Search found 775 matches

by akortunov
07 Apr 2021, 07:45
Forum: Feature Requests and Suggestions
Topic: On Lua Scripting Limitations
Replies: 34
Views: 2610

Re: On Lua Scripting Limitations

I think my point is not getting across at all. I got your point that the features you described are needed for modmaking tools (script editor, mod organizer, mesh previewer, etc) and the idea is to create a framework to implement them and embed them to the game itself as Lua mods, but it is a quite...
by akortunov
07 Apr 2021, 07:15
Forum: Feature Requests and Suggestions
Topic: On Lua Scripting Limitations
Replies: 34
Views: 2610

Re: On Lua Scripting Limitations

It is not just shaders but configuration files, potentially other Lua scripts, images, previewing nifs, and that's just the 3 off the top of my head. Configs can be handled by OpenMW itself, mods do not even need to know which data format configs will have and where they will be stored. Scripts whi...
by akortunov
07 Apr 2021, 05:47
Forum: Feature Requests and Suggestions
Topic: On Lua Scripting Limitations
Replies: 34
Views: 2610

Re: On Lua Scripting Limitations

Another actual example in which I would expect a resounding no is being able to do some processing of NIFs in a python script. There are existing tools to do that (PyFFI, for example). There is no need to reinvent a wheel. In Minecraft, it's used for choosing shader packs. It is irrelevant to OpenM...
by akortunov
06 Apr 2021, 17:42
Forum: Feature Requests and Suggestions
Topic: On Lua Scripting Limitations
Replies: 34
Views: 2610

Re: On Lua Scripting Limitations

wazabear wrote: 06 Apr 2021, 04:53 If you want to add some music files so your fancy Lua mod can play some specific mp3 in the grazelands, it is impossible.
Nothing stops modmakers from using VFS instead of direct access to filesystem.
by akortunov
30 Mar 2021, 09:12
Forum: General Development
Topic: Introducing Proper Fading
Replies: 12
Views: 1797

Re: Introducing Proper Fading

CMAugust wrote: 30 Mar 2021, 09:08 objects will fade in chunks rather than individually.
When you use paging for everything, you just do not have "individual" objects. You have chunks which consist of a set of pages, so you can not use small feature culling for them or use fade-out based on objects transparency change.
by akortunov
30 Mar 2021, 08:57
Forum: General Development
Topic: Introducing Proper Fading
Replies: 12
Views: 1797

Re: Introducing Proper Fading

Would this be part of the object-paging system? Object paging's job is to generate data pages. That's all. Semi-transparent and togglable objects make this job harder and cause a lot of additional calculations (to rebuild these data pages once some objects are faded in or out). Probably we will nee...
by akortunov
28 Mar 2021, 15:16
Forum: Support
Topic: Trees with Per-pixel lighting
Replies: 7
Views: 876

Re: Trees with Per-pixel lighting

Both screenshots in Mournhold seem to use completely different gamma. Probably tress textures are different as well.
by akortunov
24 Feb 2021, 11:16
Forum: Support
Topic: Annoying stuttering
Replies: 24
Views: 3331

Re: Annoying stuttering

I see two possible issues here: 1. There is no enough free cores, so navigator jobs are executed on the main or draw threads, causing random FPS drops. 2. There are free cores, but OS dispatches threads in a wrong way, so navigator jobs are executed on the main or draw threads, causing random FPS dr...
by akortunov
19 Feb 2021, 05:28
Forum: Support
Topic: Annoying stuttering
Replies: 24
Views: 3331

Re: Annoying stuttering

The game loads requested sound file from disk, and it takes too much time for you for some reason. Usually it happens when user has a disk with very slow random access (when he launches a game from an external USB HDD, for example, or uses a slow SD card on Android). A workaround for such case is to...
by akortunov
10 Feb 2021, 12:52
Forum: Support
Topic: Strange polygons around player model
Replies: 5
Views: 1224

Re: Strange polygons around player model

Or Tribunal.bsa and Bloodmoon.bsa just are not registered.