Search found 121 matches

by NullCascade
15 Jul 2018, 13:39
Forum: News
Topic: Help us plan OpenMW's future
Replies: 32
Views: 40125

Re: Help us plan OpenMW's future

Go for it. If you want to be creative, but you can't write, paint or play any instruments, programming is a great way to still create something beautiful. Start out with something dirt easy like Python. Write small scripts that automate tasks on your PC. Dip your toes into some web development. Wri...
by NullCascade
12 Jul 2018, 05:19
Forum: News
Topic: Help us plan OpenMW's future
Replies: 32
Views: 40125

Re: Help us plan OpenMW's future

IDA, for example, allows retargetting decompilation from machine code to assembly and from assembly to C, but the result isn't pretty. It will make a best effort but give you things like: variable_467, sub_function_6634 In reality this isn't much more complicated than a really hard, comp-sci sudoku...
by NullCascade
11 Jul 2018, 03:21
Forum: Off Topic
Topic: mwse coders created something interesting..
Replies: 8
Views: 6347

Re: mwse coders created something interesting..

Bigger news is that UI in general is being dehardcoded. Mod config menu is a thing too, as a result:
Spoiler: Show
Mod config system itself is all done in Lua, no C needed for any of that.
by NullCascade
04 Jul 2018, 02:35
Forum: News
Topic: Help us plan OpenMW's future
Replies: 32
Views: 40125

Re: Help us plan OpenMW's future

$0.02 from someone who uses the crap out of bytecode, while OpenMW ignores it: 100% go for the bytecode. You have two (now three) compilers with different output. mwscript is an ugly bastard where coders complain constantly that they have to do crazy things like compile most scripts in one compiler,...
by NullCascade
28 Jun 2018, 01:45
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 278
Views: 162805

Re: OpenMW 0.44.0

Ace (SWE) wrote: 20 Jun 2018, 20:55New line of RCs, these ones built without LTO to see if that helps NullCascade's issue.

32-bit
64-bit
No dice. Still hangs.
by NullCascade
23 Jun 2018, 02:52
Forum: General Development
Topic: The Future of OpenMW Scripting
Replies: 127
Views: 65161

Re: The Future of OpenMW Scripting

I've personally never been much of a fan of embedding Lua into projects just because their integration interfaces are a bit annoying to work with, you have to do much more manual work than strictly necessary to set up the bindings against your code and types, but on the other hand the result tends ...
by NullCascade
20 Jun 2018, 00:18
Forum: General Development
Topic: The Future of OpenMW Scripting
Replies: 127
Views: 65161

Re: The Future of OpenMW Scripting

Glad to see the project move in this direction. My offer still stands. I want to see OpenMW be less of a headache for modders, and I think if we worked together to make a compatible API it would go a long way. I guess I'll see if that's something you guys are interested in once it comes out of priva...
by NullCascade
20 Jun 2018, 00:13
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 278
Views: 162805

Re: OpenMW 0.44.0

NullCascade, could you maybe try building up some release binaries using the CI script, with the LTO build flag enabled in the CMake options, see if that still results in the same issue? If those too show the issue then it might be worth looking over doing some gentler optimization - though it'll l...
by NullCascade
16 Jun 2018, 10:00
Forum: General Development
Topic: The Future of OpenMW Scripting
Replies: 127
Views: 65161

Re: The Future of OpenMW Scripting

People have added Python and Lua support before. It was never merged. The problem isn't getting people to do the work, it's getting the project to accept it. Python, yes, to see if it could be done. The developer, a friend of mine who is a Debian Developer, did it to see if it was possible, he wasn...
by NullCascade
16 Jun 2018, 08:50
Forum: General Development
Topic: The Future of OpenMW Scripting
Replies: 127
Views: 65161

Re: The Future of OpenMW Scripting

If there is so much interest in Lua, one of the Lua proponents could implement Lua bindings(there are numerous binding libs to help with this) and rewrite current script compiler generate Lua bytecode. It shouldn't be too hard given how primitive mw script is. And you'd have something tangible to a...