OpenMW

OpenMW

Postby OpenMW » 09 Feb 2012, 08:25

OpenMW is a reimplementation of the game engine for Elder Scrolls III: Morrowind, written completely from scratch.
Work began in 2008 by Nicolay Korslund and, despite his departure from the project last year, our community of developers and fans continues to grow.
We aim to create a cross platform (linux, Mac, Windows) game engine, with improved performance, and which resolves design issues from the original engine.

Get Involved:
OpenMW is a huge undertaking with v0.12.0 representing four years of work. To speed up development we are seeking developers who know C++, especially those with experience working with bullet physics and Ogre3d. With v0.13.0 the game will be at a point where we'll need bug testers. Finally, you can help promote the project by updating websites, forums, and by creating videos showcasing our latest developments.

License and Libraries
OpenMW is released under the GNU General Public License version 3. It also builds on various other open source tools, most notably OGRE for graphics, MYGUI, OPENAL, and Bullet for collision (and possibly physics).

Screenshots !
See here

Where to Find Us:
OpenMW Homepage: http://openmw.org/
Official Youtube Channel http://www.youtube.com/user/MrOpenMW
Chat @freenode http://freenode.net/ #openmw
Last edited by OpenMW on 02 May 2012, 17:13, edited 1 time in total.
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Re: OpenMW

Postby farcodev » 16 Feb 2012, 05:13

Impressive big project, and a free one :)

I can't help but only to say "Keep it up !".
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Re: OpenMW

Postby OpenMW » 19 Feb 2012, 18:23

Hello Everyone,
Just a little more bug fixing and some code writing for build automation and we'll have 0.12.0 out the door. The code is in lgro's trustworthy and clean hands (they are frequently washed). 0.12.0 includes Jhooks1 work on animations. These will be activated through the console for now as we don't have proper AI for yet.

Two exciting features will make their debut in version 0.13.0

    1. Dialogue GUI! GUS has done a lot of work on this feature already, but there is some broken backend stuff. Zini will work on broken things/backend stuff after finishing equipping item task.

    2. Water rendering. Also by Jhooks1.

Other News

  • We're shifting to smaller, more frequent releases. Our goal is a 1-2 month release cycle. Zini developed a multi-release roadmap. You can now check out the tentative plans for 0.13.0 through 0.15.0 at http://bugs.openmw.org:81/projects/openmw/roadmap We know people want to try out new features and we need their help identifying bugs. More new code released at one time means more to sort through to find the culprit(s) that are causing problems.
  • Yacoby continues work on terrain rendering. This feature will be added to 0.14.0 or later. OGRE 1.8 should make adding terrain much easier than is currently possible with OGRE 1.7, but 1.8 is a couple months past their original release date (we understand, our 0.12.0 release is five months overdue).
  • Jhooks1 is looking at Project Aedra's excellent implementation of the bullet physics library and seeing what can be ported over to OpenMW. He's already been able to fix the falling through floor bug.
  • ElderTroll wrote an article for freegamer about open source morrowind engines. http://freegamer.blogspot.com/2012/02/morrowind-open-source-pngines-who-they.html
  • BrotherBrick created a wikipage with instructions about testing for novices, I hope that It can be filled with more info soon. Here is the link: http://openmw.org/wiki/index.php?title=Testing
  • Our Project History page now contains our complete changelogs.http://openmw.org/wiki/index.php?title=Project_History
  • We have two new Developers: Mirrcceam94 joined us recently and has squashed some bugs. Scrawl is a developer from the vdrift project where he works on graphics! OpenMW is waiting to implement advanced graphics until after the 1.0.0 release, but there are still many rendering tasks that need finishing; like particles, a proper skybox, and weather.
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Re: OpenMW

Postby OpenMW » 29 Mar 2012, 01:10

Hot on the heels of 0.12.0, the OpenMW team is proud to announce the release of version 0.13.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This release notably includes functional NPC dialogue, and beautiful sky!
Please note:

- On OSX, the path to the application cannot contain spaces, or the launcher will not work properly.
Changelog:

