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Everything posted by OpenMW
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The OpenMW team is proud to announce the release of version 0.29.0! Grab it from our Downloads Page for all operating systems. This release includes the first implementation of the Save/Load feature, which catapults OpenMW closer to being completely playable. Please bear in mind that the save file format is not yet finalized and we cannot guarantee forward compatibility of save files until OpenMW 1.0. Some aspects of the game state, such as player controls being enabled/disabled, weather, some creature state including all magic (also used by NPCs), movement of objects between cells (except for the player), and fog of war are not currently saved. Other new features include more combat AI, blocking, area magic, and disease. OpenMW is becoming a hazardous place to be! Check out the by the irrepressible WeirdSexy. Known Issues: Issue #416 Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround) Slaughterfish fly. You read that right. Changelog: Implemented most of the Load/Save GUI Implemented Knockdown Implemented fatigue decrease when doing physical activities Implemented melee blocking Implemented area magic Implemented combat and combat AI for creatures Implemented Damage/Restore Skill/Attribute magic effects Implemented Resistance/Weakness to normal weapons magic effect Implemented Slow Fall magic effect Implemented auto-calculating NPC spell list Implemented Disease contraction Implemented blood particles Implemented the rest of the player death feature Implemented sleep/rest being interrupted Implemented inventory equip scripts Implemented display of the version/build number in the launcher window Implemented a large portion of the Save/Load feature Implemented AI Packages:Activate, Follow, FollowCell Implemented levelled creatures Implemented missing journal backend features Improved handling of creature Weapons/Shields Linked movie volume to Master instead of Music volume control Fix for excess vram usage Fix for footsteps in first person Fix for Ascended Sleeper animation issues, related to determining the root animation node Fix for AI related FPS drop Fix for music issues on OS X ]= 10.9 Fix for inventory paperdoll obscuring armour rating and rating text display when window is shrunk Fix for 0/0 charge stat bar display Fix for werewolf change handling Fix for NIF filters not working properly with some mods Fix for invalid orientation crash Fix for invisible weapons when re-entering an area with NPCs engaged in combat Fix for magicka depleting when casting an uncastable spell Fix for creatures not being able to run Fix for activators working as collision objects Fix to not reset water level when loading a plugin with no water level record Fix for AI packages growing exponentially when adding an AI package Fix for Vivec Informants quest Fix for bug allowing the player to get unlimited gold Fix for bug of only receiving 1 gold when picking up stacks of gold Fix for Dwemer crossbows not being held correctly Fix for quick keys being able to be configured during character generation Fix for a crash when equipping the lockpick in the Census & Excise Office Fixes for errors in .desktop files Various fixes for script instructions Various message box fixes OpenCS: Implemented a referenceable record verifier OpenCS: Implemented script verifier OpenCS: Implemented Drag & Drop OpenCS: Implemented record cloning OpenCS: Fixed broken code for loading objects OpenCS: Fixed tables to sort case-insensitively see also: Official Youtube Channel For New Developers OpenMW Homepage Chat @freenode
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The OpenMW team is proud to announce the release of version 0.27.0! Grab it from our Downloads Page for all operating systems. This release brings the first official release of OpenCS, the OpenMW team's efforts to bring an open source solution for editing content for OpenMW. OpenCS is in an early Alpha state, please take that into consideration when testing! See the full notes below. Check out the by the indomitable WeirdSexy. Known Issues: PLEASE NOTE! There have been changes to the OpenMW config files. The game will not run with old configurations, but your configuration can be updated by simply running the Launcher. If you normally run OpenMW directly from the executable, please re-run the Launcher once to update. Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround) Changelog: Implemented Acrobatics Implemented God Mode Implemented torch extinguishing Implemented breath meter color change when it is running low Fixed polish language version of Morrowind crashing OpenMW Fixed decimal numbers not displaying correctly in the UI Fixed camera not lowering while sneaking Fixed ambient sounds playing while the game is paused Fixed being able to enter third person view with the mousewheel when it should be disabled Fixed some CDs not working correctly with Unshield installer Fixed a script instruction to allow the Quick Character Creation plugin to work Fixed fatigue not regenerating when jumping Fixed Laire dieing inexplicably in Beshara Merged the --master and --plugin switches OpenCS: Implemented a start dialogue OpenCS: Implemented handling file paths so that files are saved only to the local data cirectory, and only with OpenMW extensions: omwgame/omwaddon OpenCS: Implemented Saving OpenCS: Implemented new ESX selector OpenCS: Implemented enforcing single-instance mode since multiple projects can be open OpenCS: Implemented record filtering OpenCS: Implemented default record filters OpenCS: Proper compiler configuration (currently used only for syntax highlighting) see also: Official Youtube Channel For New Developers OpenMW Homepage Chat @freenode
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The OpenMW team is proud to announce the release of version 0.26.0! Grab it from our Downloads Page for all operating systems. This is the most violent release of OpenMW to date, with the implementation of Melee combat, Lyncanthropy, and Drowning. See below for the full changelog. Known Issues: Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround) Polish version of Morrowind.esm makes OpenMW crash Do not miss the by the mighty WeirdSexy. Changelog: Implemented Melee Combat Implemented Lycanthropy Implemented auto-initialization of AI Packages Implemented Drowning Implemented Data File installation in the Launcher (Mac and Linux only) Implemented mouse wheel transitions between first/third person Improvements to UI window sizing and input Improvements to sliders in the enchanting window Fixed already-dead NPCs not equipping clothing/items Fixed missing terrain in Tamriel Rebuilt, South of Tel Oren Fixed health calculation of NPCs, fixing Heart of Lorkhan acting like a dead body Fixed strange behavior when leaving water Fixed terrain rendering to more accurately emulate vanilla Morrowind Fixed no clip players causing NPCs to leviate Fixed door open/close sound not cutting itself Fixed no clip player preventing doors from opening Fixed keypress during startup freezing the game Fixed combat magic stances being available prematurely during character creation Fixed naked Dark Brotherhood assassins Fixed Rest dialog showing "Until Healed" option when player has full stats Fixed invisible equipped torches Fixed sheath weapon sound playing when leaving magic stance Fixed some boots not producing footstep sounds Fixed FPS bar alignment Fixed printscreen not working Fixed being able to jump while sneaking Fixed blank movie variables in Morrowind.ini crashing the game Fixed dancing girls in "Suran, Desele's House of Earthly Delights" so they dance Fixed repeating idle animations Fixed sticking to certain surfaces, improves movement when swimming close to collidable objects Fixed animation problem while swimming at the surface of water and looking up Fixed capitalization of names in inventory Fixed an issue with the spell effect area layout not updating properly Fixed a Tamriel Rebuilt crash on load Fixed rain sound persisting into new games Various compilation fixes
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The OpenMW team is proud to announce the release of version 0.25.0! Grab it from our Downloads Page for all operating systems. With the implementation of SoundGen records and the Wander AI Package, this release introduces stomping NPCs. Note that AI Wander must still be called from the console. SoundGen implementation also means that Creatures make noises. Prepare for squealing scrib nostalgia. SDL2 has also been implemented, which stomps out a lot of mouse focus and other UI bugs. Check over the changelog for the rest of the changes in this release. Known Issues: Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)Polish version of Morrowind.esm makes OpenMW crashPressing 'j' key during startup freezes the game Check out the release video by the spectacular WeirdSexy. Changelog: Implemented SoundGen for NPCs and creaturesImplemented AI Package: WanderImplemented 64-bit compatibility for OS XImplemented Hardware mouse cursorsImplemented first person animationsImplemented mouse wheel zoom in third person modeImplemented Autorepeat for slider buttonsLauncher will not start OpenMW when no esm/esp files are selectedFixed launcher crash on OS X < 10.8Fixed a performance drop in the Census and Excise OfficeFixed SSCR records not starting correctlyFixed handling script names with hyphen charactersFixed handling the repeat parameter for AIWanderFixed enchanting window to include weaponsFixed character being able to move while over-encumberedFixed dead keysFixed mouse not being confined to window when the game is un-tabbed, and other mouse focus issuesFixed ini Importer aborting when there is no existing cfg fileFixed Dead NPC and Creature collision boxesFixed incorrect sorting of answers in dialogueFixed ini Importrt core dump when given an unknown parameterFixed getting stuck in some doorsFix for journal/book renderingFix for draw weapon sound playing when weapon is readied and cell border is crossed see also: Official Youtube Channel For New Developers OpenMW Homepage Chat @freenode
