OpenMW: An open source engine for playing improved Morrowind

Miscellaneous non-TR related discussion.

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Post by OpenMW »

Happy New Year from the OpenMW team! I hope 2013 may be as fruitful as 2012, and maybe we have a v1.0 release in it. I must say I'm very excited at the recent activity at the OpenMW forums lately, the holidays have brought us an influx of new developers and it's already showing off.
Work on the example suite will be starting soon when Greendogo has compiled a .bsa file for all assets we will use. I wonder if we will ever have a head of stories, scripts, characters etc. :).

So, we're 4 years far now, we've seen a lot of ups and downs, as I'm sure the TR-team has, but we're nearly there, as I'm sure you guys aren't ;).
To conclude this post we've (actually WeirdSexy, but shtt, we don't want him to think to highly of himself, or he will be making video's for projects that have a far bigger fan community than ours!) made a video about what four years of programming looks like.

[url=http://www.youtube.com/watch?v=iHmOGZ8YGsM]Enjoy.[/url]
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OpenMW v0.21.0

Post by OpenMW »

Hey guys, progress is going steadily at OpenMW, and although this is a small release there are a lot of under the hood changes which will become apparent at the next releases, so, as always :)...

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 [url=http://youtu.be/7FtIcIPogpQ]release video[/url].

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:
[url=http://www.youtube.com/user/MrOpenMW]Official Youtube Channel[/url]
[url=http://openmw.org/wiki/index.php?tit...ibution_Wanted]For New Developers[/url]
[url=http://openmw.org/]OpenMW Homepage[/url]
[url=http://freenode.net/%20#openmw]Chat @freenode[/url]
Making an Morrowind playable on Mac, Linux, and Windows.
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Post by Why »

Thank you for keeping us updated! :D
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Post by OpenMW »

It's a pleasure :) .
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Post by Bero »

I hope that you will last as long as TR. Azura knows that we will last forever.
Completed Morrowind Interiors: 47
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OpenMW v0.22.0 released!

Post by OpenMW »

Hey guys, another version of OpenMW has been released, and not a small one, enjoy! Also, your preview video of Almalexia looked pretty neat, dancing guards everywhere!
How's progress going for the TR project?




The OpenMW team is incredibly proud to announce the release of version 0.22.0! Release packages for Ubuntu are now available via our Launchpad PPA and for Debian in our [url=http://forum.openmw.org/viewtopic.php?f=20&t=1298]Debian PPA[/url]. Release packages for other platforms are available on our Download page. This release introduces the long awaited animation feature, many thanks to everyone on the team who has worked to bring this to fruition. Another major feature implemented in this release is support for loading multiple ESM and ESP files. Prepare to travel to Mournhold, Bloodmoon, and beyond into Tamriel Rebuilt and other mods. Other features include the "Dispose of Corpse" button, lights that are more faithful to classic Morrowind, and working active spell icons. The bug fix list for this release is quite extensive, see below.

PLEASE NOTE: Starting with this release, you must run the ini importer at least once! This can be done automatically through the launcher.

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
Check out the [url=http://www.youtube.com/watch?v=a-i73Qb3KKw]release video[/url] by the inexorable WeirdSexy.

Changelog:
  • Implemented Active Spell Icons
  • Implemented walking, running, and swimming animation
  • Implemented support for ESPs and multiple ESMs
  • Implemented proper collision shapes for NPCs and creatures
  • Implemented lights that behave more like vanilla Morrowind
  • Implemented importing BSA files as part of the settings imported by the config importer
  • Implemented zoom in vanity mode
  • Implemented potion/ingredient effect stacking
  • Implemented object movement between cells
  • Implemented closing message boxes by pressing the activation key
  • Implemented random persuasion responses
  • Implemented closing message boxes when enter is pressed
  • Use rendered object shape for physics raycasts
  • Improved the race selection preview camera
  • Class and Birthsign menus options are now preselected
  • Disabled dialog window until character creation is finished
  • Decoupled water animation speed from timescale
  • Changed underwater rendering to more closely resemble vanilla Morrowind
  • Hid potion effects until discovered
  • Finished class selection-dialogue
  • Re-factored Launcher ESX selector into a re-usable component
  • Various fixes and implementations for the script compiler
  • Fix for a keyboard repeat rate issue
  • Fix for errant character outline on water in 3rd person
  • Fix for duplicate player collision model at origin
  • Fix for dialogue list jumping when a topic is clicked
  • Fix to prevent attributes/skills going below zero
  • Fix for global variables of type short being read incorrectly
  • Fix for collision and tooltip on invisible meshes
  • Fix for CG showing in Options when it is not available
  • Fix for crash when Alt-tabbing with the console open
  • Fix for pick up sound playing when object cannot be picked up
  • Fix for moving left or right canceling auto-move
  • Fix for gender being swapped (woops!)
  • Fix for footless guards
  • Fix for waterfalls not rendering at a certain distance
  • Fix for crash in "Mournhold, Royal Palace"
  • Fix for not finding non-DDS textures
  • Fix for some meshes being invisible from above water in Bloodmoon
  • Fix for Messagebox causing assert to fail
  • Fixes for Launcher file path selection
  • Fixes for missing/incorrect UI graphical elements
  • Fixes for various transparency rendering issues
  • Fixes fo various character generation UI issues
  • Fixes for config import in Launcher
  • Fixes for various new issues discovered when handling mod content
  • Various code cleanup
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OpenMW v0.23.0 released!

