Search found 13 matches
- 19 Jul 2022, 14:40
- Forum: Feature Requests and Suggestions
- Topic: Lua standard library extensions
- Replies: 1
- Views: 1486
Lua standard library extensions
Lua, being a lightweight language also means that its standard library is really small. I'd like if OpenMW would include some helpful, commonly used functions. Here I compiled a list of the functions that MWSE extends the standard Lua with. I added a link to the MWSE's documentation description of e...
- 05 Aug 2021, 17:22
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 137
- Views: 108040
Re: Lua scripting in OpenMW
There was a mention of SKSE here before. From what I have dug out SKSE hasn't got any real documentation on their page, but creationkit.com has some of the SKSE functions documented under Papyrus scripting. Here are the links: Scripting Events MWSE can also be used as a reference. Here are their doc...
- 15 Sep 2019, 14:52
- Forum: General Modding
- Topic: Invisible body in inventory - Galleo body replacer
- Replies: 0
- Views: 2192
Invisible body in inventory - Galleo body replacer
While using Galleo's adaptation of MacKom heads for Robarts bodies, character body in the inventory screen is invisible. Is this problem with the mod? How can it be fixed?
https://ibb.co/XLWKKYB
https://ibb.co/XLWKKYB
- 04 Sep 2019, 13:15
- Forum: Documentation
- Topic: Beta Comments
- Replies: 1
- Views: 6696
Beta Comments
I can't find where is setting for beta comments.
In vanilla Morrowind ini there is a setting to make output text file for example: Beta Comment File=Comments.txt so all your beta comments made in game with BC command get printed in the file.
Can someone direct me?
In vanilla Morrowind ini there is a setting to make output text file for example: Beta Comment File=Comments.txt so all your beta comments made in game with BC command get printed in the file.
Can someone direct me?
- 26 Aug 2019, 14:09
- Forum: General Development
- Topic: Nvidia OpenGL Graphics Samples
- Replies: 0
- Views: 2755
Nvidia OpenGL Graphics Samples
Have you come across this thing, I thought it may prove useful? Here are the links: https://developer.nvidia.com/gameworksdownload#?tx=$gameworks,graphics_library https://gameworksdocs.nvidia.com/GraphicsSamples/gfx_samples_gl.htm They've got examples for some things: Bindless Graphics Sample, Blend...
- 15 Feb 2019, 18:21
- Forum: General Development
- Topic: Animated doors
- Replies: 7
- Views: 4617
Re: Animated doors
I was thinking in the Cell to Cell animated door type like Skyrim. https://youtu.be/kyRXLZFsx5o?t=996 I doubt that we need it - we have an interiors preloading, so transitions are almost instant, and an artifitial delay during cell transition will be boring. An animated containers feature is a bit ...
- 14 Feb 2019, 21:08
- Forum: General Development
- Topic: Animated doors
- Replies: 7
- Views: 4617
Animated doors
A really great feature would be animated doors. It' s a nice thing and if I am correct, it might be implemented in the same way as animated containers/herbalism.
- 07 Feb 2019, 23:32
- Forum: Organisation and Planning
- Topic: It's really important to have graphical parity with MGE.
- Replies: 28
- Views: 33729
Re: It's really important to have graphical parity with MGE.
This might help when implementing certain things: https://developer.nvidia.com/gpugems/GP ... ref01.html
- 05 Feb 2019, 09:28
- Forum: General Development
- Topic: Animated grass: MGE research
- Replies: 10
- Views: 13414
Re: Animated grass: MGE research
Maybe this may help you: https://gamedev.stackexchange.com/quest ... n-realtime
- 28 Jan 2019, 17:02
- Forum: News
- Topic: OpenMW version 0.45 is in RC phase
- Replies: 21
- Views: 37985