- NPC Dialogue window and mechanics implemented
- Reimplemented sky rendering, added weather effects
- Wireframe mode added
- Fix for sounds broken in 0.12.0
- Fix for 3D sounds
- Added sounds for weather, doors, containers, picking up items, and journal
- Various code cleanup and improvements
- Fixed an Ogre crash at the Dren plantation
- Several launcher improvements
- Added fade to black effect for cutscenes
- Added backend for equipping items
- Fix to stop ASCII 16 character from being added to console on its activation in OSX
- Fixed collision shapes being out of place
- Fixed torch lights not being visible past a short distance
- Fixed some transparency rendering problems

Website
http://openmw.org/en

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

Forum
http://openmw.org/forum
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Re: OpenMW

Postby OpenMW » 17 Apr 2012, 04:36

Who says it’s not all about looks? Version 0.14.0 is shaping up to be one sexy release. OpenMW is getting terrain rendering, water rendering and clothed npcs… sometimes it’s all about looks.Image

Part of me is going to miss the floating houses, boats, and ruins when terrain is added, but I’ll forget them once I’m running around Morrowind freely.

Here is a screenshot from 0.11.1 compared to 0.14.0. I don't know how to change the size, but you can right click the image and select "view image" it'll take you to our website. The difference is dramatic.

Image

Image

We have only one outstanding feature left to be completed; clothed NPC's. Other unfinished features have been pushed to 0.15.0, so we should have 0.14.0 released before Morrowind's 10th anniversary on May 1st.

Raevol got the developers to write about what they are currently working on and what they are about to start. It was a terrific idea and something will likely do more often.

So from the horse's mouth:

ACE
Working on getting the esm records to save properly, right now some data is lost when saving so I’m working on tracking that down and hopefully being able to make close to byte-perfect copies.
Once I’ve gotten all that worked out I think I’m going to slip back to only being the Windows package maintainer for a while, perhaps see if I can build a new dependency package for windows developers.


jhooks1
Right now I am working on clothing/armor.
For .15 I hope to work more on the physics system that I showed off on youtube recently. http://www.youtube.com/watch?v=0VGQYZwA2Fw&list=PL14E8F94A73754549&index=1&feature=plpp_video
I also want to bring in some of Chris’s work on animating creatures. Of course though, if he wants to, he should take the lead in bringing them into openmw. Even if we can’t get Ogre’s animation system working, the way he is applying the bone weights is more efficient and may be able to be implemented into openmw.


Chris is still trying to insert animations into ogre3d’s animation system and it actually sort of works. The main problem is that .nif file format used for Morrowind’s character models is closed source and have no documentation on how they are designed. To get the animations working Chris needs to reverse engineer everything himself. Take a look at these two videos; http://www.youtube.com/watch?v=yEZjnIlKqU4&feature=relmfu and http://www.youtube.com/watch?v=VXfF_hL0G3U If you have any advice or help to offer, that would be appreciated.

OTOH collision with terrain works with the new physics jhooks implemented. That’s very good news for 0.15.0.

zini
Working on the world model; data structures and preparations for game mechanics. Basically the non-exciting stuff. Wasn’t planning to do that for 0.14.0. originally, but people are chomping through the exciting stuff (graphics and the user visible parts of game mechanics) so fast, we were on the verge of running out of this kind of tasks that don’t have uncompleted prerequisite tasks.


hircine worked on the GUI's for containers and the inventory, but his C++ is a little rough so gus stepped in to help. Now they have teamed up and everything looks good.

Oh, yes: gus finished with factions. It’s ready! More quests!

scrawl
I’m getting a little annoyed already by the graphics stuff, so I’ll take a break in terms of implementing some GUI elements that I’ve wanted to see for a long time. Mainly:
- Tooltips
- Door markers on the map
- Tooltip for the object that the crosshair points on


Scrawl’s contributed a lot of amazing work to the 0.14.0 release including the minimap, terrain (with yacoby), better water and even more. We'd clone 7 scrawls, but you know the legal red tape...
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OpenMW Version 0.14.0 Released!

