Elder-scrolls IV Oblivion

Feedback on past, current, and future development.
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Capostrophic
Posts: 499
Joined: 22 Feb 2016, 20:32

Re: Elder-scrolls IV Oblivion

Post by Capostrophic » 11 Jan 2019, 17:45

Exactly.
shitty lingua anglica grammar ftw

Azdul
Posts: 6
Joined: 28 Dec 2018, 13:44

Re: Elder-scrolls IV Oblivion

Post by Azdul » 16 Jan 2019, 22:03

I've ported cc9cii code that reads BSA files from later Elder Scrolls chapters to current OpenMW engine.
https://gitlab.com/OpenMW/openmw/merge_requests/56

The code no longer depends on Ogre classes.
Please let me know what you think about it.

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psi29a
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Github profile: https://github.com/psi29a/
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Re: Elder-scrolls IV Oblivion

Post by psi29a » 17 Jan 2019, 11:25

Lovely... thank you so much!

Eyes will be on this for review. :)

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cc9cii
Posts: 453
Joined: 28 Mar 2013, 04:01

Re: Elder-scrolls IV Oblivion

Post by cc9cii » 18 Jan 2019, 00:49

Just a quick message to say that the new NIF code restructuring is making progress. The renders and physics are both working but some functionality has regressed in the rewrite (e.g. ragdoll and character animations) - I need to find time to get them included again. On the positive side I got vertex animations and node animations to work, at least for some objects.

I also note the good work being done by Azdul, so maybe this thing will actually go somewhere one day.

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