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OpenMW (open source Morrowind)

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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.

Why would you care about OpenMW?

First, we are already making some visual improvements over vanilla Morrowind. Second, we're open source. If you make a mod you will be able to look and understand (and change!) what the engine itself is doing. Those annoying engine bugs and design decisions can literally be fixed by modding projects! Third, we are designing the engine to take advantage of more modern hardware so if you go back to play Morrowind you should eventually get better fps.

We are seeking individuals who are familiar with:
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).
It is also possible that developers outside of our team could make multiplayer.

Development Status
OpenMW is in the intermediate stage. There is terrain, cell, and water rendering as well as collisions and animations. We recently merged our new shader library into the engine. Some work has been done on playable elements. We are at the point where we can now begin implementing many skills, attributes, and abilities. We hope to have the game playable between a year and a year and a half from now.


Below is the new water shader made possible by our new shader library. It will be available in version 0.17.0

Posted Image

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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
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. Spread the word that OpenMW could became a 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. Bug hunting is also very helpful for the project.

Where to Find Us:

Official Youtube Channel
Project Homepage
For New Developers
New Non-Coder Team Members
Chat @freenode Freenode.net #openmw

Edited by OpenMW, 02 August 2012 - 12:32 AM.



    Glorious Modder

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Good to see you guys are finally going places.




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I'll take that as a compliment on behalf of the team. Yeah, our developers are making some real headway. I can't wait until our 1.0 release when more of the community starts downloading OpenMW and doing really interesting things with it.




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

Demo Video

Known Issues:

-Activating a bed can lock up the game
-There is a minor memory leak that will be fixed in 0.18.0


-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.o...ribution_Wanted
Forums: http://openmw.org/forum/
Chat @freenode http://freenode.net/ #openmw




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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.


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


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.




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The folks at OpenMW are proud to announce the release of version 0.19.0. Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This version introduces Sleeping, Potions, Spell Creation, Travel, and many other features like DEATH!!!.

Check out our release video and subscribe to our Youtube channel for more updates and our Facebook page.

Read on for the full changelog.
Known Issues:
- Launcher crashes on OS X < 10.8
- Extreme shaking can occur during exterior cell transitions for some users
- Implemented sleep/wait
- Further implementation for alchemy/potions
- Implemented death
- Implemented spell creation and spell creation window
- Implemented travel and travel dialogue
- Implemented first layer of global map
- Implemented trainer window
- Implemented skill increase from skill books
- Implemented ESM/ESP record saving
- Fix for Character shaking in 3rd person mode near the origin
- Implemented gamma correct rendering (does not work without shaders)
- Fix for fortify attribute effects on the last 3 attributes
- Fix for NCC flag handling, fixes some collision issues
- Sort birthsign menu alphabetically
- Various fixes/cleanup for the launcher
- Fix for sound listener position updating incorrectly
- Implemented dynamically generating splash image list
- Fix for markers interfering with raycasting
- Fix for crash after picking up items from an NPC

Posted Image

Please give us a hand hunting down all these filthy bugs by downloading OpenMW and registering on our bug tracker. Thanks!




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Oh i have to try this.
Been wanting someone to do this for years, but not having known the extent of the morrowind community i never thought they would...
Downloading the 64 bit version now.




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Great! Thank you and let us know about any software bugs you encounter.




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well, l'm having troubles installing it atm. is there a step by step guide? l'm not the brightest bulb around. lol.




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never mind, just found it. heh.

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