OpenMW 0.20.0 Available Now
- OpenMW
- Halfling
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OpenMW 0.20.0 Available Now
It's been a while... but we're back to assure you the project is still alive! For those of you that are unfamiliar with us:
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 also provide modders a better engine and tool kit for creating their works. While Bethesda will not release 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.
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) Support multiplayer at some point.
(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).
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.
License
OpenMW is released under the GNU General Public License version 3.
Libraries
We couldn't have achieved so much without these great tools, most notably OGRE for graphics, MYGUI, OPENAL, OIS, NifTools, and Bullet for collision (and possibly physics).
We are recruiting people with the knowledge or willingness to learn about:
C++
Qt
Ogre3d
Bullet physics library
Netimmerse/Gamebryo engine (especially Morrowind)
Bug hunting
Reverse engineering gameplay formulas
Join Us:
OpenMW Homepage: http://openmw.org/
Official Youtube Channel: http://www.youtube.com/user/MrOpenMW
For New Developers: http://openmw.org/wiki/index.php?title= ... ion_Wanted
Forums: http://openmw.org/forum/
Chat @freenode http://freenode.net/ #openmw
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 also provide modders a better engine and tool kit for creating their works. While Bethesda will not release 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.
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) Support multiplayer at some point.
(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).
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.
License
OpenMW is released under the GNU General Public License version 3.
Libraries
We couldn't have achieved so much without these great tools, most notably OGRE for graphics, MYGUI, OPENAL, OIS, NifTools, and Bullet for collision (and possibly physics).
We are recruiting people with the knowledge or willingness to learn about:
C++
Qt
Ogre3d
Bullet physics library
Netimmerse/Gamebryo engine (especially Morrowind)
Bug hunting
Reverse engineering gameplay formulas
Join Us:
OpenMW Homepage: http://openmw.org/
Official Youtube Channel: http://www.youtube.com/user/MrOpenMW
For New Developers: http://openmw.org/wiki/index.php?title= ... ion_Wanted
Forums: http://openmw.org/forum/
Chat @freenode http://freenode.net/ #openmw
Last edited by OpenMW on Tue Dec 18, 2012 1:56 pm, edited 11 times in total.
- NoodlesOnMyBack
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Re: OpenMW
Im glad to hear the project is still alive, im looking forward to this. Best of luck.
- lonewolff
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Re: OpenMW
Care to share any compulsory screenshots?
- OpenMW
- Halfling
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Re: OpenMW
Here is a link to our screenshot page. The files were too large to upload. http://openmw.org/wiki/index.php?title=Screenshots
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- Greenskin
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Re: OpenMW
Karma time:
- OpenMW
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Re: OpenMW
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
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.
- 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/m ... -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.
- OpenMW
- Halfling
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Re: OpenMW
We've got two previews for you today.
The first showcases 0.12.0's animation system (air swimming is a remarkable skill which few truly master). The action really starts at 1:31, prior to that Jhooks is manually turning on all the NPCs animations which will be how things work until we integrate AI.
http://www.youtube.com/watch?v=75YgKLnTJ2Y
The second is a screenshot of the new sky system which will be introduced in 0.13.0.
The first showcases 0.12.0's animation system (air swimming is a remarkable skill which few truly master). The action really starts at 1:31, prior to that Jhooks is manually turning on all the NPCs animations which will be how things work until we integrate AI.
http://www.youtube.com/watch?v=75YgKLnTJ2Y
The second is a screenshot of the new sky system which will be introduced in 0.13.0.
- Sslaxx
- Greenskin
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Re: OpenMW
Vanilla textures or using SWG's night sky?OpenMW wrote:We've got two previews for you today.
The first showcases 0.12.0's animation system (air swimming is a remarkable skill which few truly master). The action really starts at 1:31, prior to that Jhooks is manually turning on all the NPCs animations which will be how things work until we integrate AI.
http://www.youtube.com/watch?v=75YgKLnTJ2Y
The second is a screenshot of the new sky system which will be introduced in 0.13.0.
Stuart "Sslaxx" Moore
- Zonder
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Re: OpenMW
Nice progress guys
There are 10 types of people in the world: Those who understand binary, and those who don't...
- OpenMW
- Halfling
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Re: OpenMW
It is vanilla Morrowind.
And thanks for the compliment, the developers are getting a lot of progress done these days.
And thanks for the compliment, the developers are getting a lot of progress done these days.
