SakeTami
wazabear
wazabear

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Inching Closer

Some really exciting things have been happening with the OpenMW development. Urm and Ptmikheev have again stolen the spotlight for me with some exciting Lua developments. A MCM style interface for new scripts to plug into, customizable UI, rendering raycasts, and an interface for overriding vanilla UI templates are just a few of many things happening on this front. OpenMW-CS even got some love recently, with VidiAquam getting a grid and angle snapping system merged.  Capostrophic's addition of gloss mapping made it in too, bringing us one step closer to not seeing any more of those dreaded shiny meshes from modded content! Elsid added async screenshots. Now, the game will no longer freeze while it's taking a builtin screenshot.  To top it all off, Ptmikheev added the ability to make OpenMW portable. This means we can finally have multiple settings and configuration directories containing screenshots, saves, etc... Of course, these are just the changes which I followed, there are a ton of smaller features that were added. We even have a few new faces hanging around with the team. The thing to take away from this is that OpenMW development has been healthy lately, so stay tuned to what we have to offer you in upcoming releases. Special thanks to all the developers, doc writers, and QA testers who make all of this possible.


Spring is upon us, in turn I was motivated these last few weeks to get some work done. My post-processing work is wrapping up and is in the final review stages. A guy who goes by Zesterer on Discord (works on Veleron among other projects) has come in with some WIP shaders which give way to some absolutely stunning screenshots. They aren't quite suited for gameplay yet, but they sure will make a nice calendar. Be sure to check out my small album.


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