psi29a wrote: ↑05 Dec 2018, 10:14
It is not about saying something stupid, it is how you say it and how you interact and deal with people. Being obstinate is a quick way to be asked to leave. Play by the rules, or leave us in peace. That's all we ask.
Well, by "stupid" I meant mostly some bad choice of words that could have some double meaning or unintended tone and may look offensive to a native English speaker. And as I rarely communicate in general (not just in English), I may be formulating my thoughts badly, too.
psi29a wrote: ↑05 Dec 2018, 10:14
You want to really help OpenMW and you don't know how to code? Help us test mods and report what doesn't work.
I do want to help OpenMW, and I hope that someday I may actually have time to contribute in other ways, maybe even with the coding itself (I actually do have
a bit of experience writing simple standalone C programs, and I'm planning to learn writing more complicated ones in the future, although I've never used git infrastructure for it), but in the immediate future I don't really see how I could add another task on top of the pile of those I am already committed to doing. I always take my responsibilities seriously. Also, I am not on my main computer currently, and the one I am using right now doesn't even have Morrowind installed (I should probably try finding my old CDs).
I managed do dedicate yesterday to what I think is the best way for me currently to make at least some contribution to OpenMW, considering my overall skills and available time, but that means I'll have even less free time in the coming days if I am to manage everything I have to on time. Planning is actually something I am usually quite good at, managing to focus both on the general picture and the details, including their interaction and overall effect, which is why I think my post may have some value to OpenMW.
psi29a wrote: ↑05 Dec 2018, 10:14
Mods that don't work on OpenMW usually indicate a problem in OpenMW. It is best to see this resolved instead of 'hacking around' OpenMW in a mod. The exceptions, of course, are mods that depend on 3rd party binaries or mods that exploit bugs. These mods will either be rendered obsolete anyway or will need to be re-written.
I agree that Vanilla Engine bugs shouldn't be copied, but I also realise that people may have different definitions of a "bug". Basically, my opinion is that if there are people arguing (as in, actually presenting reasonable arguments) that a certain Vanilla Engine behaviour is a feature, not a bug, such behaviour should be made possible in OpenMW. I am mostly speaking about gameplay mechanics here. For example, unique gameplay mechanics of Abilities, which I actually relied upon myself in one of my half-finished mods. See my comment in the forum thread about Issue #1751 for details.
And by the way, I bring to attention there that those mechanics also apply to
Skills, not only Attributes. I didn't see anyone else mention it yet, so I hope it won't end up being overlooked.
Also, shouldn't eventual implementation of LUA allow mods depending on MWSE work in OpenMW?
psi29a wrote: ↑05 Dec 2018, 10:14
Are there things not in our FAQ that you think need addressing?
The FAQ is definitely a lot better now than it was a year ago. I think maybe there should be an entry explaining what you hope to
eventually achieve with OpenMW in the context of playing Morrowind with it. As in, basically, address those reasons I am talking about in my post that people may have for not switching to OpenMW.
Saying that you plan to
eventually implement all the features of MCP/MGE XE as an
options, while also giving an option to configure OpenMW to behave exactly like the Vanilla Engine (most importantly, in terms of gameplay mechanics) is very important if you do indeed plan on it (I hope).
If
eventual LUA implementation will allow MWSE mods to work in OpenMW (which I believe is absolutely worth potential effort required to make it happen), it should be mentioned, too.