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OpenMW (open source Morrowind)


OpenMW

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Hello everyone,

 

OpenMW is a new game engine for Morrowind. It is open source, cross platform (currently supporting OS X, Linux, and Windows), and written in pure c++. We are designing an engine that runs faster, is vastly more modifiable, and fixes some of design problems of Morrowind's engine. We want to preserve Morrowind and provide modders a better engine and tool kit for creating their works. While Bethesda will not release the Morrowind's formulas to us, they encourage our project and we in turn actively encourage our users to purchase Morrowind on Steam. So don't worry; we're not out to destroy Bethesda Softworks.

 

We are seeking individuals who are familiar with:

C++

Qt

Ogre3d

Bullet physics library

Netimmerse/Gamebryo engine (especially Morrowind)

Bug hunting

Reverse engineering gameplay formulas

 

Primary Goal: Our initial goal is to create a functioning engine for playing Morrowind, Tribunal, Bloodmoon, and all user created mods. This will be version 1.0 of OpenMW and it is our team's most important goal. We are past the halfway point to 1.0.

Future Goals (post 1.0):

Allow much greater modability: change game rules, create new spell effects, etc through advanced scripting.

Fix system design bugs, like the “dirty” GMST entries in mods, and the savegame “doubling” problem.

Continue improving performance

Improve the interface and journal systems.

(Possibly) Improve game mechanics, physics, combat and AI.

(Possibly) Improve graphics to use more modern hardware.

 

OpenMW is released under the GNU General Public License version 3, and all source code has been written completely from scratch. It is built on various other open source tools, most notably OGRE for graphics, and Bullet for collision (and possibly physics).

So it is possible developers outside of our team might make support for multiplayer.

 

Development Status

OpenMW is in the intermediate stage. There is terrain, cell, and water rendering as well as collisions and animations. Some work has been done on playable elements. We are at the point where we can now begin implementing many skills, attributes, and abilities.

 

Here is a link to our latest development video.

 

www.youtube.com/watch?v=ThfZrNVp5kQ&list=PLD71523B07EA46A9E&index=0&feature=plcp

 

Below is the new shader library showing off our new water shader. It will be available in version 0.17.0

 

http://wiki.openmw.org/images/f/f5/Screenshot016.jpg

 

http://wiki.openmw.org/images/0/08/017-3.jpg

 

What Technologies Does OpenMW Use?

OpenMW is built with various open source tools and libraries:

Programming language: C++

Graphics: OGRE3d

Physics: Bullet

Sound: OpenAL and Audiere

GUI: MyGUI

Input: OIS

 

The ESM/ESP and BSA loading code was written from scratch, but with much help from available community-generated documentation.

 

Likewise, the NIF (proprietary 3D mesh) loading code was written with the help of available online information. Special thanks to the NIFLA / NifTools gang!

(For an additional list of the technologies in use, see Development Environment Setup: Third-Party Libraries and Tools.)

How Do I Help?

Join the official OpenMW forum and visit our #openmw IRC channel at FreeNode. Tell Skyrim modders that OpenMW could became much more malleable than Skyrim in many ways and that we need help! We always need programmers and passionate individuals! Checking out our Issue Tracker and submitting a patch for a bug is a good way to get started.

 

Where to Find Us:

Official Youtube Channel http://www.youtube.com/user/MrOpenMW

OpenMW Homepage and go to our forum: http://openmw.org/en/

Chat @freenode Freenode.net #openmw

Edited by OpenMW
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  • 4 weeks later...

Here it is, version 0.17.0! Release packages for Ubuntu are now available via the Launchpad PPA https://launchpad.net/~openmw/+archive/openmw. Release packages for other platforms are available on the Download page http://code.google.com/p/openmw/downloads/list. This version introduces a new player control system, potion usage, a Pause Menu, and a multitude of fixes and improvements.

