phpbb_openmw.atom.xml - sfeed_tests - sfeed tests and RSS and Atom files
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phpbb_openmw.atom.xml (24357B)
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1 <?xml version="1.0" encoding="UTF-8"?>
2 <feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-gb">
3 <link rel="self" type="application/atom+xml" href="https://forum.openmw.org/app.php/feed" />
4
5 <title>openmw.org</title>
6 <subtitle>OpenMW Forum</subtitle>
7 <link href="https://forum.openmw.org/index.php" />
8 <updated>2020-10-19T14:52:49+01:00</updated>
9
10 <author><name><![CDATA[openmw.org]]></name></author>
11 <id>https://forum.openmw.org/app.php/feed</id>
12
13 <entry>
14 <author><name><![CDATA[heilkitty]]></name></author>
15 <updated>2020-10-19T14:52:49+01:00</updated>
16
17 <published>2020-10-19T14:52:49+01:00</published>
18 <id>https://forum.openmw.org/viewtopic.php?t=7147&p=69139#p69139</id>
19 <link href="https://forum.openmw.org/viewtopic.php?t=7147&p=69139#p69139"/>
20 <title type="html"><![CDATA[General • Re: How to trigger certain animation in the game?]]></title>
21
22 <category term="General" scheme="https://forum.openmw.org/viewforum.php?f=2" label="General"/>
23
24 <content type="html" xml:base="https://forum.openmw.org/viewtopic.php?t=7147&p=69139#p69139"><![CDATA[
25 <a href="https://en.uesp.net/wiki/Tes3Mod:PlayGroup" class="postlink">Dis?</a><p>Statistics: Posted by <a href="https://forum.openmw.org/memberlist.php?mode=viewprofile&u=70">heilkitty</a> — 19 Oct 2020, 14:52</p><hr />
26 ]]></content>
27 </entry>
28 <entry>
29 <author><name><![CDATA[urm]]></name></author>
30 <updated>2020-10-19T14:29:17+01:00</updated>
31
32 <published>2020-10-19T14:29:17+01:00</published>
33 <id>https://forum.openmw.org/viewtopic.php?t=7149&p=69138#p69138</id>
34 <link href="https://forum.openmw.org/viewtopic.php?t=7149&p=69138#p69138"/>
35 <title type="html"><![CDATA[General Development • Re: Lua scripting in OpenMW]]></title>
36
37 <category term="General Development" scheme="https://forum.openmw.org/viewforum.php?f=6" label="General Development"/>
38
39 <content type="html" xml:base="https://forum.openmw.org/viewtopic.php?t=7149&p=69138#p69138"><![CDATA[
40 <blockquote class="uncited"><div>I mean not performance of the server, but performance cost of preparing, sending, and receiving the data on the client.</div></blockquote>That doesn't sound like performance loss of any significance. Tes3mp runs with very comparable performance to OpenMW, assuming not too many players. (keep in mind all tes3mp builds are RelWithDebInfo)<br><blockquote class="uncited"><div>Why it can not keep all the data in memory and only make saves every hour?</div></blockquote>With the current packet architecture it could be good enough, since I suspect the real bottleneck to the amount of players connected would be sending all the packets (it is roughly O(n^2)), and not running out of RAM.<br>Although a naive Lua representation of Morrowind esp files takes up over 1Gb of RAM, which is not reasonable. And multiplayer in general leads to much bigger "saves" (e. g. the largest server is already forced to remove custom potions from inactive accounts), so I could see some script setups hitting the RAM limit very easily (e.g. random dungeon generation).<br>Overall I feel like a database solution would be much more future proof.<p>Statistics: Posted by <a href="https://forum.openmw.org/memberlist.php?mode=viewprofile&u=3730">urm</a> — 19 Oct 2020, 14:29</p><hr />
41 ]]></content>
42 </entry>
43 <entry>
44 <author><name><![CDATA[urm]]></name></author>
45 <updated>2020-10-19T14:19:12+01:00</updated>
46
47 <published>2020-10-19T14:19:12+01:00</published>
48 <id>https://forum.openmw.org/viewtopic.php?t=7149&p=69137#p69137</id>
49 <link href="https://forum.openmw.org/viewtopic.php?t=7149&p=69137#p69137"/>
50 <title type="html"><![CDATA[General Development • Re: Lua scripting in OpenMW]]></title>
51
52 <category term="General Development" scheme="https://forum.openmw.org/viewforum.php?f=6" label="General Development"/>
53
