Re: Proposal for getting this project done
Posted: 03 Jun 2016, 06:27
That's an engine issue that can't really be fixed by a mod.
I would LOVE improved combat. We await your changes to the engine enabling this, as well as pull request. The Example Suite can begin working on it as soon as this has been merged with the main engine fork.DosBuster wrote:No, I'm saying that it provides a way to show off the power of OpenMw. This engine isn't something revolutionary, but if you solve something that is considered to be the most common problem with Morrowind you will show off this engine in its best light.
Alright then, tell me what fancy new things can OpenMW do? I'm assuming the purpose of this Example Suite is to advertise it, so who are we advertising towards and what are we advertising? People are going to be confused when we come out showing off the feature set of an engine from 2002 and acting like it's some revolutionary creation only possible by the greatest minds on earth.DestinedToDie wrote:I would LOVE improved combat. We await your changes to the engine enabling this, as well as pull request. The Example Suite can begin working on it as soon as this has been merged with the main engine fork.DosBuster wrote:No, I'm saying that it provides a way to show off the power of OpenMw. This engine isn't something revolutionary, but if you solve something that is considered to be the most common problem with Morrowind you will show off this engine in its best light.
Normal and specular maps. OSG file format. Preloading cells. Hopefully more to come, with better customization after dehardcoding, improved scripting language, native distant land options, terrain generation via OpenMW-CS, improved combat, new spells, etc. These are post 1.0 goals and the engine team is working on getting to 1.0 first, which implies a fully functional engine that can do anything that the base Morrowind engine and vanilla Construction Set could do. But you want to jump straight into post 1.0 goals without completing 1.0 goals first, and ignore showcasing base 1.0 features in the demo in favor of better combat, which the engine doesn´t even have yet. I am perfectly fine with getting better combat before 1.0 arrives, go ahead and make it come true.DosBuster wrote:Alright then, tell me what fancy new things can OpenMW do? I'm assuming the purpose of this Example Suite is to advertise it, so who are we advertising towards and what are we advertising? People are going to be confused when we come out showing off the feature set of an engine from 2002 and acting like it's some revolutionary creation only possible by the greatest minds on earth.
I'm really curious as to why asset creators are so rarely willing to allow other projects to use their assets. As long as due credit is given, what's more beautiful than seeing your work pop up left and right?PeterBitt wrote:Maybe this is a deal breaker for this open source project: I dont want my models to be used in other games, not even mods. I have good reasons for that
A lot of asset creators don't realize the potential of open source too. To share their asset might not contribute to their pockets, but it certainly helps a lot of other people (especially modders) to get some level of success.Biboran wrote:A lot of asset creators, like in Skywind, do it for portfolio, not for community. They want work in Bethesda or Valve etc.
They both offered to CC-BY their work.hicks233 - sky, weather and star textures
Tyddy - moon textures
Its mainly the "anyone can do anything with your work" part that is a big turn off for me. When some modder asks me personally if they can use a model of mine in their mod I most likely say yes, like happened multiple times in the past.Okulo wrote:I'm really curious as to why asset creators are so rarely willing to allow other projects to use their assets. As long as due credit is given, what's more beautiful than seeing your work pop up left and right?