snapmoderator Posted November 11, 2012 Share Posted November 11, 2012 Seems to be a fairly niche application you guys are writing!!! Kudos for the undertaking, but I'm a little confused to why you would make a marginally better game-engine, when there are other projects that are looking to use the Skyrim engine to re-create Morrowind. I'm talking about legal ones that are creating their own assets, so no copyright issues either. You know how I'd be satisfied with playing Morrowind -- if your game engine could have more complex NPC meshes and textures. Lets say you could run Skyrim actor meshes, textures and animations within your game engine. That would make a huge difference to the immersion and give users a really good reason to run the game under your system. You'd have to have a team of people re-creating the NPCs by hand, but I think you'd get a few volunteers for that. Myself included. You could use custom armor, weapons, bodies, faces and animations created on Nexus, ask permission first of course. There are a number of Morrowind styled armors and weapons, so should be covered. http://static.skyrim.nexusmods.com/mods/images/22793-3-1345537672.jpg Link to comment Share on other sites More sharing options...
slainia Posted November 11, 2012 Share Posted November 11, 2012 What legal conversions're you talking about? the only one l've heard about is - hrm. , and last l heard that was iffy at best. Link to comment Share on other sites More sharing options...
snapmoderator Posted November 11, 2012 Share Posted November 11, 2012 Beyond Skyrim - http://www.darkcreations.org. Whats hrm? Link to comment Share on other sites More sharing options...
slainia Posted November 11, 2012 Share Posted November 11, 2012 l was going to type the name of the other one, but decided not to. Link to comment Share on other sites More sharing options...
OpenMW Posted November 12, 2012 Author Share Posted November 12, 2012 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 Skyrim's technology will eventually become outdated as well, but with OpenMW and enthusiasm people will be able to make anything they want.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. Link to comment Share on other sites More sharing options...
OpenMW Posted December 20, 2012 Author Share Posted December 20, 2012 (edited) 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 casesEntering a cell containing a Golden Saint model will crash the gameA journal regression causes journal updates to not display correctly Changelog:Implemented all missing dialoque filtersImplemented Mercantile skillImplemented Persuasion dialogueInitial implemetation of AI package classesImplemented 2nd layer for Global mapPlayer race now changes visually during character creationFixed Cell reloading when using teleport doors that link to the same cellAnimations now stop when the game is pausedFixed "0 a.m." to display as "12 a.m."Fixed text persisting in the "name" field of the potion/spell creation windowFixed starting date of new gamesFixed console window close behaviorFixed container window formatting to better accomodate long item namesFixed some topics not automaticaly being added to the known topic listFixed automove working despite DisablePlayerControls being setFixed rest dialogue opening again after restingFixed double removal of ingredients when creating potionsVarious engine code and scripting improvementsJoin 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 ChannelFor New DevelopersOpenMW Homepage Chat @freenode Edited December 20, 2012 by OpenMW Link to comment Share on other sites More sharing options...
OpenMW Posted February 20, 2013 Author Share Posted February 20, 2013 (edited) The OpenMW team is proud to announce the release of version 0.21.0! Release packages for Ubuntu are now available via ourLaunchpad 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 XExtreme 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 improvementsTorch flickering improved to better match vanilla MorrowindFix for attribute fluctuation when infected with Ash Woe BlightAdjusted activation range to better match vanilla MorrowindFixes for the Journal UIFixed crash caused by Golden Saint modelsFix for beast races being able to wear shoesFix for background music not playingFix for meshes without certain node names not being loadedFix for incorrect terrain shape on inital cell loadFix for MWGui::InventoryWindow creating a duplicate player actor at the originAdded video playbackAdded support for escape sequences in message box and dialogue textAdded AI related script functions, note that AI is not functional yetImplemented fallbacks for necessary ini values in the importer, unused in OpenMW as of yetImplemented execution of scripts of objects in containers/inventories in active cellsCell loading performance improvementsRemoved broken GMST contamination fixing mechanismsee also:*Official Youtube Channel**For New Developers**OpenMW Homepage**Chat @freenode* Edited February 20, 2013 by OpenMW Link to comment Share on other sites More sharing options...
OpenMW Posted April 29, 2013 Author Share Posted April 29, 2013 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 cleanupsee also:Official Youtube ChannelFor New DevelopersOpenMW HomepageChat @freenode Link to comment Share on other sites More sharing options...
thenobody0 Posted August 13, 2013 Share Posted August 13, 2013 Awesome. Keep up the good work. Link to comment Share on other sites More sharing options...
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