Postby OpenMW » 01 May 2012, 05:15

The OpenMW team is proud to announce the release of version 0.14.0! This release precedes Morrowind’s 10th Anniversary by 2 days! Release packages for Ubuntu are now available via our Launchpad PPA https://launchpad.net/~openmw/+archive/openmw . Release packages for other platforms are available on our Download page http://code.google.com/p/openmw/downloads/list . This release brings many notable features, including terrain and water rendering! A video highlighting many of the new changes in this release made by our very own WeirdSexy can be found here.

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


Please note:

There is a regression in the Launcher in this release, from which you will observe that the rendering subsystem will default to OpenGL regardless of what was previously selected. This will be fixed in the next release. This can be overcome by setting the rendering system explicitly from the launcher each time, or running the OpenMW binary directly from the command line, which will select the renderer that has been set in your config file.
There is a known issue where a crash may occur underwater with the underwater effect enabled on OS X

Changelog:

Fix for meshes rendering with the wrong orientation
Fix for better grabbing of small objects
Fix to enable toggling of collision rendering
Updates to be compatible with Ogre 1.8.0 RC1
Fix for Wireframe mode applying to HUD and Console
Fix for terrain crashing when moving away from predefined cells
Fix to allow OS X Launcher to handle spaces in the binary path
Fix to support TGA textures
Fix to support wireframe mode in water
Added water rendering
Added terrain rendering
Added ability to render Path Grid
Added Factions support
Added Local Map
Added Compass/Mini-Map
Added Clothing/Armour redering
Added Window Pinning
Added Auto-Equip.
Added support for containers tracking changes to their contents
Added several NPC Dialogue Window improvements
Added backend for a game settings manager
Added backend for a Spell List and selected spell
Added backend for NPC holstered/drawn state
Added a Morrowind.ini Importer (not yet included in the binary packages)
Refactored the Sound code
MyGUI updated to version 3.2.0



Website
http://openmw.org/en/

Download Page
http://code.google.com/p/openmw/downloads/list

Forum
http://openmw.org/forum/
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Re: OpenMW

Postby charlie » 01 May 2012, 16:16

Brilliant stuff. Is there any indication of what is missing before OpenMW is really playable?
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Re: OpenMW

Postby OpenMW » 28 May 2012, 06:54

Version 0.15.0 is out! Release packages for Ubuntu are now available via our Launchpad PPA https://launchpad.net/~openmw/+archive/openmw. Release packages for other platforms are available on our Download page http://code.google.com/p/openmw/downloads/list.This version includes a reimplementation of the physics and player movement system, elevating the player from slug to hobbit status. Terrain collision and many newly-implemented GUI elements are also featured in this release. Our very own WeirdSexy has made a release video for your viewing pleasure.


youtu.be/kkOCH6bWqeo


Changelog:

- Reimplemented physics system/player movement
- Implemented terrain collision
- Implemented pulsating lights
- Implemented Magic Effect Bookkeeping, and Feather/Burden effects
- Implemented Book and Scroll windows
- Implemented Inventory, Container, and Trade windows
- Implemented item stacking in containers
- Implemented tooltips for items in the world, and many GUI elements
- Added faction and other information to Stats window
- Fixed Resizing arrow’s background transparency
- Fixed Stats window layout when resizing in the X direction
- Long topics in dialog window now wrap and sort correctly, and other dialogue window fixes
- Fixed terrain handling in non-predefined cells


For the upcoming 0.16.0 release we are planning to implement many skills and attributes. If you want to help out with the project, but are unable to code, we need help discovering the formulas used for skills, magic, and attributes and also testing and confirming the ones that have been described are accurate. For more information see this forum post http://openmw.org/forum/viewtopic.php?f=6&t=755 and this one as well http://openmw.org/forum/viewtopic.php?f=2&t=766.
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Re: OpenMW

Postby OpenMW » 11 Jun 2012, 09:22

Hello everyone !

