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From: SourceForge.net <no...@so...> - 2012-07-17 14:51:31
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Feature Requests item #3545099, was opened at 2012-07-17 07:51 Message generated for change (Tracker Item Submitted) made by tmsheik You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=3545099&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Functions Group: None Status: Open Priority: 5 Private: No Submitted By: TMSheik (tmsheik) Assigned to: Nobody/Anonymous (nobody) Summary: Dynamic spells Initial Comment: A way to create spells dynamically, something like the spellmaking GUI already in game, but in a script. Also a way to remove the created spell. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=3545099&group_id=172997 |
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From: SourceForge.net <no...@so...> - 2011-09-25 02:13:57
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Bugs item #3413661, was opened at 2011-09-24 17:55 Message generated for change (Comment added) made by xerxe You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863796&aid=3413661&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Launcher Group: 0.9.4 Status: Open Resolution: None Priority: 5 Private: No Submitted By: Aaron (xerxe) Assigned to: Nobody/Anonymous (nobody) Summary: Expression Error Unable to find dialogue id "MWE_LoadIndex" Initial Comment: I get that error when I start a new game with morrowind with mwe_combat. When I run the game with no se mods and not even the se itself I get an error about a missing morrowind script extender script and the game crashes. ---------------------------------------------------------------------- >Comment By: Aaron (xerxe) Date: 2011-09-24 22:13 Message: Well, it works now when I'm not using mwe(Morrowind Enhanced). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863796&aid=3413661&group_id=172997 |
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From: SourceForge.net <no...@so...> - 2011-09-24 21:55:35
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Bugs item #3413661, was opened at 2011-09-24 17:55 Message generated for change (Tracker Item Submitted) made by xerxe You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863796&aid=3413661&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Launcher Group: 0.9.4 Status: Open Resolution: None Priority: 5 Private: No Submitted By: Aaron (xerxe) Assigned to: Nobody/Anonymous (nobody) Summary: Expression Error Unable to find dialogue id "MWE_LoadIndex" Initial Comment: I get that error when I start a new game with morrowind with mwe_combat. When I run the game with no se mods and not even the se itself I get an error about a missing morrowind script extender script and the game crashes. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863796&aid=3413661&group_id=172997 |
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From: SourceForge.net <no...@so...> - 2011-01-17 22:47:29
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Feature Requests item #3055733, was opened at 2010-08-30 03:38 Message generated for change (Comment added) made by i30817 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=3055733&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: i30817 (i30817) Assigned to: Nobody/Anonymous (nobody) Summary: Make it work on wine Initial Comment: Morrowind with mods that don't require MWSE or MGE works just fine. As soon as MWSE is used, the mods continue to load fine, however there is a black screen (without error messages) on "New Game" ---------------------------------------------------------------------- Comment By: i30817 (i30817) Date: 2011-01-17 22:47 Message: Started working on wine 1.3.11 ---------------------------------------------------------------------- Comment By: i30817 (i30817) Date: 2010-08-31 01:34 Message: I reported it on wine here: http://bugs.winehq.org/show_bug.cgi?id=24212 ---------------------------------------------------------------------- Comment By: i30817 (i30817) Date: 2010-08-30 07:11 Message: Couldn't a version of this path be made as a binary patch for Morrowind code patch? That should work on wine. ---------------------------------------------------------------------- Comment By: i30817 (i30817) Date: 2010-08-30 07:02 Message: This bug: http://bugs.winehq.org/show_bug.cgi?id=13915 That has to do with the oblivion extender, seems VERY similar. Might be the same. There is a technique mentioned in the thread to avoid the bug. ---------------------------------------------------------------------- Comment By: i30817 (i30817) Date: 2010-08-30 06:47 Message: But there are more errors. The Keyring mod adds a keyring to the inventory every time i save and load a save game. The fleeing fletchers mod caused the game to hang when i casted a simple spell. So obviously this is not correct otherwise there would be more bug reports on the authors part. ---------------------------------------------------------------------- Comment By: i30817 (i30817) Date: 2010-08-30 04:27 Message: Humm this is a problem of a mod instead: mel_tpp_1_3; problem component : mel_teleportPlugin_1_3_Patches.esp I have no idea if the problem exists on windows. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=3055733&group_id=172997 |
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From: SourceForge.net <no...@so...> - 2010-08-31 01:34:58