 

Demo Video

http://www.youtube.com/user/MrOpenMW

Known Issues:

-Activating a bed can lock up the game

-There is a minor memory leak that will be fixed in 0.18.0

Changelog:

-Implemented potion usage

-Implemented skill gain backend

-Implemented Drain/Fortify dynamic Stats/Attributes magic effects

-Reimplemented dropping items

-Implemented a Pause Menu

-Implemented Camera Modes and proper Player control

-Added support for objects crossing cell borders

-Added support for object rotation and scaling

-Fix for physics shapes and dark textures

-Fix for character normals

-Fix for laggy input on OS X

-Fix for NIF material sharing

-Fixes for various crashes and errors

-Fix for memory leaks

-Various improvements for console scripts

-Various improvements to the source code including cleanup, refactoring and redesign

 

Here's the roadmap for 0.18.0:

We always welcome skilled and motivated programmers. Just working on a single feature would be a great assistance since making OpenMW is such a huge task. Think of it like Stone Soup: The Game or public works like a library or a park. You can always help the project by spreading the word. Posting info about us on other websites and telling friends who have the skills we are looking for.

 

Work has also begun on the second and third components of the project. The Example Suite and the Editor.

 

The Example Suite is a small standalone game and does not contain any Bethesda owned art assets. Therefore, those who do not own Morrowind will be able to play with OpenMW and test it.

 

The OpenMW Editor is necessary in order to implement the post 1.0 features that the original Morrowind engine isn't capable of. It's currently a one man project, but he could use some help. Here's the link.

Join Us:

OpenMW Homepage: http://openmw.org/

Official Youtube Channel: http://www.youtube.com/user/MrOpenMW

For New Developers: http://wiki.openmw.org/index.php?title=Contribution_Wanted

Forums: http://openmw.org/forum/

Chat @freenode http://freenode.net/ #openmw

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I just gave it a go, it's very impressive. I took a couple of screenshots and put them in the Morrowind imageshare along with a link to this thread. Maybe someone with the skills you seek will see them and have a look.
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  • 1 month later...

Will the npcs get a skeleton that will allow more flexibility in movement?

 

The aim of the 1.0 version is a exact but modernized copy of the original OpenMW engine in which every aspect will be easier/possible to mod. With the exception of minor irregularities which you probably wouldn't notice. (better alchemy window, picture of the adventurer class is linked to your main gameplay style magic/combat/stealth,... )

It's hard to say what will be the aim in post 1.0 releases but we are hoping for a whole new modding community that will provide mods for custom HUD, better movement, combat, new skills, etc. We do have a Wiki page with ideas summed up (link)

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Here's an idea for possible clothing issues. Have a texture option that has the garments painted directly onto the npc body [think painted on underwear version of Better Bodies]. You could have dozen basic vanilla 'body-suite' clothes designs related to the races. Edited by RazaCovek
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  • 2 weeks later...

And we're here again, for the release of version 0.18.0!

 

This version introduces a myriad of new features, including Level-Up, Key re-binding, Spell buying, eating ingredients, using Keys to open things, and much more. Read on for the full changelog, and check out our release commentary video.

 

http://www.youtube.com/watch?v=LdEThh8efGs

 

Known Issues:

 

The launcher can crash on OS X versions < 10.8, this will be fixed in version 0.19.0

“Shaking screen effect” can occur on cell change

 

Changelog:

 

Implemented Level-Up dialog

Implemented Hide Marker, fixes big black blocks

Implemented Hotkey dialog

Implemented Keyboard and Mouse bindings, input system rewritten

Implemented Spell Buying Window

Added support for handling resources across multiple data directories

Implemented Object Movement/Creation script instructions

Initial AI framework implemented

Implemented eating Ingredients

Implemented Door markers on the local map

Implemented using Keys to open doors/containers

Implemented Loading screens

Implemented Inventory avatar image and race selection head preview (note that only default Dunmer male displays at the moment)

Fixed the size of Preferences menu buttons

Fixed Hand-to-hand always being 100

Fixes for NPC and character animation

Fix for sound coordinates

Fix for exception when drinking self-made potions

Fix for clothes showing up in 1st person

Fix for weird character on door tooltips

Collision fixes

Fix for “onOfferButtonClicked” crash

 

 

Interested to help in this project? Be sure to check out the original post for more information.

Edited by OpenMW
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