Search found 223 matches
- 08 Oct 2018, 21:59
- Forum: Editor Development
- Topic: Terrain Editing
- Replies: 131
- Views: 102805
Re: Terrain Editing
Oh, that Scape seems to have interesting land shaping tools and a bunch of great algorithms. I don't see why similar tools couldn't be implemented, but in a later stage. Regarding the roadmap to land shape editing, implementing terrain selection and transitional changes come before it. And that's a ...
- 13 Aug 2018, 10:02
- Forum: Join the team
- Topic: Desire to Learn Coding to Help
- Replies: 3
- Views: 6041
Re: Desire to Learn Coding to Help
I was encouraged by Zini to just bash straight into OpenMW, by taking a small "beginner" task first, to get better in C++ and just to have a startpoint in OpenMW. Before I took any task, I tried to make small changes to the code here and there, doing tests in private builds before taking p...
- 19 Jul 2018, 22:45
- Forum: Off Topic
- Topic: Ideal magic system
- Replies: 5
- Views: 3321
Re: Ideal magic system
I've understood that OpenMW already has a pretty good support for Morrowind mods, so I wonder if there are some good magic overhaul mods out there? Has anyone tested them on OpenMW? Having real-time control on spells would require some features that are not in Vanilla. Any idea how would the AoE or ...
- 19 Jul 2018, 07:31
- Forum: Off Topic
- Topic: Ideal magic system
- Replies: 5
- Views: 3321
Re: Ideal magic system
If we are fantasizing of future OpenMW, it would be great for code to allow some customization of magic system too, to be able to expand from simple mana-based spell system into effect based system, or perhaps dynamically changing spell magnitude or effect, but it's a bit tough to create an all-arou...
- 19 Jul 2018, 06:23
- Forum: Off Topic
- Topic: Ideal magic system
- Replies: 5
- Views: 3321
Re: Ideal magic system
Creating a good magic system is both a game design task and research of mythology. Former part has to take in account things like media (eg. tabletop game vs computer rpg), flow, ui, gaming psychology etc. while latter is more focused on what the world view of the current fiction is. It's a matter o...
- 16 Jul 2018, 13:15
- Forum: Organisation and Planning
- Topic: OpenMW 0.44.0
- Replies: 278
- Views: 162627
Re: OpenMW 0.44.0
I tested RC2 64bit on Linux Manjaro. I didn't find any obvious issues.
Areas tested:
- character creation
- fighters guild quest (cave rat)
- main quest, hasphat antabolis dwemer puzzle box
- combat, crime, getting into jail, resisting arrest
- trading
- openmw-cs open file, edit terrain textures
Areas tested:
- character creation
- fighters guild quest (cave rat)
- main quest, hasphat antabolis dwemer puzzle box
- combat, crime, getting into jail, resisting arrest
- trading
- openmw-cs open file, edit terrain textures
- 12 Jul 2018, 01:12
- Forum: News
- Topic: Help us plan OpenMW's future
- Replies: 32
- Views: 40088
Re: Help us plan OpenMW's future
That document is really nice, and sets great post 1.0 goals. These goals help to push the engine towards my hopes. I think the coolest thing about OpenMW, even better than being able to play Morrowind, or developing Morrowind-like rpg's, is that the code is open source and can be further developed i...
- 07 Jul 2018, 10:00
- Forum: General Development
- Topic: Beginners' questions: Understanding OpenMW/OpenCS code
- Replies: 30
- Views: 14575
Re: Beginners' questions: Understanding OpenMW/OpenCS code
Well, I'm kind of in a deadend with osg-code with my level of understanding. There's also some fundamental value in learning osg, so it wouldn't hurt to actually get some skills regarding that. I didn't write the code in the PR for osg, my skills regarding osg are still below that. The fix you menti...
- 06 Jul 2018, 17:20
- Forum: General Development
- Topic: Beginners' questions: Understanding OpenMW/OpenCS code
- Replies: 30
- Views: 14575
Re: Beginners' questions: Understanding OpenMW/OpenCS code
Fixing https://github.com/OpenMW/openmw/pull/1769 requires some osg skills, so, any guidelines? Where to start? What do I need to know? Where's all the rendering code for OpenCS (or OpenMW)?
I've browsed through some osg code, and played a bit with osg examples, but that's all.
I've browsed through some osg code, and played a bit with osg examples, but that's all.
- 18 Jun 2018, 12:32
- Forum: Editor Development
- Topic: Terrain Editing
- Replies: 131
- Views: 102805
Re: Terrain Editing
Here's an early PR for terrain texture selection. It's mostly Plutonicoverkills code, but I built it to work with recent versions of OpenCS, and did some small improvements regarding coordinates calculations to get the feature working.
https://github.com/OpenMW/openmw/pull/1769
https://github.com/OpenMW/openmw/pull/1769