- Nauk
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Re: OpenMW
Nice going there! /thumbs up
ARTIFEX TERRA 3D - Artist-friendly, free and easy WYSIWYG realtime outdoor scene Editor & Painter
New loader now with Ogre::Terrain support: Addons for Artifex on SourceForge
MOC - Minimal Ogre Collision & Mousepicking
Simple TerrainMaterialGenerator for the use of standard Ogre material with Ogre::Terrain
Support me on Patreon
- OpenMW
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Re: OpenMW Version 0.12.0
OpenMW Version 0.12.0
Greetings fellow Ogre-ians,
The OpenMW team is proud to announce the release of version 0.12.0! Release packages are available on our Download page http://code.google.com/p/openmw/downloads/list. This release notably includes NPC and Creature animation, though no A.I. has been implemented, so animations must be activated through console commands. Please review the following:
Regressions:
- Sounds other than music not working
- Scroll and button background graphics in launcher not working in Linux package
Important notes:
- You must remove all old openmw.cfg files in order for the automatic detection of Morrowind installations to work.
- If the data path is set manually and it contains spaces, it needs to be put inside quotation marks.
Changelog:
- Various rendering fixes and optimizations
- Refactored engine class
- Automatic package building
- Various build fixes and cleanup
- Various configuration fixes and cleanup, including detection of existing Morrowind installations
- Basic NPC/Creature animation support added, must be activated from console
- Basic implementation of Journal Window added
- Fix for local scripts continuing to run if associated object is deleted
- Fix for crash when taking screenshots
- Fix for crash when visiting Akulakhan’s Chamber
- Added catching of exceptions thrown in input handling functions
- Fix for NPC Activation not working properly
- Allow the player to move away from pre-defined cells
Here is a video of NPC animations
http://www.youtube.com/watch?v=lmh_I5_9 ... e=youtu.be
Greetings fellow Ogre-ians,
The OpenMW team is proud to announce the release of version 0.12.0! Release packages are available on our Download page http://code.google.com/p/openmw/downloads/list. This release notably includes NPC and Creature animation, though no A.I. has been implemented, so animations must be activated through console commands. Please review the following:
Regressions:
- Sounds other than music not working
- Scroll and button background graphics in launcher not working in Linux package
Important notes:
- You must remove all old openmw.cfg files in order for the automatic detection of Morrowind installations to work.
- If the data path is set manually and it contains spaces, it needs to be put inside quotation marks.
Changelog:
- Various rendering fixes and optimizations
- Refactored engine class
- Automatic package building
- Various build fixes and cleanup
- Various configuration fixes and cleanup, including detection of existing Morrowind installations
- Basic NPC/Creature animation support added, must be activated from console
- Basic implementation of Journal Window added
- Fix for local scripts continuing to run if associated object is deleted
- Fix for crash when taking screenshots
- Fix for crash when visiting Akulakhan’s Chamber
- Added catching of exceptions thrown in input handling functions
- Fix for NPC Activation not working properly
- Allow the player to move away from pre-defined cells
Here is a video of NPC animations
http://www.youtube.com/watch?v=lmh_I5_9 ... e=youtu.be
OpenMW is an ambitious project and with your help we can help make it a reality. To join us head over to http://openmw.org/forum/ and register, announce yourself to the team and grab a coding assignment.
- OpenMW
- Halfling
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Re: OpenMW Version 0.12.0
It's been about two weeks. So I'm back with another update.
First, if you visit our site you can read our news in four languages! So far we have English, French, Polish, and Russian. It would be great if we could get volunteers to write Spanish, Mandarin, and Hindi versions. If you would like to make news posts in your native language, then please send Igromanoswki a private message on the forums and he'll help you get started. You may either do a direct translation from the English news OR you may write a more detailed one yourself. sir_herrbakta, our main news person, prefers people write their own versions because;
a) The English posts are not as detailed because they should be clear for non-native English readers
b) Translations in other languages can be more detailed
c) Different cultures require different approaches sometimes.
Let's move topics now to the development news
Coding for OpenMW is now easier than ever as submodules have been merged into the mainbranch repository. Werdanith presented the idea to Zini who happily agreed. The submodules were not useful and complicated maintaining code. Here is a quote from Chris about the change,
K1ll and Brotherbrick finished making the ubuntu ppa. You can now install OpenMW on Ubuntu using Automagic and also, hopefully, update it.
werdanith finished the cleanup of the soundmanager and added sound effects when picking up items. He also solved the sound regression from openmw 0.12.0.
Scrawl added water sounds and rain sounds and did some work on the skybox. He's now working on the minimap. There is no player arrow yet or terrain since terrain rendering is in separate branch. Screen: http://dl.dropbox.com/u/2899105/minimap.png
Pvdk continued work on the launcher. A regression on linux a platform has been addressed and soon will be fixed. Also the launcher no longer spawns unneeded consoles on windows platforms.