Post by OpenMW »

I take it (or i hope) you guys are all subscribed to our youtube channel or lurk our forums everyday and thus receive the news of a new release long before i come here, but for those who don't; There is a new release!

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 [url=http://forum.openmw.org/viewtopic.php?f=20&t=1298]Debian PPA[/url]. 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 [url=http://www.youtube.com/watch?v=aDuLCpltgoM]release video[/url] 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:
[url=http://www.youtube.com/user/MrOpenMW]Official Youtube Channel[/url]
[url=http://openmw.org/wiki/index.php?tit...ibution_Wanted]For New Developers[/url]
[url=http://openmw.org/]OpenMW Homepage[/url]
[url=http://freenode.net/#openmw]Chat @freenode[/url]
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Post by Katze »

This is actually a really impressive release by the looks of that video, the game will soon be totally playable! :D
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Re: OpenMW v0.23.0 released!

Post by gro-Dhal »

OpenMW wrote: [*]Fixed Tauryon growing in size every time the player enters/exits a nearby house
Leave that in, it sounds awesome
Test
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Re: OpenMW v0.23.0 released!

Post by karpik777 »

gro-Dhal wrote:
OpenMW wrote: [*]Fixed Tauryon growing in size every time the player enters/exits a nearby house
Leave that in, it sounds awesome
Better yet, make it an option for future modders to use. ;)
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Post by TheLexicon »

LOL This will probably be finished before I get my new computer :P

Reading the update, it sounds like it's changing a lot of Morrowind's gameplay to be more like Skyrim (companion inventory). Will the mod do that? And should I get it before playing through vanilla Morrowind?
But that's just my opinion, so it's likely completely stupid.
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Post by greendogo »

Create a script attached to an NPC:
begin companionscript
short companion

set companion to 1

end companionscript
Gentlemen, start your striders:
[url]http://tristikov.deviantart.com/art/G-Dunmer-wit-Siltstridaz-dawg-28071455[/url]
hmmmm... I should have looked at this guys DA gallery before posting a link to it... he likes horses... a little too much
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Re: OpenMW v0.23.0 released!

Post by OpenMW »

gro-Dhal wrote:
OpenMW wrote: [*]Fixed Tauryon growing in size every time the player enters/exits a nearby house
Leave that in, it sounds awesome
It looks somewhat like this :):
https://imageshack.us/a/img594/4609/screenshot016es.jpg
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Post by OpenMW »

TheLexicon wrote:LOL This will probably be finished before I get my new computer :P

Reading the update, it sounds like it's changing a lot of Morrowind's gameplay to be more like Skyrim (companion inventory). Will the mod do that? And should I get it before playing through vanilla Morrowind?

What can I say,
most importantly, it's not a mod, it's an open-source RPG engine based on the original Morrowind one. Post/pre v1.0 releases won't include any changes to gameplay but are aimed to make the mechanisms of the game/engine easier to mod (with the help of the editor), better graphics and other stuff. Changes that include different gameplay will not be released under the name of OpenMW (although we have some people with ideas who will start to work on them once v1.0 is out)
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Post by TheLexicon »

Ah. I see. I kinda assumed you guys would change the gameplay, if only to make it more immersive (objects outside of inventory can be moved and thrown like in Oblivion, attacks actually hit, blades can be tipped with poisons). That's my wishlist, BTW.
I called it a mod because I didn't know what else to call it. Sorry for my technological ignorance.