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The OpenMW team is proud to announce the release of version 0.23.0! Release packages for Ubuntu are now available via our Launchpad PPA and for Debian in our Debian PPA. Release packages for other platforms are available on our Download page. This release introduces the initial implementation of NPC movement AI, item repairing, enchanting, levelled items, texture animation, basic particles, and more, along with an extensive list of fixes and improvements. Also as a note, Morrowind's 11th Anniversary is May 1st! Known Issues: Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround) Launcher crash on OS X < 10.8 Polish version of Morrowind.esm makes OpenMW crash The OS X package for this release will be delayed. Never fear, we still support OS X, our package maintainer is just away! Check out the by the our very own WeirdSexy. Changelog: Implemented Item Repairing Implemented Enchanting Implemented NPC pathfinding Implemented NPC travelling AI Package Implemented levelled items Implemented texture animations Implemented fallback settings Implemented levelup description in levelup dialogue Implemented armor rating Implemented companion item UI Implemented basic particles Improved console object selection Fixed player colliding with placeable items. Fixed Jounal sounds playing when accessing the main menu with the Journal open. Fixed Bribing behavior Fixed rendering of bone boots Fixed NPCs not rendering according to race height Fixed inverted race detection in dialogue Fixed two-handed weapons being treated as one-handed Fixed crash when dropping objects without a collision shape Fixed handling for disabled/deleted objects Fixed merchants selling their keys Fixed game starting on Day 2 Fixed "come unprepared" topic with Dagoth Ur Fixed Pickpocket "Grab all" taking items not listen in container window Fixed camera shaking when looking up or down too far Fixed player position at new game start Fixed the player not having the correct starting clothes Fixed merchant gold not changing when transacting Fixed starting fatigue Fixed incorrect coin stack behavior Fixed auto-equip ignoring equipment rules Fixed OpenMW not loading "loose file" texture packs Fixes for some NPC rendering issues Fixed a sail transparency issue Fixed a crash during character creation Fixed Tauryon growing in size every time the player enters/exits a nearby house Fixed NPC stats defaulting to 10 Fixed talk and container dialogue not opening sometimes Fixed crash when trying to get Rank of NPC without a faction Various UI fixes Various scripting improvements Various mod compatibility improvements Various code cleanup see also: Official Youtube Channel For New Developers OpenMW Homepage Chat @freenode
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The OpenMW team is proud to announce the release of version 0.23.0! Release packages for Ubuntu are now available via our Launchpad PPA and for Debian in our Debian PPA. Release packages for other platforms are available on our Download page. This release introduces the initial implementation of NPC movement AI, item repairing, enchanting, levelled items, texture animation, basic particles, and more, along with an extensive list of fixes and improvements. Also as a note, Morrowind's 11th Anniversary is May 1st! Known Issues: Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround) Launcher crash on OS X < 10.8 Polish version of Morrowind.esm makes OpenMW crash The OS X package for this release will be delayed. Never fear, we still support OS X, our package maintainer is just away! Check out the by the our very own WeirdSexy. Changelog: Implemented Item Repairing Implemented Enchanting Implemented NPC pathfinding Implemented NPC travelling AI Package Implemented levelled items Implemented texture animations Implemented fallback settings Implemented levelup description in levelup dialogue Implemented armor rating Implemented companion item UI Implemented basic particles Improved console object selection Fixed player colliding with placeable items. Fixed Jounal sounds playing when accessing the main menu with the Journal open. Fixed Bribing behavior Fixed rendering of bone boots Fixed NPCs not rendering according to race height Fixed inverted race detection in dialogue Fixed two-handed weapons being treated as one-handed Fixed crash when dropping objects without a collision shape Fixed handling for disabled/deleted objects Fixed merchants selling their keys Fixed game starting on Day 2 Fixed "come unprepared" topic with Dagoth Ur Fixed