Corristo continued working on path grid rendering, a feature needed for debugging AI in pathfinding.
jhooks1 is still on the monumental physics redesign. He recently got movement to work in noclip mode and will soon start working with collisions. He is using Project Aedra (another opensource Morrowind engine) as a model and hopefully his work will prevent players falling through the floor.
GUS is getting close to finishing his work on dialogues. Good news since dialogues are main feature for version 0.13.0. The last task that needs to be implemented for it to be complete are filters.
First, if you visit our site you can read our news in four languages! So far we have English, French, Polish, and Russian. It would be great if we could get volunteers to write Spanish, Mandarin, and Hindi versions. If you would like to make news posts in your native language, then please send Igromanoswki a private message on the forums and he'll help you get started. You may either do a direct translation from the English news OR you may write a more detailed one yourself. sir_herrbakta, our main news person, prefers people write their own versions because;
a) The English posts are not as detailed because they should be clear for non-native English readers
b) Translations in other languages can be more detailed
c) Different cultures require different approaches sometimes.
Let's move topics now to the development news
Coding for OpenMW is now easier than ever as submodules have been merged into the mainbranch repository. Werdanith presented the idea to Zini who happily agreed. The submodules were not useful and complicated maintaining code. Here is a quote from Chris about the change,
This brings me to my next point, welcome back Chris (KittyCat on irc)! Chris was previously a developer with OpenMW and is returning as our new sound expert. He is undertaking a large redesign of the openmw sound system. The current design is a mess with the mwsound subsystem, openengine, mangle, and the output and input backends all used in various capacities to render sound. The redesigned sound system will have the soundmanager handle all sound rendering instead. Chris is currently cleaning up the soundmanager and removing its unneccesary code.“... that's actually what drew me back to start hacking on OpenMW again. Modifying and maintaining those submodules was rather bothersome.”
K1ll and Brotherbrick finished making the ubuntu ppa. You can now install OpenMW on Ubuntu using Automagic and also, hopefully, update it.
zini has finished coding the tasks of the inventory backend and distinguishing armor types (which determines the correct sound effect after pickup). There is still no auto-equipping for npc's, which means no clothed npc's. Hopefully this will be done shortly. Finally, zini's recently got dialogue scripts working.With the help of K1ll we now have a few PPAs that people can use.
I'm proud to say that our 'official' Ubuntu packages can be found here:
https://launchpad.net/~openmw/+archive/openmw
^-- includes 32 and 64bit packages from Lucid to Precise that is statically compiled and does not need users to worry about libbullet nor libogre.
For those wishing to use static (*.a) libraries:
https://launchpad.net/~openmw/+archive/deps
For those wishing to use dynamic (*.so) libraries instead:
https://launchpad.net/~openmw/+archive/build
werdanith finished the cleanup of the soundmanager and added sound effects when picking up items. He also solved the sound regression from openmw 0.12.0.
Scrawl added water sounds and rain sounds and did some work on the skybox. He's now working on the minimap. There is no player arrow yet or terrain since terrain rendering is in separate branch. Screen: http://dl.dropbox.com/u/2899105/minimap.png
Pvdk continued work on the launcher. A regression on linux a platform has been addressed and soon will be fixed. Also the launcher no longer spawns unneeded consoles on windows platforms.
Corristo continued working on path grid rendering, a feature needed for debugging AI in pathfinding.
jhooks1 is still on the monumental physics redesign. He recently got movement to work in noclip mode and will soon start working with collisions. He is using Project Aedra (another opensource Morrowind engine) as a model and hopefully his work will prevent players falling through the floor.
GUS is getting close to finishing his work on dialogues. Good news since dialogues are main feature for version 0.13.0. The last task that needs to be implemented for it to be complete are filters.
OpenMW is an ambitious project and with your help we can help make it a reality. To join us head over to http://openmw.org/forum/ and register, announce yourself to the team and grab a coding assignment.
- OpenMW
- Halfling
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Re: OpenMW Version 0.13.0 Released!
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! There is a terrific new demonstration video on our YouTube channel so please have a look.
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
Download Page
http://code.google.com/p/openmw/downloads/list
YouTube Channel
http://www.youtube.com/user/MrOpenMW
Forum
http://openmw.org/forum/
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
Download Page
http://code.google.com/p/openmw/downloads/list
YouTube Channel
http://www.youtube.com/user/MrOpenMW
Forum
http://openmw.org/forum/
OpenMW is an ambitious project and with your help we can help make it a reality. To join us head over to http://openmw.org/forum/ and register, announce yourself to the team and grab a coding assignment.
