Search found 1579 matches
- 18 Apr 2021, 01:32
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 95
- Views: 22204
Re: Lua scripting in OpenMW
The idea of Lua scripting is not to do the same as C++, but to do much more that was possible before. For example I would like to see an advanced AI. Not just "like in later games", but really advanced. Modern RPG are too focused on graphics and animation and don't really care about AI. But maybe i...
- 07 Apr 2021, 16:47
- Forum: Support
- Topic: OMW Beginner Help
- Replies: 2
- Views: 109
- 07 Apr 2021, 16:34
- Forum: Feature Requests and Suggestions
- Topic: On Lua Scripting Limitations
- Replies: 34
- Views: 1117
Re: On Lua Scripting Limitations
The argument seems to be you'd never need any of these functionalities since the API can always be extended and should be powerful enough. No, the argument is that much of what's needed can be provided with a built-in interface, and that the compatibility, stability, and security issues outweigh th...
- 31 Mar 2021, 05:20
- Forum: Support
- Topic: (Solved) Data Files tab in OpenMW launcher does not show all plugins at once
- Replies: 17
- Views: 1240
Re: Data Files tab in OpenMW launcher does not show all pluggins at once
What is the reasoning behind that drop-down menu? The drop-down menu is to show a list of "games" (esms that don't depend on another esm), and the list of plugins that appear under it are plugins that depend on that game. What can happen in a case like this is you have a mod for Morrowind that does...
- 06 Jan 2021, 20:10
- Forum: Feature Requests and Suggestions
- Topic: Main menu Hi Res
- Replies: 8
- Views: 2600
Re: Main menu Hi Res
There are mods which add a proper widescreen background (including intro video). There is nothing we can do from the engine side. The engine needs a way to know what aspect ratio a background image is supposed to be. As it is now, the engine only has two options: assume/force 4:3, or fill screen. S...
- 27 Dec 2020, 14:48
- Forum: General Development
- Topic: Distant Land: where to next?
- Replies: 23
- Views: 5579
Re: Distant Land: where to next?
I think that's a spambot. That's word-for-word exactly what you said back here in the middle of the first sentence.
- 23 Nov 2020, 00:44
- Forum: General
- Topic: Translation Management and Community
- Replies: 8
- Views: 1965
Re: Translation Management and Community
The engine will also need to support UTF-8 content files to do it correctly. Currently there's a config setting to interpret content files as being one of a select few code pages (like the original engine data expects), which is less than ideal on its own, but also limits the possible languages/char...
- 22 Sep 2020, 22:39
- Forum: General
- Topic: OpenMW with Godot?
- Replies: 10
- Views: 3300
Re: OpenMW with Godot?
Sometime ago i've read that OpenMW probably will not support Vulkan, because replacing OpenGL with it will break compatibility with older hardware and supporting both API will increase maintaining cost (or something like this). And i've thought: why don't use upcoming Godot 4.0, which supports both...
- 22 Sep 2020, 17:03
- Forum: Feature Requests and Suggestions
- Topic: OpenMW support for other games: Oblivion, Skyrim, Fallout and more
- Replies: 427
- Views: 194671
Re: Elder-scrolls IV Oblivion
Maybe he works for Microsoft, and now is too close to Bethesda to safely contribute code?
- 21 Sep 2020, 13:24
- Forum: General
- Topic: Discussion regarding OpenMW's licence – GPL vs MIT, etc
- Replies: 16
- Views: 3243
Re: The Summer in Review: June-July-August 2020
I was referring to permissive licenses, like MIT. Because here's the thing, GPL isn't free, it infects anything it's used in, and has many conditions restricting how it's used. At the same time, permissive licenses allow closed source binary-only releases, to not publish any changes made (there's o...