Pickpocket "Grab all" taking items not listen in container window Fixed camera shaking when looking up or down too far Fixed player position at new game start Fixed the player not having the correct starting clothes Fixed merchant gold not changing when transacting Fixed starting fatigue Fixed incorrect coin stack behavior Fixed auto-equip ignoring equipment rules Fixed OpenMW not loading "loose file" texture packs Fixes for some NPC rendering issues Fixed a sail transparency issue Fixed a crash during character creation Fixed Tauryon growing in size every time the player enters/exits a nearby house Fixed NPC stats defaulting to 10 Fixed talk and container dialogue not opening sometimes Fixed crash when trying to get Rank of NPC without a faction Various UI fixes Various scripting improvements Various mod compatibility improvements Various code cleanup see also: Official Youtube Channel For New Developers OpenMW Homepage Chat @freenode
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The OpenMW team is proud to announce the release of version 0.21.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This release introduces video playback, improvements to cell load time, and parsing for escape sequences in dialogue and message boxes. Check out WeirdSexy's . Known Issues: No sound when playing videos on OS X Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround) Launcher crash on OS X < 10.8 Changelog: Various dialogue, trading, and disposition fixes and improvements Torch flickering improved to better match vanilla Morrowind Fix for attribute fluctuation when infected with Ash Woe Blight Adjusted activation range to better match vanilla Morrowind Fixes for the Journal UI Fixed crash caused by Golden Saint models Fix for beast races being able to wear shoes Fix for background music not playing Fix for meshes without certain node names not being loaded Fix for incorrect terrain shape on inital cell load Fix for MWGui::InventoryWindow creating a duplicate player actor at the origin Added video playback Added support for escape sequences in message box and dialogue text Added AI related script functions, note that AI is not functional yet Implemented fallbacks for necessary ini values in the importer, unused in OpenMW as of yet Implemented execution of scripts of objects in containers/inventories in active cells Cell loading performance improvements Removed broken GMST contamination fixing mechanism see also: *Official Youtube Channel* *For New Developers* *OpenMW Homepage* *Chat @freenode*
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The OpenMW team is proud to announce the release of version 0.21.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This release introduces video playback, improvements to cell load time, and parsing for escape sequences in dialogue and message boxes. Check out WeirdSexy's . Known Issues: No sound when playing videos on OS X Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround) Launcher crash on OS X < 10.8 Changelog: Various dialogue, trading, and disposition fixes and improvements Torch flickering improved to better match vanilla Morrowind Fix for attribute fluctuation when infected with Ash Woe Blight Adjusted activation range to better match vanilla Morrowind Fixes for the Journal UI Fixed crash caused by Golden Saint models Fix for beast races being able to wear shoes Fix for background music not playing Fix for meshes without certain node names not being loaded Fix for incorrect terrain shape on inital cell load Fix for MWGui::InventoryWindow creating a duplicate player actor at the origin Added video playback Added support for escape sequences in message box and dialogue text Added AI related script functions, note that AI is not functional yet Implemented fallbacks for necessary ini values in the importer, unused in OpenMW as of yet Implemented execution of scripts of objects in containers/inventories in active cells Cell loading performance improvements Removed broken GMST contamination fixing mechanism see also: *Official Youtube Channel* *For New Developers* *OpenMW Homepage* *Chat @freenode*
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The OpenMW team is proud to announce the release of version 0.20.