Search found 388 matches

by akortunov
19 Oct 2018, 07:39
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 73
Views: 12473

Re: OpenMW 0.45.0

I'd suggest to run the Coverity Scan again before 0.45 RC and deal with new issues which it will find.
by akortunov
16 Oct 2018, 14:54
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 73
Views: 12473

Re: OpenMW 0.45.0

We still have a regression on Mac OS: https://gitlab.com/OpenMW/openmw/issues/4665
by akortunov
09 Oct 2018, 14:20
Forum: General Development
Topic: Weapon sheathing
Replies: 31
Views: 4759

Re: Weapon sheathing

Zini wrote:
09 Oct 2018, 13:51
Okay, that sounds reasonable.
Ok, then I'll implement it later as a separate pull request, if my current one with scabbards and quivers will be merged. Otherwise this PR can become a quite big.
by akortunov
09 Oct 2018, 13:48
Forum: General Development
Topic: Weapon sheathing
Replies: 31
Views: 4759

Re: Weapon sheathing

If we really want to implement shields sheathing, I suggest this approach: 1. Check if shield model has the _sh file. If not, handle it as we handle shields now. 2. If the shield has sheath model, place it on character's back when using a one-handed weapon and weapon is holstered. When using two-han...
by akortunov
08 Oct 2018, 18:35
Forum: General Development
Topic: Weapon sheathing
Replies: 31
Views: 4759

Re: Weapon sheathing

In theory, if we are not going to add shields holstering for now, there should not be much issues with mentioned mods.
by akortunov
08 Oct 2018, 08:25
Forum: General Development
Topic: Weapon sheathing
Replies: 31
Views: 4759

Re: Weapon sheathing

In theory, it is possible to add a hack - if a shield has a zero AR, or AR >= 100, consider it as a hold item instead of shield, but I do not like it much.
by akortunov
08 Oct 2018, 08:05
Forum: General Development
Topic: Weapon sheathing
Replies: 31
Views: 4759

Re: Weapon sheathing

There is a question about how must-have things (for example, weapon sheathing, glowing windows, animated containers, etc.) ever should be implemented in OpenMW. Should we have such things out of box without need to use a 3d-party code, our we should leave it to Lua scripting to make these features m...
by akortunov
08 Oct 2018, 07:28
Forum: Editor Development
Topic: Object editing widgets
Replies: 17
Views: 781

Re: Object editing widgets

What operations would there be to do? Other then adding a new field? Which is in fact trivial (it happens automatically). Limit input field range, use tabs to do not waste space, or add a custom logic (for example, autocalculate spell cost when user checks Auto Calc checkbox, or add an encumberance...
by akortunov
08 Oct 2018, 06:32
Forum: Editor Development
Topic: Object editing widgets
Replies: 17
Views: 781

Re: Object editing widgets

For now even trivial operations require a good understanding about how these auto-generated tables work, because this feature is extremely unfriendly for new developers, even if they have knowledge about how Qt works. Also if there is a need to do something which this autogeneration framework does n...