Search found 40 matches
- 11 Jul 2012, 19:24
- Forum: General
- Topic: [Research Request] God mode
- Replies: 20
- Views: 11854
Re: [Research Request] God mode
How Do I add active effect on a player? "Cast" is the only way? PS Cast command can't effect player, but I don't know if fire from constant effect power can damage health of player. CE fire damage when in God Mode doesn't affect the player's health. That said, before applying God Mode, CE...
- 10 Jul 2012, 19:57
- Forum: General Development
- Topic: Reversing Morrowind's formulas
- Replies: 125
- Views: 83600
Re: Reversing Morrowind's formulas
Hello. I've noticed in one of the topics that some of you use MessageBox while reversing the formulas. You can improve your productivity with Morrowind Script Extender (MWSE) . It allows you to use xLogMessage function in your scripts. This function " writes out formatted strings to the log fi...
- 09 Jul 2012, 19:56
- Forum: General Development
- Topic: Reversing Morrowind's formulas
- Replies: 125
- Views: 83600
Re: Reversing Morrowind's formulas
This may help with empirical formulas: http://formulize.nutonian.com/ . The best solution, of course - to reverseengineer all formulas, but it may be too slow. We may use this method to increase the speed of development. In future, of course, it may be replaced with strict formulas. You are awesome...
- 09 Jul 2012, 07:49
- Forum: Join the team
- Topic: Introduction
- Replies: 1
- Views: 2259
Introduction
Hi! I'm Eppy. I've been playing Morrowind for a long time, and am continually annoyed by (yet understanding of) its little foibles and bugs. I love the concept of the OpenMW project, and it'd be great if I could contribute. Problem is, I can't code worth a damn. I understand code and its limitations...
- 09 Jul 2012, 00:40
- Forum: General Development
- Topic: Physics improvement
- Replies: 272
- Views: 88266
Re: Physics improvement
I'm aware of the speed cap gus, I will just try to use fall long enough to have a good time but not too long. The cap seems to be quite high anyway. Going to do the job right now ;-) Three attempts and get something like 650 u/s^2 but it's flawed. I will make bigger (like 6 times bigger) jumps and ...
- 08 Jul 2012, 05:24
- Forum: General Development
- Topic: Acrobatics Task
- Replies: 90
- Views: 38953
Re: Acrobatics Task
A double post sadly, but hey, at least I've got content. First up is the .esp file, which is attached: jumpingtest.7z . It's got everything needed to test jump heights and velocities (assuming the latter matters.) The block just behind the entry point (coc "Jumping Test Cell") is called &q...
- 08 Jul 2012, 01:20
- Forum: General
- Topic: Morrowind Equations
- Replies: 97
- Views: 84096
Re: Morrowind Equations
Great, looks like you beat me :? I have started a thread, so maybe you would like to share your findings: http://forum.openmw.org/viewtopic.php?f=6&t=880 What does that script do and how would I use it? I never did anything with the Construction Kit, so I have no idea. Another question: How is ...
- 08 Jul 2012, 01:12
- Forum: General Development
- Topic: Acrobatics Task
- Replies: 90
- Views: 38953
Re: Acrobatics Task
I've got a list of results I've gotten here: https://docs.google.com/spreadsheet/ccc?key=0Aorgd23OcheadFRTd0tkbUg0WEFNcE1laWkxU0d1QXc#gid=0 Edit: Took this spreadsheet down, for any new readers. Somehow, I managed to screw things up with something I had loaded. Nothing major, but all my values were ...
- 07 Jul 2012, 21:30
- Forum: General
- Topic: Morrowind Equations
- Replies: 97
- Views: 84096
Re: Morrowind Equations
Final utility script and Google Docs spreadsheet with all information collected! (Just to clarify, this is for Acrobatics stuff.) Spreadsheet: https://docs.google.com/spreadsheet/ccc?key=0Aorgd23OcheadFRTd0tkbUg0WEFNcE1laWkxU0d1QXc Any values in the spreadsheet have been rounded to the nearest hundr...
- 07 Jul 2012, 13:10
- Forum: General
- Topic: Morrowind Equations
- Replies: 97
- Views: 84096
Re: Morrowind Equations
I'm kind of a newbie here, but I've been playing with the acrobatics thing. I hacked together a script to figure out jump peaks. It's actually not that heavy on CPU usage, which is surprising given that it executes every frame. Begin showjumpheight short doonce = 0 short holdoff = 0 float prevz = 0 ...