this post was submitted on 14 May 2025
436 points (99.5% liked)

PC Gaming

11226 readers
317 users here now

For PC gaming news and discussion. PCGamingWiki

Rules:

  1. Be Respectful.
  2. No Spam or Porn.
  3. No Advertising.
  4. No Memes.
  5. No Tech Support.
  6. No questions about buying/building computers.
  7. No game suggestions, friend requests, surveys, or begging.
  8. No Let's Plays, streams, highlight reels/montages, random videos or shorts.
  9. No off-topic posts/comments, within reason.
  10. Use the original source, no clickbait titles, no duplicates. (Submissions should be from the original source if possible, unless from paywalled or non-english sources. If the title is clickbait or lacks context you may lightly edit the title.)

founded 2 years ago
MODERATORS
(page 2) 20 comments
sorted by: hot top controversial new old
[–] [email protected] 76 points 3 weeks ago* (last edited 3 weeks ago) (21 children)

... Ok, that is legitimately impressive, from a technical standpoint.

Lua is a high level, not exactly very 'fast', very performant language. It is designed to be very, very human readable, and coding noob friendly.

Getting a 3D physics engine to work ... in lua... is not something I would have thought possible.

Usually you need to use a much lower level language to ... actually do that.

EDIT:

A few other commenters have now pointed out that this is actually using LuaJIT... which passes Lua code to a C compiler, quickly translates and then compiles in C, and then runs in C.

So, that makes much more sense, its functionally running in C, a lower level, compiled code language.

Still impressive nonetheless!

load more comments (21 replies)
[–] [email protected] 8 points 3 weeks ago

But do they also randomly explode all over the place when you enter a room?

[–] [email protected] 28 points 3 weeks ago* (last edited 3 weeks ago) (1 children)

While awesome for just the technical aspect, I actually would find this to be a downgrade in the way I play, since it would mean no longer being able to make staircases out of books and pillows, as they would actually fall if they had physics. 🤣

load more comments (1 replies)
[–] [email protected] 8 points 3 weeks ago (2 children)

So now my thief can simply stack crates to get to a store's unguarded second level instead of grinding the acrobatics skill? Nice.

I know they try to remain faithful to the original design, but I can't help but wonder how hard it would be for the OpenMW devs to integrate a full modern physics engine such as Jolt or PhysX into the engine. Probably much easier than building one from scratch in Lua of all things!

[–] [email protected] 7 points 3 weeks ago (1 children)

I know they try to remain faithful to the original design, but I can’t help but wonder how hard it would be for the OpenMW devs

I would love it if, after OpenMW hits 1.0, they set a new goal of feature parity with Skyrim (or Skywind).

load more comments (1 replies)
load more comments (1 replies)
[–] [email protected] 29 points 3 weeks ago (2 children)

Does anyone recall what wound up becoming of the RTX tech demo which applied Ray traced lighting to Morrowind? The old axiom holds true, any mention of Morrowind results in at least one person reinstalling it, and it appears im the guy this time.

load more comments (2 replies)
[–] [email protected] 8 points 3 weeks ago

This kinda s'wit really makes my day, my n'wah

[–] [email protected] 15 points 3 weeks ago (2 children)

I just need controllers to work in menus

[–] [email protected] 14 points 3 weeks ago (1 children)

I'm shocked someone hasn't grabbed the files from the Xbox release and used their implementation as a base. It wasn't great, but it worked well enough on a controller considering how complicated Morrowind's UI was.

[–] [email protected] 5 points 3 weeks ago

I'm hoping the lua in OpenMW 0.49 willallow for it to be implemented. If I ever get free time I might try my hand at it.

load more comments (1 replies)
[–] [email protected] 21 points 3 weeks ago (1 children)

Damn, I should really play it huh

[–] [email protected] 26 points 3 weeks ago (5 children)

*peers suspiciously at username* Hmmmm...