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Feature Requests item #3055733, was opened at 2010-08-30 03:38 Message generated for change (Comment added) made by i30817 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=3055733&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: i30817 (i30817) Assigned to: Nobody/Anonymous (nobody) Summary: Make it work on wine Initial Comment: Morrowind with mods that don't require MWSE or MGE works just fine. As soon as MWSE is used, the mods continue to load fine, however there is a black screen (without error messages) on "New Game" ---------------------------------------------------------------------- >Comment By: i30817 (i30817) Date: 2010-08-31 01:34 Message: I reported it on wine here: http://bugs.winehq.org/show_bug.cgi?id=24212 ---------------------------------------------------------------------- Comment By: i30817 (i30817) Date: 2010-08-30 07:11 Message: Couldn't a version of this path be made as a binary patch for Morrowind code patch? That should work on wine. ---------------------------------------------------------------------- Comment By: i30817 (i30817) Date: 2010-08-30 07:02 Message: This bug: http://bugs.winehq.org/show_bug.cgi?id=13915 That has to do with the oblivion extender, seems VERY similar. Might be the same. There is a technique mentioned in the thread to avoid the bug. ---------------------------------------------------------------------- Comment By: i30817 (i30817) Date: 2010-08-30 06:47 Message: But there are more errors. The Keyring mod adds a keyring to the inventory every time i save and load a save game. The fleeing fletchers mod caused the game to hang when i casted a simple spell. So obviously this is not correct otherwise there would be more bug reports on the authors part. ---------------------------------------------------------------------- Comment By: i30817 (i30817) Date: 2010-08-30 04:27 Message: Humm this is a problem of a mod instead: mel_tpp_1_3; problem component : mel_teleportPlugin_1_3_Patches.esp I have no idea if the problem exists on windows. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=3055733&group_id=172997 |
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From: SourceForge.net <no...@so...> - 2010-08-30 07:11:20
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Feature Requests item #3055733, was opened at 2010-08-30 03:38 Message generated for change (Comment added) made by i30817 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=3055733&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: i30817 (i30817) Assigned to: Nobody/Anonymous (nobody) Summary: Make it work on wine Initial Comment: Morrowind with mods that don't require MWSE or MGE works just fine. As soon as MWSE is used, the mods continue to load fine, however there is a black screen (without error messages) on "New Game" ---------------------------------------------------------------------- >Comment By: i30817 (i30817) Date: 2010-08-30 07:11 Message: Couldn't a version of this path be made as a binary patch for Morrowind code patch? That should work on wine. ---------------------------------------------------------------------- Comment By: i30817 (i30817) Date: 2010-08-30 07:02 Message: This bug: http://bugs.winehq.org/show_bug.cgi?id=13915 That has to do with the oblivion extender, seems VERY similar. Might be the same. There is a technique mentioned in the thread to avoid the bug. ---------------------------------------------------------------------- Comment By: i30817 (i30817) Date: 2010-08-30 06:47 Message: But there are more errors. The Keyring mod adds a keyring to the inventory every time i save and load a save game. The fleeing fletchers mod caused the game to hang when i casted a simple spell. So obviously this is not correct otherwise there would be more bug reports on the authors part. ---------------------------------------------------------------------- Comment By: i30817 (i30817) Date: 2010-08-30 04:27 Message: Humm this is a problem of a mod instead: mel_tpp_1_3; problem component : mel_teleportPlugin_1_3_Patches.esp I have no idea if the problem exists on windows. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=3055733&group_id=172997 |
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From: SourceForge.net <no...@so...> - 2010-08-30 07:02:16
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Feature Requests item #3055733, was opened at 2010-08-30 03:38 Message generated for change (Comment added) made by i30817 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=3055733&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: i30817 (i30817) Assigned to: Nobody/Anonymous (nobody) Summary: Make it work on wine Initial Comment: Morrowind with mods that don't require MWSE or MGE works just fine. As soon as MWSE is used, the mods continue to load fine, however there is a black screen (without error messages) on "New Game" ---------------------------------------------------------------------- >Comment By: i30817 (i30817) Date: 2010-08-30 07:02 Message: This bug: http://bugs.winehq.org/show_bug.cgi?id=13915 That has to do with the oblivion extender, seems VERY similar. Might be the same. There is a technique mentioned in the thread to avoid the bug. ---------------------------------------------------------------------- Comment By: i30817 (i30817) Date: 2010-08-30 06:47 Message: But there are more errors. The Keyring mod adds a keyring to the inventory every time i save and load a save game. The fleeing fletchers mod caused the game to hang when i casted a simple spell. So obviously this is not correct otherwise there would be more bug reports on the authors part. ---------------------------------------------------------------------- Comment By: i30817 (i30817) Date: 2010-08-30 04:27 Message: Humm this is a problem of a mod instead: mel_tpp_1_3; problem component : mel_teleportPlugin_1_3_Patches.esp I have no idea if the problem exists on windows. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=3055733&group_id=172997 |