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This release brings a near-complete implementation of the dialoque system, visual player race changes in character creation, and many other fixes and improvements. Check out WeirdSexy's release video: http://www.youtube.com/watch?v=swXDXgYUqFA Known Issues: Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround) The disposition implementation is severely broken and will give wrong numbers in many cases Entering a cell containing a Golden Saint model will crash the game A journal regression causes journal updates to not display correctly Changelog: Implemented all missing dialoque filters Implemented Mercantile skill Implemented Persuasion dialogue Initial implemetation of AI package classes Implemented 2nd layer for Global map Player race now changes visually during character creation Fixed Cell reloading when using teleport doors that link to the same cell Animations now stop when the game is paused Fixed "0 a.m." to display as "12 a.m." Fixed text persisting in the "name" field of the potion/spell creation window Fixed starting date of new games Fixed console window close behavior Fixed container window formatting to better accomodate long item names Fixed some topics not automaticaly being added to the known topic list Fixed automove working despite DisablePlayerControls being set Fixed rest dialogue opening again after resting Fixed double removal of ingredients when creating potions Various engine code and scripting improvements Join us! The OpenMW team is more then ever searching for new members to join in our project. We are especially in need of Qt developers and testers. But of course all kind of work can be done. If you've been following this project because you love what we're doing, why not visit our forums, sign up and be part of something we all want to see finished. see also: Official Youtube Channel For New Developers OpenMW Homepage Chat @freenode
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The OpenMW team is proud to announce the release of version 0.20.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This release brings a near-complete implementation of the dialoque system, visual player race changes in character creation, and many other fixes and improvements. Check out WeirdSexy's release video. http://www.youtube.com/watch?v=swXDXgYUqFA. Known Issues: Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround) The disposition implementation is severely broken and will give wrong numbers in many cases Entering a cell containing a Golden Saint model will crash the game A journal regression causes journal updates to not display correctly Changelog: Implemented all missing dialoque filters Implemented Mercantile skill Implemented Persuasion dialogue Initial implemetation of AI package classes Implemented 2nd layer for Global map Player race now changes visually during character creation Fixed Cell reloading when using teleport doors that link to the same cell Animations now stop when the game is paused Fixed "0 a.m." to display as "12 a.m." Fixed text persisting in the "name" field of the potion/spell creation window Fixed starting date of new games Fixed console window close behavior Fixed container window formatting to better accomodate long item names Fixed some topics not automaticaly being added to the known topic list Fixed automove working despite DisablePlayerControls being set Fixed rest dialogue opening again after resting Fixed double removal of ingredients when creating potions Various engine code and scripting improvements Join us! The OpenMW team is more then ever searching for new members to join in our project. We are especially in need of Qt developers and testers. But of course all kind of work can be done. If you've been following this project because you love what we're doing, why not visit our forums, sign up and be part of something we all want to see finished. see also: Official Youtube Channel For New Developers OpenMW Homepage Chat @freenode
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Those are good questions, but we're tied to the Ogre3d graphics engine (another popular open source project) and it will continue to improve indefinitely. Skyrim's technology will eventually become outdated as well, but with OpenMW and enthusiasm people will be able to make anything they want. Also, graphics aren't the most important thing to all people. Some people would rather tune the game to be a more hardcore rpg, add new skills and spells, etc. OpenMW will allow that.
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Great! Thank you and let us know about any software bugs you encounter.
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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 Changelog: - 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 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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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 Changelog: - 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 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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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. [flash=600,400] 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.
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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. 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.
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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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Please do!