The major news for this update comes via Mark (creator of the Crystal Scrolls) : he nearly finished multiple esp/esm support! There are numerous problems, but things are progressing : you'll soon be able to travel to Solstheim!

garvek, our new developer who is also part of the dugeonhack project, started working on cmake fixes and making OpenMW compile with MSVC. The DungeonHack team is in the process of deciding whether to help OpenMW reach basic functionality and then base DungeonHack off our engine. Sounds good to me!

zini after last week of bugfixes and checking if features from merged branches were working, he has returned to working on the script implementation. Excellent!

jhooks1 is continuing work on the physics system. He fixed a bug that allowed players to run up the walls if their speed was high enough. Unfortunately his work on enabling animations through Ogr3d's system still can't handle robes and some creatures. If someone is an expert in animations then you're help is welcomed on our forums.

Gentoo overlay for OpenMW has reached alpha status and awaits testing. Big thanks (if it's working correctly) to edmondo.

Gus added the setangle and setscale instructions but there is still much to be done before his branch is merged into the master.

Scrawl has been working his wonders (namely by finishing the Spell window and alchemy windows). He also changed the color of the water to look less tropical and more like in vanilla Morrowind.

Image

Image

Lurkers of the irc channel are reporting that he mentioned:
I have started rewriting the shader system to allow GLSL. I am a making sort of a library out of it, it will be similar to ogre RTShaderSystem but much better. Then the user can put in a settings file which shader language he wants :P


Ho, and two more developers pvdk and k1ll are active again :)

Finally, we are looking for someone who knows QT to start work on developing a replacement to Bethesda's Construction Kit for OpenMW. If you fit the bill it would be a huge help to the project. Any computer science or game design students out there with free time this summer?
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Re: OpenMW

Postby qubodup » 11 Jun 2012, 14:01

What link should we point QT developers to?

Side note: OpenMW's default forum theme makes it very (subjective opinion) unreadable.

PS: Maybe you can hire people from http://qt-project.org/wiki/OnlineCommunities http://www.qtcentre.org/content/?s=d7b3 ... 18b1907dcd :)
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Re: OpenMW

Postby Julius » 11 Jun 2012, 23:34

Nice progress. With an editor this could actually become a nice engine for a new really free game also :)

However do you really plan to code the editor from scratch in qt? Since you are using Ogre3D, wouldn't it make more sense to use ogitor or that (older) terrain editiing program as a base for the editor? Or is that already what you have planned?

Maybe some collab with Summoning Wars would be nice too, as it is an RPG also and they are struggling to make an editor for their (Ogre3D based) game as well.
Maybe it would even make sense to port that entire game over to a common FOSS RPG base to use both for 1st person RPGs and diablo like ones... probably not realistic but the though was to awesome to not write it down ;)
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Re: OpenMW

Postby charlie » 12 Jun 2012, 01:04

Will OpenMW allow the use of more open, modern formats (.blend) for assets?
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Re: OpenMW

Postby qubodup » 12 Jun 2012, 02:38

charlie wrote:Will OpenMW allow the use of more open, modern formats (.blend) for assets?

.blend is hardly a format for use in-game.
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Re: OpenMW

Postby charlie » 12 Jun 2012, 22:23

Fair point Q, well, an open format for games or one that is easy to work with?
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Re: OpenMW

Postby KroArtem » 12 Jun 2012, 23:27

.b3d? Supertuxkart and (afaik) Megaglest use this format.
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Re: OpenMW

Postby OpenMW » 13 Jun 2012, 06:39

Post 1.0 Openmw will likely gain support for new model formats. I am not sure what formats, but remember we are open source, so it's really whatever people make OpenMW capable of rendering. Also, our renderer is Ogre3d, so think about what formats Ogre3d already supports.

@Julius
Wouldn't that be nice great if we could collaborate with SummoningWars? There's probably too little that would be suitable for both projects, but you could always suggest it on our forums. Also, it looks like SummoningWars will be using Ogitor, which our project lead doesn't think would work well for our needs.

@qubudop
I'll post a recruitment letter on the qt forums soon. Thanks for the advice and all your help with the project.
For steering potential developers to the editor there are two big steps. First, here is the wiki page for new developers http://openmw.org/wiki/index.php?title=Contribution_Wanted and the editor's design documents http://openmw.org/forum/viewforum.php?f=14 We are looking for someone skilled in qt, who is doesn't mind working with our existing design structure.
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Re: OpenMW

Postby OpenMW » 03 Jul 2012, 01:21

Version 0.16.0 is out! Release packages for Ubuntu are now available via our Launchpad PPA https://launchpad.net/~openmw/+archive/openmw. Release packages for other platforms are available on our Download page http://code.google.com/p/openmw/downloads/list.This version includes the Spell Window, Alchemy Window, and a myriad of fixes and improvements. If you could put this on the freegamer front page that would be appreciated.

