Search found 83 matches
- 17 Oct 2020, 23:27
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 137
- Views: 113210
Re: Lua scripting in OpenMW
It will significantly change the API of TES3MP scripts since scripts currently have direct access to the data. One thing to note here is how server data is stored. Currently in 0.7 it's just json files, however I have a PR with multi-threaded postgres support. In my opinion, it's important to at le...
- 17 Oct 2020, 23:07
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 137
- Views: 113210
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 to do with neither OpenMW or TES3MP, but with MyGUI. I'd probably app...
- 03 Apr 2019, 00:30
- Forum: General
- Topic: A thank-you to the community
- Replies: 5
- Views: 4553
Re: A thank-you to the community
Amazing to see you here! I hope now you will find time to play Tribunal and Bloodmoon ;) Have you seen tes3mp, OpenMW's fork adding multiplayer to Morrowind? It's quite playable. Julian Le Fay once said the next thing he would add to Daggerfall if he had time was multiplayer. What do you think of mu...
- 14 Nov 2018, 21:33
- Forum: Other Forks and Ports
- Topic: OpenMW Andriod -- Graphics Issues... Any Ideas?
- Replies: 21
- Views: 12429
Re: OpenMW Andriod -- Graphics Issues... Any Ideas?
David has asked me to translate some of the responses sandstranger has posted on https://4pda.ru/forum/index.php?showtopic=889357&st=2020#entry79037151 I've only mentioned that I've stopped building until the crashes are fixed, impossible to play, irritates me All the current code that's in the ...
- 28 Jan 2018, 18:47
- Forum: TES3MP
- Topic: Alchemy Work Around
- Replies: 4
- Views: 6560
Re: Alchemy Work Around
You could write a lua script that would add pre-cooked potions while removing appropriate ingredients and checking for the apparatus
Edit: damn this was quite a necro from me
Edit: damn this was quite a necro from me
- 29 Jul 2017, 12:41
- Forum: News
- Topic: OpenMW multiplayer is here!
- Replies: 17
- Views: 25552
Re: OpenMW multiplayer is here!
never seen a more fitting nicknameantisocialmonkey wrote: ↑29 Jul 2017, 09:27 I hope this crap never gets merged back into the main branch, time to fork this project keep a pure openmw.
- 12 Jul 2017, 09:33
- Forum: General
- Topic: OpenMW Mod Manager
- Replies: 21
- Views: 14183
Re: OpenMW Mod Manager
Would be nice to have data folder presets the same way we have esp presets in the launcher
- 05 Jun 2017, 17:20
- Forum: General Development
- Topic: Combat AI: spell usage improvements
- Replies: 20
- Views: 11548
Re: Combat AI: spell usage improvements
1) yes, but then we can just use some default configuration
2) that won't be an option with unified AI anyways
2) that won't be an option with unified AI anyways
- 05 Jun 2017, 17:10
- Forum: General Development
- Topic: Combat AI: spell usage improvements
- Replies: 20
- Views: 11548
Re: Combat AI: spell usage improvements
about AI roles: why not use built-in NPC classes? I'm not sure how well they correspond with actual spells and weapons of NPCs though
- 05 Jun 2017, 08:17
- Forum: General Development
- Topic: Combat AI: spell usage improvements
- Replies: 20
- Views: 11548
Re: Combat AI: spell usage improvements
yes, this would be an ideal solution. not sure if it should be approached before or after 1.0