Search found 119 matches
- 16 Mar 2012, 11:26
- Forum: General
- Topic: Nvidia’s CG Toolkit
- Replies: 25
- Views: 14015
Re: Nvidia’s CG Toolkit
I might be wrong about that, but I think we were planning to replace the terrain material generator with a custom one. The terrain material generator is just a slightly edited version that comes with Ogre. It could be edited to support another shader language, but it would make the class more compl...
- 15 Mar 2012, 12:08
- Forum: Infrastructure
- Topic: FAQ
- Replies: 5
- Views: 3347
Re: FAQ
And has some broken links
- 14 Mar 2012, 23:49
- Forum: General
- Topic: Cooperation with SKSE devs?
- Replies: 15
- Views: 8265
Re: Cooperation with SKSE devs?
That was a off topic debate over confusion as to the exact meaning of pass by value.rguy wrote:But won't that be this topic : http://openmw.org/forum/viewtopic.php?f=6&t=437
I am sure that I get far more worked up over something that matters and isn't done for the sake of it.
- 14 Mar 2012, 12:29
- Forum: General
- Topic: Cooperation with SKSE devs?
- Replies: 15
- Views: 8265
Re: Cooperation with SKSE devs?
So much discussion about scripting going on ;) Maybe I should write down my designs for post-1.0 improvements before we reach OpenMW 1.0 so these discussions have a basis we can work with. I have them worked out mostly anyway. Possibly a good idea. Although if current things are anything to go by b...
- 14 Mar 2012, 11:08
- Forum: General
- Topic: Cooperation with SKSE devs?
- Replies: 15
- Views: 8265
Re: Cooperation with SKSE devs?
In regards to MWSE, would be nice if support for those scripts was built in. All it does is take various functions and give them the ability to store variables. Uh what? Sure, some of the functions do that but it also adds string support, file reading, getting references to objects, iterating throu...
- 12 Mar 2012, 16:24
- Forum: General
- Topic: Cooperation with SKSE devs?
- Replies: 15
- Views: 8265
Re: Cooperation with SKSE devs?
I would hope we do have support for MGE, MWSE and maybe MWE commands post 1.0. Some great mods use them so it would be nice to have support out of the box.
- 10 Mar 2012, 21:59
- Forum: General Development
- Topic: Merging the submodules in the main branch
- Replies: 16
- Views: 7270
Re: Merging the submodules in the main branch
+1. As far as I am concerned they are just a bit of a pain and I can't see enough development happening on the for other projects to use them
- 10 Mar 2012, 13:55
- Forum: General Development
- Topic: Equipment
- Replies: 27
- Views: 9709
Re: Equipment
0.13 and 0.14 are looking to be pretty awesome releases
- 07 Mar 2012, 01:33
- Forum: General Development
- Topic: OpenMW Launcher
- Replies: 77
- Views: 35814
Re: OpenMW Launcher
and the always present [X] exit button in the top right. Not really always present. For example XMonad doesn't render program title bars so I don't have the X. While I could just close it using Mod4 + C, having a close button adds. a certain symmetry. (Also, if I am using the mouse at that point I ...
- 06 Mar 2012, 00:53
- Forum: Organisation and Planning
- Topic: OpenMW 0.12.0
- Replies: 261
- Views: 103428
Re: OpenMW 0.12.0
Some cache not cleared maybe? If you look at the list of posts for March is says 1 on the main page but when you click on it it says 2 *shrugs*