Search found 45 matches
- 18 Oct 2020, 16:12
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 81
- Views: 13182
Re: Lua scripting in OpenMW
Obviously, we would still have local scripts. There is no reason not to, to be honest. Current tes3mp server is extremely lightweight, and performs well even despite having many extremely inefficient parts. So I don't think there would be a meaningful performance difference. I would say the main ar...
- 18 Oct 2020, 16:01
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 81
- Views: 13182
Re: Lua scripting in OpenMW
If we allow Lua mods to have dlls (I'd say we should), we have to at least warn players about potential safety issues. With platform compatibility, we could either have every mod provide dlls for multiple platforms, or attempt to build them during installation. There are two existing packet systems...
- 18 Oct 2020, 13:49
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 81
- Views: 13182
Re: Lua scripting in OpenMW
I know at some point there were talks about making OpenMW entirely server-based. So even while playing singleplayer, you'd essentially be playing multiplayer with only 1 player connected. Is that approach abandoned? My arguments against this approach are pretty similar to what I have written in the...
- 17 Oct 2020, 23:25
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 81
- Views: 13182
Re: Lua scripting in OpenMW
It is worth mentioning that there is a pull request that adds custom ui support to TES3MP. It is quite big and can be an example of a “complicated workaround”. I'd argue my PR is not a "workaround". Most of its code has nothing to do with either OpenMW or TES3MP, but with MyGUI. I'd probably approa...
- 17 Oct 2020, 11:08
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 81
- Views: 13182
Re: Lua scripting in OpenMW
Also client-specific things (GUI, input bindings, scene graph API) logically should work on client side. It can be a local script, attached to the player character. It is quite logical because the input bindings makes sense only for this specific player and shouldn't directly affect other objects. ...
- 17 Oct 2020, 05:30
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 81
- Views: 13182
Lua scripting in OpenMW
Existing scripting systems in Morrowind Scripting in vanilla Morrowind (mwscript) Every active script is executed every frame (i.e. circa 20-60 times a second). If something should be evaluated only once, a control variable should be used. A small example of a script: Begin small_example_script Sho...
- 15 Jul 2020, 01:18
- Forum: Feature Requests and Suggestions
- Topic: Better preview mode
- Replies: 6
- Views: 2488
Re: Better preview mode
Update. Merge request 261 . Debug builds: windows , android . Linux users, I believe, can easily build it from source. Please try it and share your opinion! Settings: [Camera] separate preview camera = true # current behavior (for comparison) separate preview camera = false # new behavior # I recomm...
- 27 Jun 2020, 20:10
- Forum: Feature Requests and Suggestions
- Topic: Better preview mode
- Replies: 6
- Views: 2488
Re: Better preview mode
PS - The place to test this should be inside a cave, where the walls are close. I wanna see how it handles that kind of environment. (I really should get my setup set up so I can test this myself) It switches only if there is a lot of space from the other side. So if you see that in close environme...
- 27 Jun 2020, 15:22
- Forum: Feature Requests and Suggestions
- Topic: Better preview mode
- Replies: 6
- Views: 2488
Re: Better preview mode
The feature is ready for testing. It is implemented on top of not yet merged !237 , so I didn't create a new MR yet. The code is in my experimental branch. To checkout use: git fetch "[email protected].com:ptmikheev/openmw.git" "experimental" git checkout -b "ptmikheev/openmw-experimental" FETCH_HEAD Previ...
- 25 Jun 2020, 09:39
- Forum: Join the team
- Topic: Application with a new feature: ptmikheev
- Replies: 38
- Views: 13682
Re: Application with a new feature: ptmikheev
Would it be possible to also include a vertical offset setting (over shoulder vertical offset)? What I'm thinking of is keeping the camera above head even when I put the weapon away. Done. Will be available in the next nightly build. In your case the setting should be "view over shoulder offset = 0...