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From: SourceForge.net <no...@so...> - 2010-08-30 06:47:28
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Feature Requests item #3055733, was opened at 2010-08-30 03:38 Message generated for change (Comment added) made by i30817 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=3055733&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: i30817 (i30817) Assigned to: Nobody/Anonymous (nobody) Summary: Make it work on wine Initial Comment: Morrowind with mods that don't require MWSE or MGE works just fine. As soon as MWSE is used, the mods continue to load fine, however there is a black screen (without error messages) on "New Game" ---------------------------------------------------------------------- >Comment By: i30817 (i30817) Date: 2010-08-30 06:47 Message: But there are more errors. The Keyring mod adds a keyring to the inventory every time i save and load a save game. The fleeing fletchers mod caused the game to hang when i casted a simple spell. So obviously this is not correct otherwise there would be more bug reports on the authors part. ---------------------------------------------------------------------- Comment By: i30817 (i30817) Date: 2010-08-30 04:27 Message: Humm this is a problem of a mod instead: mel_tpp_1_3; problem component : mel_teleportPlugin_1_3_Patches.esp I have no idea if the problem exists on windows. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=3055733&group_id=172997 |
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From: SourceForge.net <no...@so...> - 2010-08-30 04:27:02
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Feature Requests item #3055733, was opened at 2010-08-30 03:38 Message generated for change (Comment added) made by i30817 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=3055733&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: i30817 (i30817) Assigned to: Nobody/Anonymous (nobody) Summary: Make it work on wine Initial Comment: Morrowind with mods that don't require MWSE or MGE works just fine. As soon as MWSE is used, the mods continue to load fine, however there is a black screen (without error messages) on "New Game" ---------------------------------------------------------------------- >Comment By: i30817 (i30817) Date: 2010-08-30 04:27 Message: Humm this is a problem of a mod instead: mel_tpp_1_3; problem component : mel_teleportPlugin_1_3_Patches.esp I have no idea if the problem exists on windows. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=3055733&group_id=172997 |
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From: SourceForge.net <no...@so...> - 2010-08-30 03:38:54
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Feature Requests item #3055733, was opened at 2010-08-30 03:38 Message generated for change (Tracker Item Submitted) made by i30817 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=3055733&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: i30817 (i30817) Assigned to: Nobody/Anonymous (nobody) Summary: Make it work on wine Initial Comment: Morrowind with mods that don't require MWSE or MGE works just fine. As soon as MWSE is used, the mods continue to load fine, however there is a black screen (without error messages) on "New Game" ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=3055733&group_id=172997 |
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From: SourceForge.net <no...@so...> - 2010-08-30 03:36:35
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Feature Requests item #3055732, was opened at 2010-08-30 03:36 Message generated for change (Tracker Item Submitted) made by i30817 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=3055732&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: i30817 (i30817) Assigned to: Nobody/Anonymous (nobody) Summary: Add a searchable ingame map Initial Comment: Like the one on here http://www.uesp.net/maps/mwmap/mwmap.shtml ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=3055732&group_id=172997 |
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From: SourceForge.net <no...@so...> - 2010-06-02 20:54:49
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Bugs item #2913337, was opened at 2009-12-12 10:45 Message generated for change (Comment added) made by joshamuffin You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863796&aid=2913337&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Launcher Group: 0.9.4 Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Could not start thread Initial Comment: When I try to launch morrowind via the MWSE launcher,and i click "play" in the Morrowind launcher,it says: Could not inject MWSE into Morrowind : Could not start thread in Morrowind : Operazione Completata (the last two words are italian,i don't know how to translate them(i'm italian) but i think they're "operation done" or something similiar) ---------------------------------------------------------------------- Comment By: Joshamuffin (joshamuffin) Date: 2010-06-02 15:54 Message: I got the same thing. Turning off my firewall eliminates the problem. Perhaps that is also your problem. ---------------------------------------------------------------------- Comment By: Z4kW0lf (z4kw0lf) Date: 2009-12-12 10:56 Message: (I'm the author.) I've also tried to use the zip version. same problem. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863796&aid=2913337&group_id=172997 |
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From: SourceForge.net <no...@so...> - 2010-03-28 12:36:57
