In theory. Testing so far has been a bit sketchy. Hopefully if there are any kinks left we can get them out in the RC phase. I wouldn't bet money on it though.The launcher bugs are all worked out? Doesn't default to OpenGL anymore and doesn't crash when there's a missing config file or wrong Data Files location?
In Morrowind the remote local variable access only works reliably in one direction (reading, I believe). Our implementation works in both directions. Apart from that it is the same.Someone fill be in on x.y syntax. Could you access script local variables this way in vanilla Morrowind or is this something that is OpenMW specific? I never had to write any scripts for any MW modding I ever did so I don't know.
The usability of the original Ui was poor and making a new one wasn't more work then replicating the original MW UI.The alchemy window differs from the vanilla one. Someone please inform me as to why it's better than vanilla and why it made sense for us to implement it this way pre 1.0? (I'm assuming this is mainly because we were planning on changing it later anyway, why make it twice? But, any other information is valuable to me.)
Nope. It is the same.Does the spell window differ from vanilla in any significant way? I'm under the impression that it does not, but I haven't looked at it too much.
This is one of the most retarded oddities in the MW scripting syntax. = and == are synonymous there and some scripts in Morrowind.esm unfortunately rely on this perversity.What was the point of allowing '=' as a synonym for '=='? This doesn't make sense to me, as '=' is generally an assignment operator and '==' is usually for checking equality. But, I don't know our context for using them.