Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
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raevol
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by raevol » 20 Sep 2017, 09:54
DecumusScotti wrote: ↑20 Sep 2017, 05:01
Now we're derailing this topic quickly
No this definitely falls under the umbrella of "Principles and Vision"!
I like Exterminators but I think the devs actually closing the bugs are the real exterminators here...
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lambda
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by lambda » 20 Sep 2017, 13:59
I cannot believe people have missed the obvious reference: parliament of bugs.
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raevol
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by raevol » 20 Sep 2017, 17:19
lambda wrote: ↑20 Sep 2017, 13:59
parliament of bugs.
Sooo I hadn't heard of this before but google is telling me it's something from House Telvanni. Do you have a source I can do some reading on?
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Arakhor
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by Arakhor » 20 Sep 2017, 18:16
I've found some stuff on
UESP.
Dremora Courtier of Boethiah
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raevol
- Posts: 3093
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- Location: Caldera
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by raevol » 20 Sep 2017, 22:08
Arakhor wrote: ↑20 Sep 2017, 18:16
I've found some stuff on
UESP.
Nice, thanks!
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Zini
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by Zini » 22 Sep 2017, 18:23
Little update: I am starting to write down stuff about the general de-hardcoding (cell/worldspace related de-hardcoding got its own section). At 21 pages now.
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mattwla
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by mattwla » 01 Nov 2017, 00:49
This thread has been an interesting read.
Here is my perspective on what's going on: OpenMW is open source. If someone wants to add a feature, they can add it with their own fork, and if they don't want to get anyones approval they can swap over to their own repo and release their own spins on the engine.
Now, I'm not going to say this isn't cool, but I sometimes worry about a future where someone who wants to play OpenMW has to choose between like 3 or 4 different popular repos of it.
I'm starting to think it isn't in OpenMW's best interest to start adding features, but instead it should be about opening up the engine for more modability. What I mean is, make it so more can be done without having to touch the source code. As soon as OpenMW starts hard coding features people will start clamoring for different hard coded features, and start looking for other binaries, that can fracture the community.
Now I will stop here, no one wants to hear a noob rant for too long.
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lysol
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by lysol » 01 Nov 2017, 06:34
mattwla wrote: ↑01 Nov 2017, 00:49
I'm starting to think it isn't in OpenMW's best interest to start adding features, but instead it should be about opening up the engine for more modability. What I mean is, make it so more can be done without having to touch the source code. As soon as OpenMW starts hard coding features people will start clamoring for different hard coded features, and start looking for other binaries, that can fracture the community.
People sometimes calls post 1.0 of OpenMW the time for "the great de-hardcoding". Guess why...

So don't worry.
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page
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mattwla
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by mattwla » 03 Nov 2017, 13:04
Ah, I have heard that, I wasn't sure how official that goal was. Thanks for sharing.
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xirsoi
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by xirsoi » 06 Feb 2018, 22:53
Zini wrote: ↑22 Sep 2017, 18:23
Little update: I am starting to write down stuff about the general de-hardcoding (cell/worldspace related de-hardcoding got its own section). At 21 pages now.
What are the odds we could see that "soon"-ish?