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Feature Requests item #2977968, was opened at 2010-03-28 11:35 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=2977968&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: summary of all added fonction of MSE Initial Comment: can you do a summary of all added fonction of MSE? because all the function state in " tracker " are a bit in a mess and i don't know if all those have been really insert in MSE thx for any reply ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-03-28 12:36 Message: i have just find a summary: http://mwse.wikispaces.com/functions tell me if you find something better (even if this one is good ^^ ) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=2977968&group_id=172997 |
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From: SourceForge.net <no...@so...> - 2010-03-28 11:35:49
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Feature Requests item #2977968, was opened at 2010-03-28 11:35 Message generated for change (Tracker Item Submitted) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=2977968&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: summary of all added fonction of MSE Initial Comment: can you do a summary of all added fonction of MSE? because all the function state in " tracker " are a bit in a mess and i don't know if all those have been really insert in MSE thx for any reply ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=2977968&group_id=172997 |
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From: SourceForge.net <no...@so...> - 2009-12-12 16:56:58
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Bugs item #2913337, was opened at 2009-12-12 17:45 Message generated for change (Comment added) made by z4kw0lf You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863796&aid=2913337&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Launcher Group: 0.9.4 Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Could not start thread Initial Comment: When I try to launch morrowind via the MWSE launcher,and i click "play" in the Morrowind launcher,it says: Could not inject MWSE into Morrowind : Could not start thread in Morrowind : Operazione Completata (the last two words are italian,i don't know how to translate them(i'm italian) but i think they're "operation done" or something similiar) ---------------------------------------------------------------------- Comment By: Z4kW0lf (z4kw0lf) Date: 2009-12-12 17:56 Message: (I'm the author.) I've also tried to use the zip version. same problem. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863796&aid=2913337&group_id=172997 |
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From: SourceForge.net <no...@so...> - 2009-12-12 16:45:04
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Bugs item #2913337, was opened at 2009-12-12 16:45 Message generated for change (Tracker Item Submitted) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863796&aid=2913337&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Launcher Group: 0.9.4 Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Could not start thread Initial Comment: When I try to launch morrowind via the MWSE launcher,and i click "play" in the Morrowind launcher,it says: Could not inject MWSE into Morrowind : Could not start thread in Morrowind : Operazione Completata (the last two words are italian,i don't know how to translate them(i'm italian) but i think they're "operation done" or something similiar) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863796&aid=2913337&group_id=172997 |
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From: SourceForge.net <no...@so...> - 2008-06-14 07:04:22
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Bugs item #1830115, was opened at 2007-11-12 11:09 Message generated for change (Comment added) made by kythrii You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863796&aid=1830115&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Launcher Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: MWSE launcher does not work Initial Comment: I just downloaded and installed MWSE. When I go to MWSE and click "Launch Morrowind" It gives me an error message "Could not start morrowind: Could not create process: The system can not find the file specified." And it does not proceed. I have tried using the zip file and manually copying the dll but I get the same results. Any help would be greatly appreciated. ---------------------------------------------------------------------- Comment By: Kythrii uhh..... fake names... (kythrii) Date: 2008-06-14 19:04 Message: Logged In: YES user_id=2118066 Originator: NO Where did you download from? Once i downloaded, it didn't work, i downloaded it off sourceforge and it worked...... So yeah.. but i'm having more trouble now... I cannot load my game or start a new one, it just crashes and does the send error report thing. Can anyone help here?? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863796&aid=1830115&group_id=172997 |
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From: Darksecond <tim...@gm...> - 2008-05-11 17:10:14
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ooh, is this the same UML diagram that is also in the SVN-trunk? anyways, thanks! -Tim On Sun, May 11, 2008 at 6:28 PM, Grant McDorman <grm...@gm...> wrote: > This corresponds to the class diagram in the XMI file (although there's a > lot more info in the XMI file, such as the class methods, as well as other > classes). > > Umbrello can also export to DocBook or XHTML, although I have no idea if > those formats would be useful. > > -- > Grant McDorman > ------------------------------------------------------------------------- > This SF.net email is sponsored by the 2008 JavaOne(SM) Conference > Don't miss this year's exciting event. There's still time to save $100. > Use priority code J8TL2D2. > > http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone > _______________________________________________ > Mwse-developers mailing list > Mws...@li... > https://lists.sourceforge.net/lists/listinfo/mwse-developers > > |