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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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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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OpenMW is a new game engine for the role playing game 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 and is vastly more modifiable. 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. The engine is getting close to playable and the OpenMW team needs the help of modding community to creating the OpenMW Example Suite. This suite will allow anyone, including those who don't not yet own Morrowind, to test OpenMW. Therefore it cannot contain any Bethesda/ZeniMax owned art assets. We believe this suite will boost our user and developer base, resulting in people purchasing Morrowind and putting OpenMW to the test of running the original game. Our engine will provide greater modding capabilities to the mod community once completed, bring native support to Linux and Mac OS X, help out the project will be mutually beneficial. Location and Setting The suite will take place on a small island with a fishing village. There will be a dungeon and a crypt (which is already built, and has been the entirety of this project up till now). In addition, there will be a few wilderness areas like a pine forest and some small fields. The player will be a resident of the tiny island village who goes off to kill some monster, fetch some pretty object from the dungeon, or escort someone from the crypt. Purpose It's called OpenMW Example Suite as opposed to OpenMW Tech Demo, because we don't want a jumble of unrelated rooms strung together to display all of the engine's abilities, like some tech demoes. Instead, it will be a micro-game that, aside from exhibiting the engine's functionalities, is aesthetically pleasing and coherent. Through our small island, with its basic kill and fetch quests, we'll be able to display the functionality of a tech demo. Additional quests and dialogue can be implemented until we have exhausted the feature showcase. Once each feature has been demonstrated at least once, we can consider the OpenMW Example Suite complete, with any future additions to it as icing on the cake. Getting Involved If you are willing to help, please visit this forum thread http://forum.openmw.org/viewtopic.php?f=3&t=642 and acquaint yourself with the task, what's already done, who can be of help to you. Thanks for your time. Cheers to keeping old games alive! Below is a description of the tasks that need to be completed. Design tasks (in order) 1. Layout of the island cells with basic topography 2. Cell by cell exterior work, including forest and fields as well as coastal edge work. 3. Layout of the village, including building exteriors, appropriate ground textures and clutter 4. Layout of the dungeon, including dungeon exteriors, appropriate ground textures and clutter 5. Interior work on the village and dungeon, as well as work showcasing OpenMW's shader library. 6. Work on NPCs and distributing monsters and animals. 7. Questing can begin, along with script showcasing. 8. Create list of features not already showcased and decide on an appropriate ways to include them into the Example Suite. We need volunteers to create the basic layout of the island. It needs to be large enough for a fishing village in one corner, a forest in another two corners, and filler area with varied wilderness throughout the rest. The first step is creating the height maps and deciding on the basic shape of the island. Once this step is completed we can move forward. If we get volunteers to do the work for steps 1 and 2, our team member, Greendogo, will start getting the files we have ready for upload (this includes the crypt and the ESM file we're going to build from). Art assets needed -One custom race using non-Bethesda animations. This means anything using Better Bodies or that's based on Better Bodies are off limits as they use the same animations that were created for the original races (animations created by Bethesda). Unless someone has a compelling argument why we should disregard this requirement, it's going to stay. -Several meshes for rocks of similar types. -We need a texture library for ground textures. This is easy, we can use the ground textures from a texture replacement pack. -We need sounds for all kinds of stuff, like coastal birds, forest sounds, different door sounds (heavy door, light door, etc.). We need miscellaneous materials sounds, called when activating stuff like books or eating ingredients. -We need complete sets of meshes for Town buildings (this can be the TR Necrom set, which Haplo gave us permission to use), and Dungeon buildings (Tarius just said we could use his Aylied meshes, so if they have interiors, exteriors, and doors then we're set). If you know of existing assets (or a total conversion for that matter) that fit our needs please or are the asset creator, please contact us. We will credit your work and contribution. Thanks for your time. Where to Find Us Example Suite Thread http://forum.openmw.org/viewtopic.php?f=3&t=642 YouTube Channel http://www.youtube.com/user/MrOpenMW Download Page http://code.google.com/p/openmw/downloads/list Chat @freenode Freenode.net #openmw
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@trainwiz 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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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: 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). 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. http://www.youtube.com/watch?v=ThfZrNVp5kQ&list=PLD71523B07EA46A9E&index=0&feature=plcp Below is the new water shader made possible by our new shader library. 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. 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
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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