[POC] Oblivion Script Support
It's been some months since the last update. Finally back to work.
It may be difficult to see in this video, but it shows the parsing/compiling/interpreting of the script attached to the door exiting the Imperial Prison. The first attempt without a key shows a different message (subsequent messages suggest searching the Goblin Sharman).
To get this working the script engine of OpenMW was hacked to work with Oblivion script syntax (which is different to that of Morrowind scripts). There are new functions as well, but for this video only a few were implemented. This is just a beginning - there are a *lot* of script functions to support.
Other Videos By cc9cii
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2021-01-10 | [WIP] Ragdoll for NPCs and Creatures |
2021-01-08 | [WIP] Ragdoll for skinned meshes |
2021-01-06 | [WIP] Ragdoll revisited |
2021-01-04 | [WIP] Activators - moving collision shapes |
2021-01-01 | [WIP] Activator sounds |
2020-12-31 | [WIP] Oblivion Scripts - Activators |
2020-12-19 | [WIP] Oblivion Scripting support - OnActivate and GameMode blocks |
2020-12-15 | [POC] Oblivion Script Support |
2020-06-19 | [WIP] FalloutNV in Linux build |
2020-06-19 | [WIP] Linux build progress |
2020-06-07 | [WIP] Dragon animation |
2020-06-07 | [WIP] Skyrim minor progress |
2020-06-06 | [POC] Skyrim animation experiments |
2020-06-05 | [POC] Morroblivion - some fixes |
2020-06-04 | [POC] Seyda Neen - Morroblivion - landscape LOD and terrain textures |
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2020-06-03 | [WIP] Fallout NV terrain textures |
2020-06-02 | [WIP] Terrain texture progress |
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