OpenMW 0.37.0 (?)

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
TechNoirMK
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Re: OpenMW 0.37.0 (?)

Post by TechNoirMK » 06 Sep 2015, 07:51

ElderTroll wrote:Our small community is going a bit stir crazy.
I'm, I'm just gonna leave this over here. :arrow: :arrow: :arrow: https://www.youtube.com/watch?v=wXIIyttG9Nw
Oh yes. Since I'm done getting crazy over waiting for MGSV, I'm now getting crazy over waiting for OpenMW and DaggerfallUnity. More to come, I guess. :lol:

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lysol
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Re: OpenMW 0.37.0 (?)

Post by lysol » 06 Sep 2015, 08:13

ElderTroll wrote:Our small community is going a bit stir crazy.
I'm, I'm just gonna leave this over here. :arrow: :arrow: :arrow: https://www.youtube.com/watch?v=wXIIyttG9Nw
HAHA. Awesome midi death metal.
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

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psi29a
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Re: OpenMW 0.37.0 (?)

Post by psi29a » 06 Sep 2015, 11:58

TechNoirMK wrote:Oh yes. Since I'm done getting crazy over waiting for MGSV, I'm now getting crazy over waiting for OpenMW and DaggerfallUnity. More to come, I guess. :lol:
Why not go crazy over waiting for OpenDF instead... since it is a sister project of OpenMW. ;)

https://github.com/kcat/opendf
http://xlengine.com/forums/viewtopic.php?f=2&t=1064

TechNoirMK
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Re: OpenMW 0.37.0 (?)

Post by TechNoirMK » 06 Sep 2015, 15:31

psi29a wrote:
TechNoirMK wrote:Oh yes. Since I'm done getting crazy over waiting for MGSV, I'm now getting crazy over waiting for OpenMW and DaggerfallUnity. More to come, I guess. :lol:
Why not go crazy over waiting for OpenDF instead... since it is a sister project of OpenMW. ;)

https://github.com/kcat/opendf
http://xlengine.com/forums/viewtopic.php?f=2&t=1064
Maybe after DaggerfallUnity, since waiting for OpenDF would be like waiting for HL3 for now.

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psi29a
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Re: OpenMW 0.37.0 (?)

Post by psi29a » 06 Sep 2015, 17:45

Why do you say that? OpenDF is only 2 months old and already has dungeon rendering, partial terrain rendering and town rendering. Not to mention animation, purely with OSG (thus fully open source)... and not Unity.

charlieg
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Re: OpenMW 0.37.0 (?)

Post by charlieg » 07 Sep 2015, 13:42

I think he's confusing OpenDF with DaggerXL since you linked to the XLEngine forums. May have been more relevant to link to the thread on the OpenMW forums:

viewtopic.php?p=33727#p33727

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psi29a
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Re: OpenMW 0.37.0 (?)

Post by psi29a » 07 Sep 2015, 14:27

Possible... but there are more screenshots there. :P

AshSlave
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Re: OpenMW 0.37.0 (?)

Post by AshSlave » 08 Sep 2015, 12:39

psi29a wrote:and not Unity
Now that Unity finally has official editor for Linux, I wouldn't call it so much of a problem. Certainly popular engine will mean more contributors for something not as used to modders' attention as Morrowind. Though it's still not working properly for me on Linux.

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psi29a
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Re: OpenMW 0.37.0 (?)

Post by psi29a » 08 Sep 2015, 14:18

I've used Unity and Unreal Editor and I like them, they are great tools. I just feel that they are unnecessary for the scope of Daggerfall.

More projects (not forks) mean more ways to skin a cat... just pick the one you want to help develop further. I just happen to prefer OpenDF because it is closer to how I like to develop, which happens to be C++ as opposed to "Daggerfall Tools for Unity" which uses C#. I don't care for C# (mono) and I hope it dies in a fire, but that is just my opinion.

From an end-user perspective, use whatever works for you! :D

Side note: http://www.curly-brace.com/favorite.html
C# is very nice for quickly building GUI applications. Especially programmers used to MFC can't seem to praise C# loudly enough. But then again, if you are used to rusty pins being driven under your fingernails daily, the prospect of being kicked in the groin at unpredicable times but only once a week must sound really attractive.

maqifrnswa
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Re: OpenMW 0.37.0 (?)

Post by maqifrnswa » 15 Sep 2015, 19:29

@psi29a: the Debian transitions for openmw should be done, you can build again!

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