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From: SourceForge.net <no...@so...> - 2008-05-10 13:45:37
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Feature Requests item #1925369, was opened at 2008-03-25 18:04 Message generated for change (Comment added) made by darksecond You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=1925369&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Functions Group: None Status: Open Priority: 7 Private: No Submitted By: Fliggerty (fliggerty) Assigned to: Nobody/Anonymous (nobody) Summary: Function to return actual time Initial Comment: It would be very useful to have a function that will return the actual time. March 22 2008, 3:34 PM would be a value of 0322081534 I believe this could be used as a way to write data to a file, and retrieve data from the proper file regardless of which save game or character is being used. ---------------------------------------------------------------------- >Comment By: Darksecond (darksecond) Date: 2008-05-10 15:45 Message: Logged In: YES user_id=1634607 Originator: NO maybe change this into more than one function. and make seperate date and time functions. like: xGetTime will return the actual time, for example 7:34PM would be 1934, and 4:35AM would be 0435 and the same for xGetDate, it will return the current date in YYYYMMDD. i think this is a bit more usefull than one big string/value. maybe even provide comparison functions, so you can compare dates, and return depending on the outcome, -1, 0, or 1 depending on if it was less, the same, or more. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=1925369&group_id=172997 |
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From: SourceForge.net <no...@so...> - 2008-03-25 17:04:21
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Feature Requests item #1925369, was opened at 2008-03-25 10:04 Message generated for change (Settings changed) made by fliggerty You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=1925369&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Functions Group: None Status: Open >Priority: 7 Private: No Submitted By: Fliggerty (fliggerty) Assigned to: Nobody/Anonymous (nobody) Summary: Function to return actual time Initial Comment: It would be very useful to have a function that will return the actual time. March 22 2008, 3:34 PM would be a value of 0322081534 I believe this could be used as a way to write data to a file, and retrieve data from the proper file regardless of which save game or character is being used. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=1925369&group_id=172997 |
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From: SourceForge.net <no...@so...> - 2008-03-25 17:04:09
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Feature Requests item #1925369, was opened at 2008-03-25 10:04 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=1925369&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Functions Group: None Status: Open Priority: 9 Private: No Submitted By: Fliggerty (fliggerty) Assigned to: Nobody/Anonymous (nobody) Summary: Function to return actual time Initial Comment: It would be very useful to have a function that will return the actual time. March 22 2008, 3:34 PM would be a value of 0322081534 I believe this could be used as a way to write data to a file, and retrieve data from the proper file regardless of which save game or character is being used. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=1925369&group_id=172997 |
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From: SourceForge.net <no...@so...> - 2008-03-13 02:19:02
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Feature Requests item #1913244, was opened at 2008-03-12 19:18 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=1913244&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Is there any chance to improve Morrowind PC/NPCs animation c Initial Comment: Animations and animation control system are key features of any video game. Unfortunately, Morrowind has very limited possibilities of modding animations: Standard PlayGroup/LoopGroup functions are not working properly for NPCs and not working at all for PCs. The user of AIWander function is limited by the restricted number of Idle sequences. Animation replacers are obviously related to the sacrifice of original animations. Is there any possibility to break these limits by introducing new animation control functions and streaming custom animation sequences from external nif files. Thank you, Axel ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=1913244&group_id=172997 |
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From: SourceForge.net <no...@so...> - 2008-02-29 17:52:28
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Feature Requests item #1904855, was opened at 2008-02-29 09:52 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=1904855&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Functions Group: None Status: Open Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Progress Toward Character Level-up Initial Comment: How about a function to get progress towards character levelup? On for skill levelups would be good as well, would make creating a bug free cap remover MUCH simpler. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=1904855&group_id=172997 |
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From: SourceForge.net <no...@so...> - 2008-02-08 01:49:23
