholder.nif, as we lack the mesh). When activating these, player should go through SCRIPT 2 name generation, SCRIPT 3 race selection, SCRIPT 4 class selection and SCRIPT 5 birthsign. You will probably have to add a blank birthsign. After activating them they dissapear. I´ll leave it up to you on whether the player gets any journal entries when activating them.

Oh, and one final thing. When making these modifications, make an .omwaddon with dependency to ExampleSuite.omwaddon.

User avatar
psi29a
Posts: 3432
Joined: 29 Sep 2011, 10:13
Github profile: https://github.com/psi29a/
Contact:

Re: OpenMW Example Suite 0.11

Post by psi29a » 02 Jun 2016, 10:57

Can't we just modify the start script to relocate the PC when there is a new game?

User avatar
DestinedToDie
Posts: 1056
Joined: 29 Jun 2015, 09:08

Re: OpenMW Example Suite 0.11

Post by DestinedToDie » 02 Jun 2016, 11:01

That´s what I meant. Sorry if I was vague.

User avatar
psi29a
Posts: 3432
Joined: 29 Sep 2011, 10:13
Github profile: https://github.com/psi29a/
Contact:

Re: OpenMW Example Suite 0.11

Post by psi29a » 02 Jun 2016, 12:01

Ah, you mean as a task for people to work on. :)

User avatar
psi29a
Posts: 3432
Joined: 29 Sep 2011, 10:13
Github profile: https://github.com/psi29a/
Contact:

Re: OpenMW Example Suite 0.11

Post by psi29a » 02 Jun 2016, 13:45

BTW: The map, is that OK? It is reduced in size by 50% from the original. I can make it 60 or 75% of the original if you want and/or lower the water level.

As for the anomalies, I mentioned them before somewhere... but they can be "fixed" in OpenMW-CS when terrain editing comes online.

I can raise the limit, what do you think is a reasonable value?

User avatar
DestinedToDie
Posts: 1056
Joined: 29 Jun 2015, 09:08

Re: OpenMW Example Suite 0.11

Post by DestinedToDie » 02 Jun 2016, 13:48

Let it be 50 MB for now. I think the map size is just alright. If we go through features systematically, as we are doing at the moment, we might actually have plenty of room to spare, which is fine.

User avatar
psi29a
Posts: 3432
Joined: 29 Sep 2011, 10:13
Github profile: https://github.com/psi29a/
Contact:

Re: OpenMW Example Suite 0.11

Post by psi29a » 02 Jun 2016, 14:05

Done! :)

User avatar
DestinedToDie
Posts: 1056
Joined: 29 Jun 2015, 09:08

Re: OpenMW Example Suite 0.11

Post by DestinedToDie » 02 Jun 2016, 14:20

Just noticed that the naming for the book textures is wrong and the normal/specular map don´t show. I´ll rename them correctly for the next release.

Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests