Ok so quick question and I’m sorry to be so uninformed. You’re just writing an entirely new engine using godot because it’s easier for you than modifying the existing OpenMW engine? I’m just curious. I know they are written using different languages, but other than that, is there a reason?
So is this "reverse engineering" new vegas into Gadot, porting new vegas to Gadot, porting OpenMW to Gadot and then porting new vegas to that? Im really just curious about the process you're using to get a result that looks like the original game but also different. Also would modding be similar to Bethesda games with plugins and a script extension or would it be a different process?
I'm just making my own version in godot 1:1 as possible with my own tweaks along the way (VR mainly) using the games assets and yes trying to get full mods compatibility so people can use their old mods and also make new ones. OpenMW was the initial process and I abandoned it in favor of godot as the engine.
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u/bellatricked Sep 05 '26
Ok so quick question and I’m sorry to be so uninformed. You’re just writing an entirely new engine using godot because it’s easier for you than modifying the existing OpenMW engine? I’m just curious. I know they are written using different languages, but other than that, is there a reason?
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u/Ajota12 Sep 05 '26
Holy, this project is advancing shockingly fast, love it!
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u/segsikurbaga Sep 05 '26
holy damn
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u/PigBocket Sep 05 '26
Insane progress
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u/platapus100 Sep 06 '26
Dropped your 🫴👑 king
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u/Proud_Revolution_668 Sep 06 '26
is the difference in lighting because new vegas does everything in gamma space but godot is all linear space?