54 <content type="html" xml:base="https://forum.openmw.org/viewtopic.php?t=7149&p=69137#p69137"><![CDATA[
55 <blockquote class="uncited"><div>Let's not get ahead of ourselves and keep the scope of this bit of work concise and to the point, otherwise it'll never get done as we'll bike shed it to death and 'what about this?' <br><br>I think the approach outlined in the OP is more or less the most correct approach.<br><br>Are there are any pro/cons to the different sort of Lua backends? sol2, sol3, what tes3mp uses?<br><br>How this is time-lined however hasn't been touched on yet. To be clear, this feature is not a 1.0 blocker but a nice to have. The idea is that it will eventually replace our existing mwscript implementation. So we'll eventually need mwscript interpreter that maps on top of our Lua implementation. <br><br>We should also invest time/energy into documenting our Lua API.</div></blockquote>Here's a quote from NullCascade on updating MWSE to sol3:<blockquote class="uncited"><div>Nothing terribly important TBH. But sol2 isn't getting updates anymore, all dev will go for sol3. So we should update at some point, but it's not critical.</div></blockquote>(taken from the MMC discord).<br>Also he's posted this link: <a href="https://thephd.github.io/sol3-compile-times-binary-sizes" class="postlink">https://thephd.github.io/sol3-compile-t ... nary-sizes</a><br><br>Since we are starting more or less from scratch with this, I don't see why we wouldn't use the most up to date solution - sol3. AFAIK David was planning to update the TES3MP solution to it eventually in any case.<p>Statistics: Posted by <a href="https://forum.openmw.org/memberlist.php?mode=viewprofile&u=3730">urm</a> — 19 Oct 2020, 14:19</p><hr />
56 ]]></content>
57 </entry>
58 <entry>
59 <author><name><![CDATA[urm]]></name></author>
60 <updated>2020-10-19T14:13:00+01:00</updated>
61
62 <published>2020-10-19T14:13:00+01:00</published>
63 <id>https://forum.openmw.org/viewtopic.php?t=7149&p=69136#p69136</id>
64 <link href="https://forum.openmw.org/viewtopic.php?t=7149&p=69136#p69136"/>
65 <title type="html"><![CDATA[General Development • Re: Lua scripting in OpenMW]]></title>
66
67 <category term="General Development" scheme="https://forum.openmw.org/viewforum.php?f=6" label="General Development"/>
68
69 <content type="html" xml:base="https://forum.openmw.org/viewtopic.php?t=7149&p=69136#p69136"><![CDATA[
70 <blockquote class="uncited"><div>I'm not in favour of letting mods provide native code. I didn't have a strong opinion against it in the original debate, but was convinced otherwise. One of the main justifications for Lua was that it was easy to guarantee it couldn't call native code except via the bindings we exposed for the engine.<br><br>If it's just stuff like libraries, I imagine they'd be useful for lots of mods, and it's better to bundle them with the engine so mods can guarantee they've got access to them rather than potentially conflicting with another mod's build of the same library or not being provided for a given platform. That way, we can also vet them for security issues.</div></blockquote>Having only Lua code run would be an acceptable approach for singleplayer, but for multiplayer that will definitely not work. At the very least, we need to provide a convenient API for communicating with other applications (socket-based?), which would cover uses cases such as TTS dialogues and, say, logging to a cloud service. It would be very elegant if "mods" could also add significant new features, such as support for different databases, but I guess those could be forks. Although forks are very inconvenient to maintain compared to a proper module.<p>Statistics: Posted by <a href="https://forum.openmw.org/memberlist.php?mode=viewprofile&u=3730">urm</a> — 19 Oct 2020, 14:13</p><hr />
71 ]]></content>
72 </entry>
73 <entry>
74 <author><name><![CDATA[psi29a]]></name></author>
75 <updated>2020-10-19T08:34:14+01:00</updated>
76
77 <published>2020-10-19T08:34:14+01:00</published>
78 <id>https://forum.openmw.org/viewtopic.php?t=7149&p=69135#p69135</id>
79 <link href="https://forum.openmw.org/viewtopic.php?t=7149&p=69135#p69135"/>