I wish you all at OpenMW good luck, and swift fingers! :)
But that's just my opinion, so it's likely completely stupid.
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OpenMW v0.25.0

Post by OpenMW »

Since you guys are obviously all subscribed to our youtube channel and check out our site close to every day, this news won't come as a surprise, and my work here might be obsolete. Still, if any of you have any questions, ask them, and be enlightened.

------

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 crash
  • Pressing 'j' key during startup freezes the game

Check out the [url=http://www.youtube.com/watch?v=fTKQaXibMTA]release video[/url] by the spectacular WeirdSexy.

Changelog:
  • Implemented SoundGen for NPCs and creatures
  • Implemented AI Package: Wander
  • Implemented 64-bit compatibility for OS X
  • Implemented Hardware mouse cursors
  • Implemented first person animations
  • Implemented mouse wheel zoom in third person mode
  • Implemented Autorepeat for slider buttons
  • Launcher will not start OpenMW when no esm/esp files are selected
  • Fixed launcher crash on OS X < 10.8
  • Fixed a performance drop in the Census and Excise Office
  • Fixed SSCR records not starting correctly
  • Fixed handling script names with hyphen characters
  • Fixed handling the repeat parameter for AIWander
  • Fixed enchanting window to include weapons
  • Fixed character being able to move while over-encumbered
  • Fixed dead keys
  • Fixed mouse not being confined to window when the game is un-tabbed, and other mouse focus issues
  • Fixed ini Importer aborting when there is no existing cfg file
  • Fixed Dead NPC and Creature collision boxes
  • Fixed incorrect sorting of answers in dialogue
  • Fixed ini Importrt core dump when given an unknown parameter
  • Fixed getting stuck in some doors
  • Fix for journal/book rendering
  • Fix for draw weapon sound playing when weapon is readied and cell border is crossed

see also:
[url=http://www.youtube.com/user/MrOpenMW]Official Youtube Channel[/url]
[url=http://openmw.org/wiki/index.php?tit...ibution_Wanted]For New Developers[/url]
[url=http://openmw.org/]OpenMW Homepage[/url]
[url=http://freenode.net/#openmw]Chat @freenode[/url]
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OpenMW v0.26.0 released!

Post by OpenMW »

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 [url=http://www.youtube.com/watch?v=WSr3k9ubR7w]release video[/url] 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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Post by Mwgek »

Great release video. Also downloaded and tried the 0.26 version. I really enjoyed it. The shaders are a bit rough compared to MGEXE, but that will change I guess.

The framerate of the higher density cells at TR, like the forest area we have in our latest release, doesn't seem to improve much. What are your expectations on that side? The low-end 2002 models should run at a higher fps right?

Really enjoyed the combat! Big leap forward to a playable game. Keep it up guys.
--Mwgek--
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Post by Gez »

The combat sequence really sells the video. Spears! Spears! SPEEEAAAAAARRRS!
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Post by OpenMW »

Mwgek wrote:
The framerate of the higher density cells at TR, like the forest area we have in our latest release, doesn't seem to improve much. What are your expectations on that side? The low-end 2002 models should run at a higher fps right?
There is still a lot of work to be done on performance, but we are first prioritizing a feature complete OpenMW. And since we are almost there, it won't be long now before we start working on these bottlenecks which are slowing the engine down. The release of Ogre 2.0 will also bring forth a nice performance boost.
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Post by Mwgek »

OpenMW wrote:
Mwgek wrote:
The framerate of the higher density cells at TR, like the forest area we have in our latest release, doesn't seem to improve much. What are your expectations on that side? The low-end 2002 models should run at a higher fps right?
There is still a lot of work to be done on performance, but we are first prioritizing a feature complete OpenMW. And since we are almost there, it won't be long now before we start working on these bottlenecks which are slowing the engine down. The release of Ogre 2.0 will also bring forth a nice performance boost.
Really good to hear this. I look forward to it.
--Mwgek--
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OpenMW v0.27.0

Post by OpenMW »

Hey guys, it's been a while because of the autumn sadness, but I can assure you that v0.28.0 won't take that long. now about v0.27.0


