Note for people who will read this topic:
This bug report is duplicated on gitlab and all answers are there: https://gitlab.com/OpenMW/openmw/-/issues/7339
Search found 69 matches
- 25 Apr 2023, 21:55
- Forum: General Modding
- Topic: Omwscripts not fully working ?
- Replies: 1
- Views: 1129
- 11 Nov 2021, 21:27
- Forum: General Development
- Topic: Warn when viewing distance exceeds the distance of stuff
- Replies: 5
- Views: 4822
Re: Warn when viewing distance exceeds the distance of stuff
Maybe just enable these checkboxes by default?
- 24 Aug 2021, 08:12
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 137
- Views: 108106
Re: Lua scripting in OpenMW
When loading or instantiating scripts, you can give each script their own environments, making their data no longer global. Each script already has its own sandboxed environment. Instead of having explicitly defined "OnSave" and "OnLoad" functions that a user will call, you can ...
- 06 Aug 2021, 17:26
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 137
- Views: 108106
Re: Lua scripting in OpenMW
What I meant was that we can use MWScript replacement as a use-case we need for starting the de-hardcoding process. It important because it is a singleplayer use case which should be a priority over multiplayer. Don't get me wrong, multiplayer will come and keeping this in mind is important, but le...
- 06 Aug 2021, 12:21
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 137
- Views: 108106
Re: Lua scripting in OpenMW
My point is that the first step of dehardcoding (design an API that is available via Lua-to-Lua interfaces and will still make sense after dehardcoding) should be done first. We can not just implement "ALL the things that MWScripts support" because if we don't think about dehardcoding now,...
- 06 Aug 2021, 11:25
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 137
- Views: 108106
Re: Lua scripting in OpenMW
Additionaly to the argument about forks it is worth to mention that in distant future we are going to support other games (Oblivion/Fallout/Skyrim) as well. It sounds reasonable if all mechanics that are different in different games are implemented as Lua mods and user can choose which one to use. I...
- 03 Aug 2021, 12:22
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 137
- Views: 108106
Re: Lua scripting in OpenMW
Decide whether we continue to use lua-scripts=something.omwscripts in openmw.cfg , or somehow store it inside omwaddons. I believe it's better to store scripts inside .omwaddon files, for multiple reasons: ... I meant only "*.omwscripts" files that contain list of scripts to run. I am qui...
- 02 Aug 2021, 18:15
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 137
- Views: 108106
Re: Lua scripting in OpenMW
OpenMW Lua roadmap Initial Lua MR was merged some time ago and basic (still very limited) OpenMW Lua is available in latest unreleased builds (can be found here ). Here are plans for further development. Dehardcoding Dehardcoding means reimplementing game mechanics (which are currently implemented ...
- 02 Jul 2021, 20:49
- Forum: General Development
- Topic: Lua API for GUI
- Replies: 30
- Views: 24946
Re: Lua API for GUI
So we either need some approach for running some Lua code in the main thread, simultaneously with MyGUI, or restrict creating widgets to C++. I'm leaning towards the latter, I think we can provide all the necessary widgets ourselves. However that is assuming this is the only issue caused by multipl...
- 09 May 2021, 13:31
- Forum: Feature Requests and Suggestions
- Topic: Thank you for implementing head-bobbing and some suggestions...
- Replies: 2
- Views: 5466
Re: Thank you for implementing head-bobbing and some suggestions...
Sorry for a late answer, I haven't noticed your post before. I've implemented head-bobbing this way because it was simple and took only a few lines of code. Weapon/arm sway requires non-trivial changes in the animation system. I agree that Stomy's solution looks better, but it was rejected because t...