80 <title type="html"><![CDATA[General Development • Re: Lua scripting in OpenMW]]></title>
81
82 <category term="General Development" scheme="https://forum.openmw.org/viewforum.php?f=6" label="General Development"/>
83
84 <content type="html" xml:base="https://forum.openmw.org/viewtopic.php?t=7149&p=69135#p69135"><![CDATA[
85 Let's not get ahead of ourselves and keep the scope of this bit of work concise and to the point, otherwise it'll never get done as we'll bike shed it to death and 'what about this?' <br><br>I think the approach outlined in the OP is more or less the most correct approach.<br><br>Are there are any pro/cons to the different sort of Lua backends? sol2, sol3, what tes3mp uses?<br><br>How this is time-lined however hasn't been touched on yet. To be clear, this feature is not a 1.0 blocker but a nice to have. The idea is that it will eventually replace our existing mwscript implementation. So we'll eventually need mwscript interpreter that maps on top of our Lua implementation. <br><br>We should also invest time/energy into documenting our Lua API.<p>Statistics: Posted by <a href="https://forum.openmw.org/memberlist.php?mode=viewprofile&u=107">psi29a</a> — 19 Oct 2020, 08:34</p><hr />
86 ]]></content>
87 </entry>
88 <entry>
89 <author><name><![CDATA[AnyOldName3]]></name></author>
90 <updated>2020-10-19T02:40:52+01:00</updated>
91
92 <published>2020-10-19T02:40:52+01:00</published>
93 <id>https://forum.openmw.org/viewtopic.php?t=7149&p=69134#p69134</id>
94 <link href="https://forum.openmw.org/viewtopic.php?t=7149&p=69134#p69134"/>
95 <title type="html"><![CDATA[General Development • Re: Lua scripting in OpenMW]]></title>
96
97 <category term="General Development" scheme="https://forum.openmw.org/viewforum.php?f=6" label="General Development"/>
98
99 <content type="html" xml:base="https://forum.openmw.org/viewtopic.php?t=7149&p=69134#p69134"><![CDATA[
100 Remember people have the source code for OpenMW, so at the least, proof-of-concept versions of big things can happen in forks before we decide they need to be native features. The biggest example of this is TES3MP, but effectively every other enhancement has been the same, even if the fork had a pull request open for its whole life. We don't need to make literally everything compatible with our release binaries as anything that needs native code has access to the native code.<p>Statistics: Posted by <a href="https://forum.openmw.org/memberlist.php?mode=viewprofile&u=2941">AnyOldName3</a> — 19 Oct 2020, 02:40</p><hr />
101 ]]></content>
102 </entry>
103 <entry>
104 <author><name><![CDATA[silentthief]]></name></author>
105 <updated>2020-10-19T02:24:08+01:00</updated>
106
107 <published>2020-10-19T02:24:08+01:00</published>
108 <id>https://forum.openmw.org/viewtopic.php?t=7151&p=69133#p69133</id>
109 <link href="https://forum.openmw.org/viewtopic.php?t=7151&p=69133#p69133"/>
110 <title type="html"><![CDATA[Mod Compatibility • Re: Weapons not hitting]]></title>
111
112 <category term="Mod Compatibility" scheme="https://forum.openmw.org/viewforum.php?f=40" label="Mod Compatibility"/>
113
114 <content type="html" xml:base="https://forum.openmw.org/viewtopic.php?t=7151&p=69133#p69133"><![CDATA[
115 <blockquote class="uncited"><div>I know my initial iron dagger worked (I had to kill some creatures with it) and then a couple hours later, I couldn't hit anything. I have full fatigue bar, etc, long blade skill is 30. Small creatures, people, cliff racers, can't hit any of 'em.<br><br>I'm using the GotY edition, official plugins, and Patch for Purists, Delayed DB Attacks V2.<br><br>I re-ran the install wizard, nothing. I have no idea what went wrong. Can someone try to help me figure it out?</div></blockquote>Dagger is short blade not long blade, and you might want to check the status of the dagger itself (if you hit things with it it wears down and is less effective, needing repair. I recommend carrying more than one weapon because of that. However, I can't say whether that affects chance to hit, or only damage done upon hit).<br><br>ST<p>Statistics: Posted by <a href="https://forum.openmw.org/memberlist.php?mode=viewprofile&u=1386">silentthief</a> — 19 Oct 2020, 02:24</p><hr />
