Search found 9 matches
- 08 Apr 2021, 10:29
- Forum: Feature Requests and Suggestions
- Topic: On Lua Scripting Limitations
- Replies: 34
- Views: 13889
Re: On Lua Scripting Limitations
A malware may not be intentional. For example, I could write a bash script that legitimately wants to delete a directory with the command "rm -Rf $HOME/$SOMEPATH", but if, because of some bug, $SOMEPATH is empty, I just deleted your home directory. All modders are not scripting experts, th...
- 28 Jan 2021, 13:51
- Forum: Other Forks and Ports
- Topic: Android part 2
- Replies: 609
- Views: 324165
Re: Android part 2
I had a look at the source code, and if I understood correctly, there is always a check for Morrowind.ini on startup even if openmw.cfg is not being generated. So I imported a full Morrowind installation, then I placed my openmw.cfg in /storage/emulated/0/omw_nightly/config. But the data= lines are ...
- 24 Jan 2021, 16:06
- Forum: Other Forks and Ports
- Topic: Android part 2
- Replies: 609
- Views: 324165
Re: Android part 2
Hi, I want to install OpenMW on Android using the data files from a desktop OpenMW installation, not a Morrowind installation. There is no Morrowind.ini so the documented method does not work. I have a openmw.cfg ready, how should I proceed? I am using f-droid nightly version if that matters.
- 08 Oct 2020, 09:42
- Forum: Support
- Topic: New to Open MW
- Replies: 9
- Views: 4478
Re: New to Open MW
Trying this mod: https://www.lonebullet.com/mods/download-alternate-beginnings-2-elder-scrolls-iii-morrowind-mod-free-43208.htm (a single .esp), I can confirm OP issue, after choosing a starting place, I'm stuck and I can't open the inventory. There is an error and several warnings in the terminal: ...
- 02 Jun 2019, 00:23
- Forum: General
- Topic: osgFX::Cartoon
- Replies: 12
- Views: 8970
Re: osgFX::Cartoon
MGE (or maybe Morrowind, I don't know the details) does not draw depth for semi transparent textures. I expect they are drawn in a separate pass anyway, since you cannot rely on depth test for those and you have to render them from back to front. Textures with completely opaque/transparent pixels (e...
- 01 Jun 2019, 11:25
- Forum: General
- Topic: osgFX::Cartoon
- Replies: 12
- Views: 8970
Re: osgFX::Cartoon
Lighting test just for fun: https://framapic.org/bXgmzWCgS6ll/nCnHXDZJvv8w.png https://framapic.org/PSHWA3uoIhw7/YpXaBMRCzSpb.png Animated light are a bit annoying with this kind of lighting. And faces have too many angles creating shadows, it looks betters on smoother models. --- /home/clement/src/...
- 12 Oct 2018, 10:26
- Forum: Feature Requests and Suggestions
- Topic: Fix The Lady Lover and Steed Birthsigns
- Replies: 70
- Views: 45116
Re: Fix The Lady Lover and Steed Birthsigns
The alchemy feedback loop is not a glitch it is a game mechanic exploit. Major glitches are obvious game-breaking bugs: constant effect glitch in Morrowind 1.0, the "soul trap" glitch used here (but it can work with other target spells, I understand), or going out of bound when loading a c...
- 08 Sep 2018, 11:21
- Forum: Off Topic
- Topic: List of (other) FOSS game engine replacement projects
- Replies: 83
- Views: 84481
Re: List of (other) FOSS game engine replacement projects
What forward thinking mad genius decided they needed to include depth data for the sprites in a 2D game? Were they drawing things in true' depth order rather than front to back according to the isometric grid in the original engine? That seems like far more work than would ever be necessary as I do...
- 03 Jul 2018, 11:04
- Forum: Organisation and Planning
- Topic: Post 1.0 Plans
- Replies: 91
- Views: 112722
Re: Post 1.0 Plans
When they work, my exterior shadows are already at least as good as MGEXE's, and the interior ones aren't necessarily better or worse, just different (as theirs jump about between light sources, which is jarring, but mine always come from the global fake light source, so don't jump around, but then...