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 [url=http://www.youtube.com/watch?v=6ea8NPedKsk]release video[/url] 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:
[url=http://www.youtube.com/user/MrOpenMW]Official Youtube Channel[/url]
[url=http://openmw.org/wiki/index.php?tit...ibution_Wanted]For New Developers[/url]
[url=http://openmw.org/]OpenMW Homepage[/url]
[url=http://freenode.net/#openmw]Chat @freenode[/url]
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Post by Katze »

Considering how far along you guys seem to be, I would have thought you'd be further along in version number than 0.27.0! I do really love seeing what's new in each update, though :D
"If a hermaphroditic, bug-armored, bipolar god-king existing in multiple universes who has his very own bible with *actual* magic strewn throughout it is your idea of a cliche, then I really would like to live in your world." -MK

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Post by OpenMW »

All a happy New Year! May 2014 be a year full of exciting releases. Of course I'm not just posting here for the wishes, it's time for an update. Hooray!

@Cathartis: We don't wish to bother with adapting the version release numbers to the amount of percentage that's done. Consequently, there will be a jump from say v0.31.0 to v1.0
THIS IS NOT AN ESTIMATE ON THE RELEASE DATE, just an example ;).

The OpenMW team is proud to announce the release of version 0.28.0! Grab it from our Downloads Page for all operating systems. This behemoth of a release includes many large features, such as Combat AI, Magic, Vampirism, terrain bump/specular/parallax mapping, and many other things. There's also a heap of bug fixes, many thanks to our relentless developers!

Check out the [url=http://www.youtube.com/watch?v=x9lTWjXAi9s]release video[/url] by the prodigious WeirdSexy.

Known Issues:
  • Issue #416 Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
  • Issue #1041 Music playback doesn't work on OS X 10.9
Changelog:
  • Implemented Combat AI
  • Implemented spell casting, ranged, self, and touch magic
  • Implemented visual magic effects
  • Implemented Vampirism
  • Implemented terrain bump, specular, & parallax mapping
  • Implemented NIF record NiFlipController
  • Implemented soul gem recharging
  • Implemented enchanted item glow
  • Implemented Invisibility/Chameleon magic effects
  • Implemented Resist Magicka magic effect
  • Implemented GetLOS, so NPCs can calculate Line Of Sight
  • Implemented material controllers
  • Implemented mouse unlocking when in any menu
  • Implemented Vertex morph animation (NiGeomMorpherController)
  • Implemented NiBillboardNode handling
  • Implemented NIF texture slot DarkTexture
  • Various fixes for equipped torches and candles
  • Fixes for torches and shields being visible when casting spells
  • Fix for equipped items not updating right away, on characters and in the inventory
  • Fix for weather not changing correctly when changing areas
  • Fix for global map position marker not updating when changing interior cells, eg: Mages Guild teleport
  • Fix for some textures rendering black in Tamriel Rebuilt
  • Fix for activation distance to be from the player head instead of the camera
  • Fix for NPCs holding torches during the day
  • Fix for some hairs from Vvardenfell Visages Volume I not rendering
  • Fix for heads of Maormer race in mod by Mac Kom
  • Fix for walk key release not being handled during cell load
  • Fix for equipped inventory items not being updated on the HUD when they are changed in dialog
  • Fix for Launcher writing merged openmw.cfg files
  • Fix to enable discrete magnitudes for spells with multiple random magnitude effects
  • Fix to allow negative fatigue level
  • Fix for particle systems to handle the world space flag
  • Fix for crash caused by trying to update a model that is not rendered
  • Fix to not override dynamic stats set via console commands
  • Fix for equipped inventory icon not appearing immediately when equipped with a keyboard shortcut
  • Fix for crash when equipping light source with new character
  • Fix for segmentation fault when starting at Bal Isra
  • Fix for down arrow console history behavior
  • Fix for tooltip disappearing when clicking in the inventory
  • Fix for barter window item category not resetting to All correctly
  • Fix for replacement model in Graphic Herbalism mod having the wrong orientation
  • Fix for addon unchecking not being saved in the Launcher
  • Fix for controllers not affecting all objects in the hierarchy
  • Fix for being able to talk to NPCs who are in combat
  • Fix for crash when trying to load a mod with a capital .ESP filename extension
  • Fix for skills/attributes being capped when set via console
  • Fix for setting max health through the console to also set the current health
  • Fix for gameplay keyboard input echoing to the console input box
  • Fix for fall damage sometimes not applying immediately or correctly
  • Fix for persuasion window not showing in correct location after maximizing the game in windowed mode
  • Fix for player skill list forgetting scroll location when increasing experience
  • Fix for notification window not being large enough for skill level ups with long names
  • Fix for windows not scaling properly on resolution change
  • Fix for notification windows staying on screen permanently if too many are activated
  • Fix for used torches stacking with unused ones
  • Fix for crash on pickup of jug in Unexplored Shipwreck, Upper level
  • Fix for quick key menu not picking suitable replacement tool when it is used up
  • Fix for loading TES3 header data: convert characters to UTF8
  • Fix for damaged weapon value
  • Fix for being able to talk to characters with "locked" dialogue
  • Fix for water effects obscuring spell effects
  • Fix for animation playing when casting exhausted once-per-day abilities
  • Fix for Cure Disease potion removing all effects from the player, not just disease
  • Fix for OpenMW binaries linking to unnecessary libraries
  • Fix for water not negating fall damage
  • Fix for drawing a weapon increasing torch brightness
  • Fix for merchants selling stacks of gold
  • Fix for incorrect handling of color codes in character names
  • Fix for NPCs spawning with 0 skill values instead of calculated values
  • Fix for particles rendering too large
  • Fix for crash caused by AIWander
  • Fix for crash when revisiting dock where the starting ship was
  • Fix for scripts on items in inventory stopping when the containing object crossed a cell border
  • Fix for merchants equipping items with negative enchantments
  • Disallowed view mode switching while performing an action due to animation constraints
  • Code maintenance to unify OGRE initialization
  • OpenCS: Implemented Info-Record tables
  • OpenCS: Fix for not being able to open Journal table from the main menu