116 ]]></content>
117 </entry>
118 <entry>
119 <author><name><![CDATA[silentthief]]></name></author>
120 <updated>2020-10-19T02:13:21+01:00</updated>
121
122 <published>2020-10-19T02:13:21+01:00</published>
123 <id>https://forum.openmw.org/viewtopic.php?t=7149&p=69132#p69132</id>
124 <link href="https://forum.openmw.org/viewtopic.php?t=7149&p=69132#p69132"/>
125 <title type="html"><![CDATA[General Development • Re: Lua scripting in OpenMW]]></title>
126
127 <category term="General Development" scheme="https://forum.openmw.org/viewforum.php?f=6" label="General Development"/>
128
129 <content type="html" xml:base="https://forum.openmw.org/viewtopic.php?t=7149&p=69132#p69132"><![CDATA[
130 <blockquote class="uncited"><div>My favourite example is a mod that uses an external speech synthesis tool (let's image in a couple of year it has very good quality) to voice all dialogues in the game. </div></blockquote>I am crossing fingers and hoping that this kind of thing will be doable: <a href="https://www.youtube.com/watch?v=BlVjhbEbOos" class="postlink">Talky Morrowind</a><br><br>(More here <a href="https://www.youtube.com/watch?v=QMkwMlQcHOQ" class="postlink">https://www.youtube.com/watch?v=QMkwMlQcHOQ</a>)<br><br>ST the crossed<p>Statistics: Posted by <a href="https://forum.openmw.org/memberlist.php?mode=viewprofile&u=1386">silentthief</a> — 19 Oct 2020, 02:13</p><hr />
131 ]]></content>
132 </entry>
133 <entry>
134 <author><name><![CDATA[Travizzle]]></name></author>
135 <updated>2020-10-18T21:39:47+01:00</updated>
136
137 <published>2020-10-18T21:39:47+01:00</published>
138 <id>https://forum.openmw.org/viewtopic.php?t=7151&p=69131#p69131</id>
139 <link href="https://forum.openmw.org/viewtopic.php?t=7151&p=69131#p69131"/>
140 <title type="html"><![CDATA[Mod Compatibility • Weapons not hitting]]></title>
141
142 <category term="Mod Compatibility" scheme="https://forum.openmw.org/viewforum.php?f=40" label="Mod Compatibility"/>
143
144 <content type="html" xml:base="https://forum.openmw.org/viewtopic.php?t=7151&p=69131#p69131"><![CDATA[
145 I know my initial iron dagger worked (I had to kill some creatures with it) and then a couple hours later, I couldn't hit anything. I have full fatigue bar, etc, long blade skill is 30. Small creatures, people, cliff racers, can't hit any of 'em.<br><br>I'm using the GotY edition, official plugins, and Patch for Purists, Delayed DB Attacks V2.<br><br>I re-ran the install wizard, nothing. I have no idea what went wrong. Can someone try to help me figure it out?<p>Statistics: Posted by <a href="https://forum.openmw.org/memberlist.php?mode=viewprofile&u=7029">Travizzle</a> — 18 Oct 2020, 21:39</p><hr />
146 ]]></content>
147 </entry>
148 <entry>
149 <author><name><![CDATA[Travizzle]]></name></author>
150 <updated>2020-10-18T19:44:41+01:00</updated>
151
152 <published>2020-10-18T19:44:41+01:00</published>
153 <id>https://forum.openmw.org/viewtopic.php?t=7150&p=69130#p69130</id>
154 <link href="https://forum.openmw.org/viewtopic.php?t=7150&p=69130#p69130"/>
155 <title type="html"><![CDATA[Off Topic • Re: Accuracy of various UESP hints/tips pages, using OpenMW and Patch for Purists]]></title>
156
157 <category term="Off Topic" scheme="https://forum.openmw.org/viewforum.php?f=4" label="Off Topic"/>
158
159 <content type="html" xml:base="https://forum.openmw.org/viewtopic.php?t=7150&p=69130#p69130"><![CDATA[
