Search found 119 matches
- 15 Jan 2012, 22:52
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40796
Re: Terrain
Sure. It is a bit of a pain taking screenshots as for some reason the screenshot function segfaults so I have to do it manually: However as requested: http://img718.imageshack.us/img718/3226/openmwt3.png This was what it looked like this morning before several fixes: http://img10.imageshack.us/img10...
- 15 Jan 2012, 19:57
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40796
Re: Terrain
Ah. The issue I have is that Morrowind handles texture files in a strange way. So that for example if the landscape file is reference as myfile.tga , but it doesn't exist it then tries myfile.dds and uses that if it exists (Or something like that, it maybe that it checks for myfile.dds first irrespe...
- 15 Jan 2012, 18:42
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40796
Re: Terrain
I started this a bit late (read: Friday) due to hardware problems (Not having any over Christmas and finding that I couldn't compile and do anything else due to a lack of RAM when I got back home) but I have extended the work corristo did so that the terrain is now rendered correctly and textures ar...
- 14 Jan 2012, 19:54
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40796
Re: Terrain
Good question. I think shader model 2 is the bare minimum that we can expect on any hardware today (even older boxes). I doubt anyone is running anything less capable anymore. If you must, use shader model 3. But we should stay clear of anything newer, because it would lock out a significant part o...
- 14 Jan 2012, 19:02
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40796
Re: Terrain
Hijacking this thread...
Are there any minimum requirements I should be targeting with regards to GPU capabilities. Mainly thinking of things like shaders.
Are there any minimum requirements I should be targeting with regards to GPU capabilities. Mainly thinking of things like shaders.
- 10 Oct 2011, 23:06
- Forum: General Development
- Topic: Contributing
- Replies: 7
- Views: 5323
Re: Contributing
1. Go to the bug Tracker. 2. Pick 3 very easy tasks. 3. Review them with Zini. 4. Spend one week studying our program, setting up your environment, and planning the feature and your implementation. 5. Spend the next three finishing the tasks. Doing smaller tasks sounds like a good timetable, except...
- 09 Oct 2011, 23:10
- Forum: General Development
- Topic: Contributing
- Replies: 7
- Views: 5323
Contributing
For some uni coursework I have to contribute to an open source project a fix bugs/implement features. I only have about 15 to 20 hours (ish) to spend on it and it would need to completed in that time. Time frame wise it would be done by the 9th of November. Anything you guys really want to see done ...
- 09 Oct 2011, 22:38
- Forum: General Development
- Topic: Scripting Language
- Replies: 32
- Views: 15198
Re: Scripting Language
Ok, with that one I agree. I didn't know it was that close to doneZini wrote:But the obvious one is that our scripting system is nearly fully functional now (missing only two small constructs and some instructions/functions) and throwing that all out for another language would be a waste of all the work.
- 09 Oct 2011, 13:50
- Forum: General Development
- Topic: Scripting Language
- Replies: 32
- Views: 15198
Scripting Language
I haven't had a look at the code much yet, I am not sure if this has been considered however has anyone considered using Lua, JavaScript or Python instead of the Morrowind scripting language and just use the current parser to convert the current scripts on load? It has some overhead, but as far as I...