I think the mod itself should just teleport to 0,0. Instead of having the engine behave like thispsi29a wrote:So OpenMW should also mimic this behaviour? File a bug?Envy123 wrote:Woods is used because the vanilla engine defaults to 0,0 if it can't find the cell instead of giving an error.psi29a wrote:Woods isn't in there either, so why is it trying to go there in the script... what happens when morrowind.esm is also used?
And if the Morrowind.esm is used, there will be a lot of land conflicts, that's for sure.
I can work around this by modifying the script to take us to 0,0 instead of "Woods".
@Travdark: Does this ring a bell? Was this your intention?
Ashes of Apocalypse
Re: Ashes of Apocalypse
Re: Ashes of Apocalypse
One possibility would be to use world coordinates if cell is not specified (or cannot be found + file a warning) and the cell's inside coordinates if it is.
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Re: Ashes of Apocalypse
I think this is a better option, with the most compatibility for the engine.sjek wrote:One possibility would be to use world coordinates if cell is not specified (or cannot be found + file a warning) and the cell's inside coordinates if it is.
We'll also fix AoA of course.
Bug filed:
http://bugs.openmw.org/issues/2407
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Re: Ashes of Apocalypse
try this branch, I think it does what you describedpsi29a wrote:I think this is a better option, with the most compatibility for the engine.sjek wrote:One possibility would be to use world coordinates if cell is not specified (or cannot be found + file a warning) and the cell's inside coordinates if it is.
We'll also fix AoA of course.
Bug filed:
http://bugs.openmw.org/issues/2407
https://github.com/maqifrnswa/openmw/tree/bug2407
https://github.com/maqifrnswa/openmw/co ... f4ddda8c27
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Re: Ashes of Apocalypse
try this branch, I think it does what you describedmaqifrnswa wrote:Bug filed:
http://bugs.openmw.org/issues/2407
https://github.com/maqifrnswa/openmw/tree/bug2407
https://github.com/maqifrnswa/openmw/co ... f4ddda8c27[/quote]
That does the job! Great work! File a merge request.
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Re: Ashes of Apocalypse
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Last edited by sandstranger on 18 Jan 2018, 16:03, edited 1 time in total.
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Re: Ashes of Apocalypse
In trying to open the AoA ESM and saving it out as an omwgame doesn't transfer any terrain data. The result is that once I'm outside, I fall through as there isn't any terrain.
http://bugs.openmw.org/issues/2447
This is a blocker for an AoA re-release as OpenMW exclusive content.
http://bugs.openmw.org/issues/2447
This is a blocker for an AoA re-release as OpenMW exclusive content.
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Re: Ashes of Apocalypse
Thanks to cc9cii: https://github.com/OpenMW/openmw/pull/530
We now have the ability to convert an ESM to omwgame, terrain and all. This should now give us a great starting point to start going through and replacing assets and fixing warnings as we come across them.
We now have the ability to convert an ESM to omwgame, terrain and all. This should now give us a great starting point to start going through and replacing assets and fixing warnings as we come across them.
Re: Ashes of Apocalypse
It is probably best if one person keeps the master esm and other testers provide feedback to update it, I would think. Perhaps you have a better suggestion though?
I am also thinking it may be an idea to have a separate wiki page for TC's eventually, not exactly like the Mod status page but giving a more description of the TC as well as the state of development.
I am also thinking it may be an idea to have a separate wiki page for TC's eventually, not exactly like the Mod status page but giving a more description of the TC as well as the state of development.
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Re: Ashes of Apocalypse
I've been talking offline with Travis about how best to collaborate.
For now, we're thinking of doing an 'official' github project. All documentation will be versioned and tracked. The assets though will only be attached on releases and not in git itself. This way we get versions 1.0 and 1.1 on there for those that want the originals.
At that point, Travis will bless it as CC BY-SA for version 1.2, which will be the first "official" build for openmw as an omwgame.
Subsequent releases will be asset replacements and bug-fixes. When we're confident that we are legally able to ship AoA along with OpenMW on Debian, then we'll dub it version 2.0
If people want to contribute, they can fork the repo, edit the changelog and what asset was changed. In their pull request, they should indicate an URL to the new asset (along with md5sum to verify) and/or omwgame file. This includes mods to AoA, as we know that at least 1 exists.
For now, we're thinking of doing an 'official' github project. All documentation will be versioned and tracked. The assets though will only be attached on releases and not in git itself. This way we get versions 1.0 and 1.1 on there for those that want the originals.
At that point, Travis will bless it as CC BY-SA for version 1.2, which will be the first "official" build for openmw as an omwgame.
Subsequent releases will be asset replacements and bug-fixes. When we're confident that we are legally able to ship AoA along with OpenMW on Debian, then we'll dub it version 2.0
If people want to contribute, they can fork the repo, edit the changelog and what asset was changed. In their pull request, they should indicate an URL to the new asset (along with md5sum to verify) and/or omwgame file. This includes mods to AoA, as we know that at least 1 exists.