160 For the Quest timing page, all the early quests seem to be OK (minor changes; Murder of the Tax Collector Seyda Neen, the Exquisite ring not on Processus' corpse, presumably on Foryn Gilnith. Also, probably only get 500 gold, not 700 from exploit). Other early quests may have minor bug-fixes.<br><br>Most of the early useful spells (telekinesis, levitate) appear to be roughly the same prices, Creeper seems to still work the same way. 100% magic resist alone still doesn't completely eliminate the - effects of Boots of Blinding Speed.<br><br>Most of the useful early trinkets are still accessible, most of the useful weapons/armor (glass jinkblade, Redoran Treasury items (presumably, have yet to try; wouldn't be surprised if Vault door no longer coded as solid) Goldbrand, etc) still good.<br>Most of the Telvanni Mouth quest rewards are still OPAF for early game.<br><br>I still need to see if Amulet of Shadows/Daedric Dai-Katana/Azura's Star early access circuit still works. Atronach birth sign, summon ancestral ghost for magic replen is some straight BS; just wanna put that out there.<br><br>All-in-all, the only thing I'm missing is easy mode from Drain Intelligence and Drain Skills (because hundreds of hours properly leveling up in Oblivion was worthless enough).<br>On a related note, can anyone vouch for rushing the Mages' Guild Questline? Worth it for an Atronach play?<br><br>Apologies for the format; I write like I think.<p>Statistics: Posted by <a href="https://forum.openmw.org/memberlist.php?mode=viewprofile&u=7029">Travizzle</a> — 18 Oct 2020, 19:44</p><hr />
161 ]]></content>
162 </entry>
163 <entry>
164 <author><name><![CDATA[darkbasic]]></name></author>
165 <updated>2020-10-18T18:18:55+01:00</updated>
166
167 <published>2020-10-18T18:18:55+01:00</published>
168 <id>https://forum.openmw.org/viewtopic.php?t=7149&p=69129#p69129</id>
169 <link href="https://forum.openmw.org/viewtopic.php?t=7149&p=69129#p69129"/>
170 <title type="html"><![CDATA[General Development • Re: Lua scripting in OpenMW]]></title>
171
172 <category term="General Development" scheme="https://forum.openmw.org/viewforum.php?f=6" label="General Development"/>
173
174 <content type="html" xml:base="https://forum.openmw.org/viewtopic.php?t=7149&p=69129#p69129"><![CDATA[
175 <blockquote class="uncited"><div>Definitely no. Such tool is a big and complicated thing that means multiple dependencies (like tensorflow), non-free voice presets and problems with licenses.</div></blockquote>Dependencies can be made optional, licensing issues are harder to deal with instead.<p>Statistics: Posted by <a href="https://forum.openmw.org/memberlist.php?mode=viewprofile&u=3164">darkbasic</a> — 18 Oct 2020, 18:18</p><hr />
176 ]]></content>
177 </entry>
178 <entry>
179 <author><name><![CDATA[lysol]]></name></author>
180 <updated>2020-10-18T18:17:39+01:00</updated>
181
182 <published>2020-10-18T18:17:39+01:00</published>
183 <id>https://forum.openmw.org/viewtopic.php?t=7149&p=69128#p69128</id>
184 <link href="https://forum.openmw.org/viewtopic.php?t=7149&p=69128#p69128"/>
185 <title type="html"><![CDATA[General Development • Re: Lua scripting in OpenMW]]></title>
186
187 <category term="General Development" scheme="https://forum.openmw.org/viewforum.php?f=6" label="General Development"/>
188
189 <content type="html" xml:base="https://forum.openmw.org/viewtopic.php?t=7149&p=69128#p69128"><![CDATA[
190 Would it be possible to implement a native way for the engine to find the tool and use it then, without making the tool a dependency? I mean, instead of making it possible for scripts to find and run whatever app they want, just define in the engine that this certain app is ok and that scripts are allowed to use it?<p>Statistics: Posted by <a href="https://forum.openmw.org/memberlist.php?mode=viewprofile&u=1107">lysol</a> — 18 Oct 2020, 18:17</p><hr />
191 ]]></content>
192 </entry>
193 <entry>
194 <author><name><![CDATA[ptmikheev]]></name></author>
195 <updated>2020-10-18T18:14:15+01:00</updated>
196
197 <published>2020-10-18T18:14:15+01:00</published>
198 <id>https://forum.openmw.org/viewtopic.php?t=7149&p=69127#p69127</id>
199 <link href="https://forum.openmw.org/viewtopic.php?t=7149&p=69127#p69127"/>
200 <title type="html"><![CDATA[General Development • Re: Lua scripting in OpenMW]]></title>
201
202 <category term="General Development" scheme="https://forum.openmw.org/viewforum.php?f=6" label="General Development"/>
203
204 <content type="html" xml:base="https://forum.openmw.org/viewtopic.php?t=7149&p=69127#p69127"><![CDATA[
