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Re: Elder-scrolls IV Oblivion

Posted: 17 Aug 2017, 09:44
by Br0ken
Nice to see you again, cc9cii!
Are you planning to switch to latest branch? And maybe think about Patreon? I'm sure that folks would support your development. ;)
Anyway I hope for some progress in future.

Re: Elder-scrolls IV Oblivion

Posted: 23 Aug 2017, 16:19
by Deltaxus
How much of Oblivion's game logic has been reverse engineered thus far ? I would like to begin reversing and re implementing (Maybe with Bison) the Oblivion script engine, I don't want to increase redundancy though.

Re: Elder-scrolls IV Oblivion

Posted: 26 Aug 2017, 00:11
by cc9cii
> Are you planning to switch to latest branch?

Too far away from the current main branch I'm afraid. Given the lack of time I'm focusing on getting stuff working rather than porting to main.

> How much of Oblivion's game logic has been reverse engineered thus far ?

Very little, and no scripting work done yet. So far most of the work has been on loading TES4/TES5 ESM/ESP, supporting newer versions of NIF, getting Bullet to work with Havok objects in the NIF, and getting OpenMW cellstore to work with TES4/TES5 refs.

Re: Elder-scrolls IV Oblivion

Posted: 26 Aug 2017, 08:14
by psi29a
Hopefully there is enough research done that a port shouldn't be necessary, but rather a writing/coding afresh using the latest in master. Something like that right?

First the prototype, then the real thing. :)

Just being able to load NIFs and terrain data from other games is a giant step forward!

It means that modders can use more modern tools for creating NIFs (for Skyrim and FO3/4) instead of the Morrowind specific tools which haven't aged well.

Re: Elder-scrolls IV Oblivion

Posted: 27 Aug 2017, 03:34
by JohnMaster
The below fork is interesting. An attempt at incorporating TES4 compatibility for the CS.

https://github.com/ponyrider0/openmw

Re: Elder-scrolls IV Oblivion

Posted: 27 Aug 2017, 12:08
by Deltaxus
Very little, and no scripting work done yet. So far most of the work has been on loading TES4/TES5 ESM/ESP, supporting newer versions of NIF, getting Bullet to work with Havok objects in the NIF, and getting OpenMW cellstore to work with TES4/TES5 refs.
Yes, I just went through the last pages, you did some great work so far.

Is there already a place/special section on the wiki where I could document reverse engineered oblivion script engine classes or oblivion classes in general ?

Re: Elder-scrolls IV Oblivion

Posted: 27 Aug 2017, 14:42
by Deltaxus
Seems like someone already reversed some of the c++ classes for Oblivion (not sure if all of them);
https://github.com/JRoush/Common-Oblivi ... -Framework

I don't see scriptengine classes reversed though. It's incompatible with Morrowinds script interpreter anyways, one would need quite a mess of conditional compile instructions to integrate all parts of Oblivion (at least the engine components which differ from Morrowind) back into OpenMW.

Re: Elder-scrolls IV Oblivion

Posted: 27 Aug 2017, 14:54
by psi29a
At this point I think the scripting-engine should be plugable, meaning that depending what 'game' you are playing you would get another 'scripting-engine'. I don't see the point in making one-size-fits-all here.

Re: Elder-scrolls IV Oblivion

Posted: 27 Aug 2017, 22:23
by Chris
Oblivion's scripting engine isn't too different from Morrowind's. There's some additional functions and behaviors, and some light syntax additions, but it shouldn't require a completely new scripting engine/backend.

Re: Elder-scrolls IV Oblivion

Posted: 28 Aug 2017, 02:46
by cc9cii
JohnMaster wrote: 27 Aug 2017, 03:34 The below fork is interesting. An attempt at incorporating TES4 compatibility for the CS.

https://github.com/ponyrider0/openmw
I've not looked into the repository but did notice that the last commit is very recent. A quick Google leads to https://tesrenewal.com/comment/85791#comment-85791

I should make an effort to cleanup and upload my changes to minimise unnecessary duplication of work.