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Feature Requests item #1889336, was opened at 2008-02-07 17:49 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=1889336&group_id=172997 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Function to return reference upon collision Initial Comment: Hi all, clownbaton here form the Bethsoft forums. Would it be possible to implement a version of the GetCollidingActor function that returns the unique reference of the actor being collided with instead of just a binary result? i.e. if something runs into Fargoth the it would return Fargoth's unique number. Cheers, cbn ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=863799&aid=1889336&group_id=172997 |
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From: Darksecond <tim...@gm...> - 2008-01-15 15:21:18
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i was thininking (always good, right?) and i came to this conclusion: an garbage collector is less efficent than 'manual permanent setting' (with an switch 'xMakePermanent' or something). because with an garbage collected strings will be saved until the script does not run anymore. so if you have lots of strings in an global script they won't get removed. with the 'manual permanent' setting only the strings you want to have saved ,are saved. and nothing else. this behavior is much better in my opinion. and then you have also the problem, that i think it's very hard to write a good garbage collector it will take a lot of time to figure everything out and get it working correctly. -Tim On Jan 12, 2008 7:29 PM, Grant McDorman <grm...@gm...> wrote: > Tim and I have been looking into string handling as it exists now in MWSE > and discussing how we may wish to handle it going forward. > > At the moment, strings, in scripts, are stored as long values. The value > is actually a pointer to a memory location; the memory has the string length > as the first byte (hence limiting strings to 127 or 255 characters, > depending on whether it's signed or unsigned - I haven't checked), followed > by the string data. > > Whenever a string is returned from a function, the string is copied to an > allocated buffer (created by ''new"). The string is also stored in a map > where the key and the value is the string. > > The pointer to this allocation is then returned to the script. > > Finally, the VM 'Interrupt' function - which is, apparently, called > whenever execution switches from one script to another - frees all strings > in the map. > > The problems with this are multi-fold: > > 1. There is no way to validate the value when a script accesses a > pre-existing string. Instead, if the script uses a freed string or a > non-string value, Morrowind crashes. > 2. The lifetime for strings - at least, most strings - is one pass > through a script. This is not documented, and some MWSE scripts assume a > longer lifetime (notably Cellophane's Lovers and Legends, which is probably > why it's so unstable). > 3. There is no clean way to pass strings from one script to another. > (save through files, which is horribly inefficient). > > In discussion with Tim, he and I came up with several things that should > improve the situation: > > 1. At a minimum, do not return pointers to the scripts; instead, > return some sort of unique ID (unique as possible over the lifetime of > Morrowind). Thus, if a script references a freed string, or something that > isn't a string, we can detect it and handle it gracefully. > 2. For lifetime, there are a number of choices: > 1. Leave it as it is. Scripts that assume the incorrect > lifetime will stop working and will have to be fixed. > 2. Make strings permanent, with an explicit call to release > them ( i.e. xFreeString). > 3. Make strings permanent, with some sort of garbage > collection to recover storage. > 4. Make strings behave as now by default, but provide a way to > make a string permanent (and release it) (i.e . > xSaveString/xRestoreString or similar). > > Note that at least one function - xGetInput - behaves differently; it > returns a pointer to static storage. This means that its string is permanent > but contents are subject to change. This would, of course, change if we use > the ID scheme suggested above. > > I am not very enamoured of an explicit 'free' call. Aside from the fact > that this makes existing scripts leak strings - and is not backwards > compatible - I can see some script writers having a very hard time > understanding this. (Some appear to have problems comprehending > if/else/endif; I don't want to have to try and explain basic memory > management to them). It's also likely that new scripts will often fail to > call the free, so they will leak too. > > On reflection, I'm inclined to leave the lifetime as is - i.e. strings are > freed at the end of one pass through a script - and put off alternatives > for later detailed investigation. (For example, can we come up with some > sort of GC that works well and doesn't have too much performance impact?) > > My preference is for a GC - i.e. manage things behind the scenes. That > makes it easiest for script writers, and also happens to "fix" existing > broken scripts. However, this is only appropriate if a good GC can be > implemented. > > Thoughts? > > -- > Grant McDorman > > ------------------------------------------------------------------------- > Check out the new SourceForge.net Marketplace. > It's the best place to buy or sell services for > just about anything Open Source. > > http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace > _______________________________________________ > Mwse-developers mailing list > Mws...@li... > https://lists.sourceforge.net/lists/listinfo/mwse-developers > > |