Search found 38 matches

by Gez
19 Sep 2013, 13:05
Forum: General
Topic: OpenMW FAQ
Replies: 58
Views: 46012

Re: OpenMW FAQ

Instead of "Yes and no", I'd go with "If you want to play Morrowind, you need Morrowind." I would also provide links to this page . Maybe something like: Do I need Morrowind? You must legally own Morrowind before you can use OpenMW to play Morrowind. OpenMW is a game engine recre...
by Gez
18 Sep 2013, 22:07
Forum: General
Topic: OpenMW FAQ
Replies: 58
Views: 46012

Re: OpenMW FAQ

"some night extra's" should of course drop the greengrocer's apostrophe and be "some nice extras".
by Gez
15 Sep 2013, 14:43
Forum: General
Topic: OpenMW FAQ
Replies: 58
Views: 46012

Re: OpenMW FAQ

OpenMW is a new and modern engine based on the one that runs the 2002's Game of the Year, The Elder Scrolls 3: Morrowind. The engine ( OpenMW ) will come with it's own editor ( OpenCS ) Grammar Ordinator time: The engine will come with its own editor. (Tip: whenever you write "it's", femi...
by Gez
14 Sep 2013, 18:56
Forum: General
Topic: OpenMW FAQ
Replies: 58
Views: 46012

Re: OpenMW FAQ

Support all existing content, including Tribunal, Bloodmoon and all user created mods. Should be "most if not all user-created mods". Do not claim here to be aiming at supporting all mods, because at the moment, there is no support planned at all for any mod that relies on third-party ext...
by Gez
14 Sep 2013, 13:52
Forum: Editor Development
Topic: Editor description
Replies: 6
Views: 4814

Re: Editor description

If you want a few bullet points: - non-blocking - multi-threaded - multi-document support - multi-view support - high scalability - customisable GUI Resizable windows would be the top of the list. Look at this NPC: http://i.imgur.com/wwgqSsp.png He is wearing two sets of common_s..., one common_p.....
by Gez
14 Sep 2013, 11:57
Forum: General
Topic: OpenMW FAQ
Replies: 58
Views: 46012

Re: OpenMW FAQ

NetImmerse/Gamebryo is described on Wikipedia as "a modular set of libraries" that can be extended as needed. Morrowind is just that: the NI modules needed by Bethesda Game Studio, extended by their devs, with their own code added. Things like the ESP/ESM format, the BSA format, all the RP...
by Gez
28 Aug 2013, 15:05
Forum: Feature Requests and Suggestions
Topic: Distant Terrain
Replies: 12
Views: 8099

Re: Distant Terrain

The more interesting question will be how to render distant scripted objects (be they unique statics that are enabled/disabled by an external script, or activators enabled/disabled by an attached script). This is something MGE cannot do, so either you see a "mirage" of a building that isn'...
by Gez
27 Aug 2013, 11:26
Forum: Feature Requests and Suggestions
Topic: Functionality to make NPCs to play animations when attacked.
Replies: 3
Views: 2830

Re: Functionality to make NPCs to play animations when attac

There is one potential issue here in that if an actor starts playing a new animation, it interrupts the one it was already playing. So that'd disrupt attacks and spellcasting.
by Gez
15 Aug 2013, 11:21
Forum: Feature Requests and Suggestions
Topic: Actor IK - Footsteps that actually react to the ground.
Replies: 14
Views: 7501

Re: Actor IK - Footsteps that actually react to the ground.

How do things like Morroblivion or Skywind handle it? They convert the Morrowind meshes automatically, after all, do they add the required Havok data algorithmically? Or do they just use the existing collision boxes and the characters' feet still glide on an invisible diagonal ramp when they go on s...
by Gez
12 Aug 2013, 18:16
Forum: General Development
Topic: Namespaces
Replies: 8
Views: 4588

Re: Namespaces

Well, :: is expected by anyone with a background in actual programming languages. Independently of that, the only "intuitive" symbol I could think of for namespaces would be an arrow notation, possibly => to differentiate from ->, and the risk of typo/confusion with >= and <= makes it so t...