Search found 4532 matches

by psi29a
21 Sep 2020, 08:25
Forum: Editor Development
Topic: OpenMW-cs does not save deleted subrecords?
Replies: 6
Views: 413

Re: OpenMW-cs does not save deleted subrecords?

ezze wrote:
21 Sep 2020, 03:21
I guess it is this bug that is on the tracker since 7 years... It is really unfortunate for this bug is a showstopper for me :(
Technically it is an unimplemented feature/task to be done and not a bug. We do accept patches/merge requests/pull requests :D
by psi29a
20 Sep 2020, 11:21
Forum: General
Topic: Discussion regarding OpenMW's licence – GPL vs MIT, etc
Replies: 16
Views: 567

Re: The Summer in Review: June-July-August 2020

As for what you said about clean-room implementing, you're basically saying to reverse engineer a reverse engineered engine. Which seems kind of pointless to me. At that point it'd be better for people to make their own engine. That isn't what happened, Ryan was contracted to port SDL2 to Switch, t...
by psi29a
15 Sep 2020, 15:48
Forum: General
Topic: Discussion regarding OpenMW's licence – GPL vs MIT, etc
Replies: 16
Views: 567

Re: The Summer in Review: June-July-August 2020

Correct, the Android wrapper is also GPL. And even then, such a technique isn't usable if you need to make large changes to the OpenMW source code in order to achieve compatibility, like if you wanted to port to say the Switch or PS4. Or even if you don't need to make changes, let's say that it comp...
by psi29a
11 Sep 2020, 13:21
Forum: General
Topic: Discussion regarding OpenMW's licence – GPL vs MIT, etc
Replies: 16
Views: 567

Re: The Summer in Review: June-July-August 2020

if this engine is ever going to become the FLOSS RPG game engine it strives to be Unfortunately that just won't ever be truly possible with OpenMW's current license (GPL). I do not see how the GPL makes OpenMW any less of a FLOSS RPG game engine. Keep in mind though, it is just an engine, the conte...
by psi29a
10 Sep 2020, 11:56
Forum: Support
Topic: Mac OS Nightly Builds gone
Replies: 2
Views: 331

Re: Mac OS Nightly Builds gone

Those builds take up space, so we'll eventually have to clean them out.

We are also rethinking a few things though. There might be a way we can let gitlab do most of the hosting for us by pushing nightlies and releases into a LFS enabled git repo.
by psi29a
07 Sep 2020, 08:34
Forum: Mod Compatibility
Topic: About ReShade for OpenMW on Linux
Replies: 2
Views: 628

Re: About ReShade for OpenMW on Linux

In case anyone is interested, there is a native linux vulkan reshade like thingy called vkBasalt. https://github.com/DadSchoorse/vkBasalt So is vkBasalt just a reshade port for linux? Not really, most of the code was written from scratch. vkBasalt directly uses reshade source code for the shader com...
by psi29a
04 Sep 2020, 21:48
Forum: Other Forks and Ports
Topic: Android part 2
Replies: 582
Views: 123740

Re: Android part 2

I think that is a perceptional problem, I'm not seeing anything smartass in AnyOldName3's comments. He told it exactly how it is. I too am curious how someone could misunderstand what "Upstream OpenMW doesn't support any of the later games yet. When it eventually does, there won't be any particular ...
by psi29a
04 Sep 2020, 11:23
Forum: Support
Topic: Disappearing building?
Replies: 6
Views: 528

Re: Disappearing building?

So, the building is actually enabled by default and get disabled when you go near. It is kinda the opposite of what I would expect, but now I got it. Yeah, but as already mentioned... the game content (assets and scripts) were all developed over a decade ago before the idea of long viewing distance...
by psi29a
04 Sep 2020, 11:17
Forum: Other Forks and Ports
Topic: Android part 2
Replies: 582
Views: 123740

Re: Android part 2

But it will eventually right dummy? Can I get somebody besides this other guy who can elaborate on this Faloout 3 etc. compatibility? Calling an OpenMW developer a dummy and "this other guy" is a dick move. He literally said it can't run Fallout3, if you can't trust a developer then who can you tru...
by psi29a
03 Sep 2020, 08:39
Forum: Support
Topic: Disappearing building?
Replies: 6
Views: 528

Re: Disappearing building?

As both Amenophis and I said; provide a mod that just disables vanilla assets that show this behaviour and let the scripts run normally. Keep it simple.