205 <blockquote class="uncited"><div><blockquote class="uncited"><div>My favourite example is a mod that uses an external speech synthesis tool (let's image in a couple of year it has very good quality) to voice all dialogues in the game.</div></blockquote>Wouldn't be better to implement such a thing directly into the engine?</div></blockquote>Definitely no. Such tool is a big and complicated thing that means multiple dependencies (like tensorflow), non-free voice presets and problems with licenses.<p>Statistics: Posted by <a href="https://forum.openmw.org/memberlist.php?mode=viewprofile&u=6643">ptmikheev</a> — 18 Oct 2020, 18:14</p><hr />
206 ]]></content>
207 </entry>
208 <entry>
209 <author><name><![CDATA[darkbasic]]></name></author>
210 <updated>2020-10-18T18:04:28+01:00</updated>
211
212 <published>2020-10-18T18:04:28+01:00</published>
213 <id>https://forum.openmw.org/viewtopic.php?t=7149&p=69126#p69126</id>
214 <link href="https://forum.openmw.org/viewtopic.php?t=7149&p=69126#p69126"/>
215 <title type="html"><![CDATA[General Development • Re: Lua scripting in OpenMW]]></title>
216
217 <category term="General Development" scheme="https://forum.openmw.org/viewforum.php?f=6" label="General Development"/>
218
219 <content type="html" xml:base="https://forum.openmw.org/viewtopic.php?t=7149&p=69126#p69126"><![CDATA[
220 <blockquote class="uncited"><div>My favourite example is a mod that uses an external speech synthesis tool (let's image in a couple of year it has very good quality) to voice all dialogues in the game.</div></blockquote>Wouldn't be better to implement such a thing directly into the engine?<p>Statistics: Posted by <a href="https://forum.openmw.org/memberlist.php?mode=viewprofile&u=3164">darkbasic</a> — 18 Oct 2020, 18:04</p><hr />
221 ]]></content>
222 </entry>
223 <entry>
224 <author><name><![CDATA[ptmikheev]]></name></author>
225 <updated>2020-10-18T16:12:53+01:00</updated>
226
227 <published>2020-10-18T16:12:53+01:00</published>
228 <id>https://forum.openmw.org/viewtopic.php?t=7149&p=69125#p69125</id>
229 <link href="https://forum.openmw.org/viewtopic.php?t=7149&p=69125#p69125"/>
230 <title type="html"><![CDATA[General Development • Re: Lua scripting in OpenMW]]></title>
231
232 <category term="General Development" scheme="https://forum.openmw.org/viewforum.php?f=6" label="General Development"/>
233
234 <content type="html" xml:base="https://forum.openmw.org/viewtopic.php?t=7149&p=69125#p69125"><![CDATA[
235 <blockquote class="uncited"><div>Obviously, we would still have local scripts. There is no reason not to, to be honest. Current tes3mp server is extremely lightweight, and performs well even despite having many extremely inefficient parts. So I don't think there would be a meaningful performance difference. I would say the main argument for not having any networking for singleplayer, is the theoretical possibility for inconsistent behavior even with 0 ping.</div></blockquote>I mean not performance of the server, but performance cost of preparing, sending, and receiving the data on the client.<br><blockquote class="uncited"><div>The problem is that they are designed for very different use cases. Game saves are supposed to be as small and efficient as possible, and don't need to be written/read in real time. The server, on the other hand, regularly loads/unloads new data from/to disk, so it needs a storage format that's optimized for speed, rather than size.</div></blockquote>Why it can not keep all the data in memory and only make saves every hour?<br><blockquote class="uncited"><div>I'm not sure how you see that automatic saving and loading to be honest. You certainly don't want to sync every script variable automatically (I don't think you can anyway), as they might depend on some non-permanent factors, such as currently connected players or even the current time. You would still need some API to save/load data from the Lua side, and some way to initialize scripts.</div></blockquote>I think it is possible to make it transparent, but I need to do some research first. Let's return to this question later.<p>Statistics: Posted by <a href="https://forum.openmw.org/memberlist.php?mode=viewprofile&u=6643">ptmikheev</a> — 18 Oct 2020, 16:12</p><hr />
236 ]]></content>
237 </entry>
238 </feed>