OpenMW 0.48.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
User avatar
Tes96
Posts: 232
Joined: 29 Feb 2012, 03:45
Location: Off-grid

Re: OpenMW 0.48.0

Post by Tes96 »

Is each release already planned out with a set number of fixes and features? i.e. 0.49 to have this many fixes and additions, 0.50 to have this, 0.51 to have that....?
User avatar
Capostrophic
Posts: 794
Joined: 22 Feb 2016, 20:32

Re: OpenMW 0.48.0

Post by Capostrophic »

No.
User avatar
fraang
Posts: 23
Joined: 26 Apr 2013, 13:48

Re: OpenMW 0.48.0

Post by fraang »

psi29a wrote: 27 Jul 2021, 09:36 Was that a cleverly disguised holy hand-grenade reference? :lol:
What's the "holy hand-grenade"? :?:
User avatar
klorax
Posts: 46
Joined: 29 Apr 2018, 19:55

Re: OpenMW 0.48.0

Post by klorax »

fraang wrote: 23 Aug 2021, 08:42
psi29a wrote: 27 Jul 2021, 09:36 Was that a cleverly disguised holy hand-grenade reference? :lol:
What's the "holy hand-grenade"? :?:
I think it is the one from "Monty Python and the Holy Grail": https://youtu.be/ashgP4YMdJw :lol:
ARTHUR:Yes, of course! The Holy Hand Grenade of Antioch! 'Tis one of the sacred relics Brother Maynard carries with him. Brother Maynard! Bring up the Holy Hand Grenade!
Moromaster
Posts: 14
Joined: 24 Dec 2014, 19:05

Re: OpenMW 0.48.0

Post by Moromaster »

I don't think the "dice roll" attack style works in VR. I tried it out briefly and it felt more like there was a bug and I was actually missing the enemy, rather than simply not having a high enough attack value.
Amgarrak
Posts: 60
Joined: 23 Dec 2018, 09:58

Re: OpenMW 0.48.0

Post by Amgarrak »

Dear developers, please add a printing house like in MCP?
Last edited by Amgarrak on 12 Nov 2021, 15:04, edited 2 times in total.
User avatar
psi29a
Posts: 5355
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: OpenMW 0.48.0

Post by psi29a »

Why can't this be a Lua mod?
Amgarrak
Posts: 60
Joined: 23 Dec 2018, 09:58

Re: OpenMW 0.48.0

Post by Amgarrak »

Unfortunately such the mod does not exist :(
User avatar
psi29a
Posts: 5355
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: OpenMW 0.48.0

Post by psi29a »

I'm asking if it couldn't be a Lua mod instead of an Engine feature, not if the mod existed.

Many of the MCP features we've put into OpenMW we will be pushed back out into Lua mods as more and more of OpenMW's systens become available through Lua.
Amgarrak
Posts: 60
Joined: 23 Dec 2018, 09:58

Re: OpenMW 0.48.0

Post by Amgarrak »

No it's not a Lua mod that's what's on the second screenshot https://www.nexusmods.com/morrowind/mod ... posts&BH=9
Post Reply