P.s. I love the new forum/site style, it's absolutely gorgeous, congrats to the designer.
Making an Morrowind playable on Mac, Linux, and Windows.
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Post by Nemon »

You bastards are even [url=http://www.rockpapershotgun.com/2014/01/15/openmw-brings-morrowind-to-cross-platform-engine/]mentioned[/url] on Rockpapershotgun! That is quite impressive, and congratulations on your progress!
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
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Post by OpenMW »

Oh wauw, thanks for mentioning!
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Post by Adanorcil »

OpenMW wrote:Oh wauw, thanks for mentioning!
Looking good. Rock on.
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Post by OpenMW »

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 release video 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:
[url=http://www.youtube.com/user/MrOpenMW]Official Youtube Channel[/url]
[url=http://openmw.org/wiki/index.php?tit...ibution_Wanted]For New Developers[/url]
[url=http://openmw.org/]OpenMW Homepage[/url]
[url=http://freenode.net/#openmw]Chat @freenode[/url]
Making an Morrowind playable on Mac, Linux, and Windows.
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DestinedToDie
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Post by DestinedToDie »

One step closer to 1.0...
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Post by rot »


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OpenMW 0.37

Post by OpenMW »

Good news everyone!

The version 0.37 of OpenMW was released today, grab it while it's hot on our download page!

This release brings the long-anticipated implementation of the OpenSceneGraph renderer! More info on this 3d graphics toolkit can be found on the [url=http://www.openscenegraph.org/]OSG website[/url]. Hats off to scrawl, one of our lead developers, for the Herculean amount of effort he put in working on this massive codebase change! The new renderer brings a massive performance speedup, as well as many graphical fixes and improvements.

You may notice that shadows are not re-implemented at this time, as well as distant land and object shaders, but we wanted to get the release out rather than delay any further! These features will be re-added soon! This release brings many other changes and bugfixes, as well as a huge amount of new work done on OpenCS, the editor for OpenMW. Some features are missing from OpenCS as well: only basic camera controls are implemented, pathgrid and cell marker rendering is missing, as well as instance moving. Since the changelog is massive, it's available on this page instead of being pasted here.

Feel free to comment if you find bugs or weird issues.

Ho, and by the way, I'm quite sure that Tamriel Rebuilt should be completely playable on OpenMW ;)
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Post by Mwgek »

Great news! I am really looking forward to test this in some of our more dense cells. Hopefully this will make some of our lands more playable.


Keep up the good work lads!
--Mwgek--
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