Anyway, OpenMW is amazing and the best way to play the game these days. The only bad thing I can say about it is the expanded draw distance shows how tiny the world map actually is, but that's both not their fault and extremely minor considering how content dense Morrowind is.

[–] [email protected] 3 points 3 weeks ago (2 children)

Unless you want to mod it, then it's best to stick with the original.

[–] [email protected] 3 points 3 weeks ago

Not really, there are several mod lists with varying levels of changes, that can be installed automatically, and most mods otherwise work.

[–] [email protected] 7 points 3 weeks ago (3 children)

It should be compatible with most mods, or it was when I last played several years ago. Major overhaul packs have engine tweaks included that aren't compatible and the script parser in OpenMW is/was stricter than vanilla's so one or two poorly written mods might need typo fixes in their scripts, but other than that it seemed to work just fine.

[–] [email protected] 4 points 3 weeks ago (3 children)

I played Morrowind for the first time a few weeks ago and installed OpenMW, as I saw it being recommended.

I don't know anything about the game/engine, but after completing the setup and being told to walk to the next city I came across small enemies, and it tooks about 3 minutes to kill them as my hits didn't seem to connect. Am I missing something or did I mess something up during installation?

Sorry to ask you randomly here, but you seem to have experience :D

[–] [email protected] 5 points 3 weeks ago (3 children)

Morrowind's combat system is... if you're feeling generous: weird. if you're not: bad.

You click on an enemy and it rolls dice to see if you hit. Your chance to hit is determined by your skills and stats, and your fatigue. yes, fatigue. If you've been sprinting and your fatigue is empty, you'll probably miss more. This combos badly with the glacial movement speed of the game.

You also want to hold the attack button a little longer to do more damage.

If you start with a good axe skill (like 50), you can often hold to attack and knock people over, then finish them off. You might want to set "always use best attack" to true in the options- weapons typically have like a few moves, but one is usually better.

The "bound weapon" spells are also good- they're kind of cheap, and give you a high damage weapon that also boosts your skill by 10. There's a merchant that sells a couple weapons that turn into bound weapons in Balmora.

Blocking is also just a dice roll. I think it's better to just get a giant two-hander and kill them faster, but opinions differ.

Also fun: If you damage someone's strength to 0, they can't move. If you have a spear, your reach is probably longer than theirs. You can kill almost anything this way.

also, while i'm here, the native leveling system is bonkers. You gain levels when your major skills improve. You get three stat increases based on any skills that went up. You can get up to +5 for each stat increase. This is not retroactive. If you level up and pick a +2 in strength, that's what you get. This creates some utterly bizarre incentives. People would pick skills they don't want to use as their major skills so they can control leveling, and pay trainers to bump skills tied to stats they want to increase. It's horrible. You can kind of ignore it, but you'll be much weaker than you would be if you play into it.

load more comments (3 replies)
[–] [email protected] 14 points 3 weeks ago* (last edited 3 weeks ago) (1 children)

That's just how low levels work in Morrowind, unfortunately. The first few Elder Scrolls took heavy inspiration from tabletop games like Dungeons & Dragons, including making you roll for everything. Internally the game rolls after each swing to see if your attack hits, so you need to both hit an enemy physically and win a dice roll based on your skills.

You'll want to make sure your character starts with at least one weapon skill at as high a level as your class and race allow. At 40+ skill you'll hit most of the time rather than whiffing 90% of your attacks. There is also a massive penalty to hit chance when your fatigue is low, so spamming attacks will get you nowhere.

(I believe there are mods to make it work more like Oblivion and Skyrim where you only need to hit them physically and skills only affect damage, but I don't know the names of those mods off the top of my head.)

[–] [email protected] 5 points 3 weeks ago

Thank you for your answer, I'll give it another go then :D

load more comments (1 replies)
load more comments (2 replies)
load more comments (4 replies)
[–] [email protected] 92 points 3 weeks ago* (last edited 3 weeks ago)

What a grand and intoxicating modding community

load more comments
view more: ‹ prev next ›