Search found 83 matches

by urm
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...
by urm
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...
by urm
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...
by urm
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 ...
by urm
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
by urm
29 Jul 2017, 12:41
Forum: News
Topic: OpenMW multiplayer is here!
Replies: 17
Views: 25552

Re: OpenMW multiplayer is here!

antisocialmonkey 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.
never seen a more fitting nickname :D
by urm
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
by urm
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
by urm
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
by urm
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