One of our team members made a demonstration video.


youtu.be/ThfZrNVp5kQ


Please review the following:

Known Issues:
- Some objects/models show up with completely black textures. Use OpenGL as your renderer or disable shaders under [Objects] in the config file.
- Inputting player -> addspell <NonExistingSpell> makes the command window throw "Error in framelistener: object <NonExistingSpell> not found" continuously. It will also prevent you from moving.

Changelog:
- Added Spell Window
- Added Alchemy Window
- Added support for x.y script sytax
- Weapon and spell icons now update to reflect the selected weapon and spell
- Added in-game settings window
- Launcher now saves user-set renderer settings
- Fixed a crash on OSX due to underwater effets
- Fixed auto-equipping not working in some cells
- Fix for container GUI ignoring disabled inventory menuBug #294: Container GUI ignores disabled inventory menu
- Fix for stats review dialog showing all skills and attribute values as 0
- Fixes for several crashes
- Implemented game modes as a stack to prevent erratic behavior
- Added tooltips to class creation dialog
- Added support for show/hiding windows by clicking HUD elements
- Added support for corect player direction after using a Teleport Door
-Added support for selecting objects in the console by clicking them in the scene
- Added support the use of = as a synonym for ==
- Sped up script object access
- Restructured enabling/disabling of objects by script instruction
- Integrated ogre.cfg file in settings file
- Auto-close windows if a related MW-reference is no longer available
- Fix for bonuses in the character creation process
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Re: OpenMW

Postby qubodup » 03 Jul 2012, 01:37

Your commented release videos are excellent!
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Re: OpenMW

Postby OpenMW » 29 Sep 2012, 16:18

Hello everyone,
OpenMW is proud to anounce version 0.17.0!
Over the past months we have experienced an amazing increase in activity and this is noticeable in the length it takes for new releases :D.
First of all a screenshot of course! :)

Image
Isn't it gorgeous?


The release video:

youtu.be/uI0GP2p89rA


And a FAQ video:

youtu.be/g2PKBD0D9Gw



So, as you can see this project is becoming reality really quick now and will be a major milestone for the Morrowind community.
We still can use all help we can get (which open-source project can't?) and are interested in all those who are interested :). We can use coders, maintainers, testers, spreaders, etc.
Want to be part of the team that made this project reality? Be sure to check out our Forums.

We hope to be hearing from you soon,

The openMW team.
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Re: OpenMW

Postby Tranberry » 30 Sep 2012, 10:04

Looks sweet. I really like the effort of creating these videos, very informative and interesting.

Thanks for the update!
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Re: OpenMW

Postby Egberto » 30 Sep 2012, 18:59

OpenMW wrote:Isn't it gorgeous?


Indeed, it's beautiful.

Great work. :)
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Re: OpenMW

Postby OpenMW » 03 Oct 2012, 17:35

And here we are again, due to the somewhat late release update you are being surprised with again a new version of OpenMW. (isn't that sweet, twice the news, no waiting in between ^^)

OpenMW version 0.18.0


For the major changes you should definitely check out the release video.


youtu.be/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

For more information please check out our website

Feel free to register and make your way of contribution to this project.

I noticed this thread didn't have any underwater screenshots, so here you go.
Image
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Re: OpenMW

Postby OpenMW » 10 Nov 2012, 17:00

Hello everybody,

Version 0.19.0 has just been released! 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, DEATH!!, Spell Creation, Travel, and many other features.


youtu.be/yw2ITfTzzg4

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
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Re: OpenMW

Postby OpenMW » 20 Dec 2012, 18:24

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 commentary video:


youtu.be/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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Re: OpenMW

Postby OpenMW » 20 Feb 2013, 14:31

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 release video.

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
OpenMW
 
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