- OpenMW
- Halfling
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Re: OpenMW Version 0.13.0 Released!
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.
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.
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
OTOH collision with terrain works with the new physics jhooks implemented. That’s very good news for 0.15.0.
zini
Oh, yes: gus finished with factions. It’s ready! More quests!
scrawl
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.
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
jhooks1Working 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.
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=yEZjnIlK ... ure=relmfu and http://www.youtube.com/watch?v=VXfF_hL0G3U If you have any advice or help to offer, that would be appreciated.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=0VGQYZwA ... 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.
OTOH collision with terrain works with the new physics jhooks implemented. That’s very good news for 0.15.0.
zini
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.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.
Oh, yes: gus finished with factions. It’s ready! More quests!
scrawl
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...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
OpenMW is an ambitious project and with your help we can help make it a reality. To join us head over to http://openmw.org/forum/ and register, announce yourself to the team and grab a coding assignment.
- OpenMW
- Halfling
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Re: OpenMW Version 0.14.0 Released!
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
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
OpenMW is an ambitious project and with your help we can help make it a reality. To join us head over to http://openmw.org/forum/ and register, announce yourself to the team and grab a coding assignment.
- OpenMW
- Halfling
- Posts: 48
- Joined: Thu Feb 09, 2012 7:40 pm
- x 65
- Contact:
News Update for 5/16/2012
Hey, we're back with the bimonthly update:
Our killer-feature this time (yup, we’ve got one !) is drag’n'drop. Drag’n'drop allows you to drop things from your inventory. The code is not yet perfect, and not everything is fully functional, but folks are cleaning and improving it.
We got terrain collisions working! You can test this feature by typing tcl or togglecollisions in the console. Terrain collisions will be included in version 0.15.0.
With terrain collisions finished work was renewed on getting Ogre3d-powered animations working. There are still issues with some creatures like the ancestor ghost, but things are slowly moving forward.
scrawl is a machine, he worked on the following:
-Introduction of a new font (not under GPL, unfortunately, but it’s better than nothing) for daedric alphabet.
-Improving scrolls/books interaction and rendering.
-Bugfixes and improvement of the GUI : you can now scroll with the mouse wheel!
-Improvements for journal rendering.
-Single quotes now work.
-Opening/taking/closing books/scrolls now work
-Movement is no longer framerate dependent
-You can now talk with creatures
-More spell backend
The quote of the week :
Ho, by the way, if you know some Qt, we are looking for someone to develop the OpenMW Editor. Don’t be shy, apply!
Our killer-feature this time (yup, we’ve got one !) is drag’n'drop. Drag’n'drop allows you to drop things from your inventory. The code is not yet perfect, and not everything is fully functional, but folks are cleaning and improving it.
We got terrain collisions working! You can test this feature by typing tcl or togglecollisions in the console. Terrain collisions will be included in version 0.15.0.
With terrain collisions finished work was renewed on getting Ogre3d-powered animations working. There are still issues with some creatures like the ancestor ghost, but things are slowly moving forward.
scrawl is a machine, he worked on the following:
-Introduction of a new font (not under GPL, unfortunately, but it’s better than nothing) for daedric alphabet.
-Improving scrolls/books interaction and rendering.
-Bugfixes and improvement of the GUI : you can now scroll with the mouse wheel!
-Improvements for journal rendering.
-Single quotes now work.
-Opening/taking/closing books/scrolls now work
-Movement is no longer framerate dependent
-You can now talk with creatures
-More spell backend
The quote of the week :
Thanks to the propaganda of the PR team, we attracted several future new contributors.OpenMW just got to a whole new level
because you can now steal Fargoth’s ring!
Ho, by the way, if you know some Qt, we are looking for someone to develop the OpenMW Editor. Don’t be shy, apply!
OpenMW is an ambitious project and with your help we can help make it a reality. To join us head over to http://openmw.org/forum/ and register, announce yourself to the team and grab a coding assignment.
- OpenMW
- Halfling
- Posts: 48
- Joined: Thu Feb 09, 2012 7:40 pm
- x 65
- Contact:
Re: OpenMW Version 0.15.0 Released!
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.
[youtube]kkOCH6bWqeo[/youtube]
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.
[youtube]kkOCH6bWqeo[/youtube]
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.
OpenMW is an ambitious project and with your help we can help make it a reality. To join us head over to http://openmw.org/forum/ and register, announce yourself to the team and grab a coding assignment.
- jacmoe
- OGRE Retired Moderator
- Posts: 20570
- Joined: Thu Jan 22, 2004 10:13 am
- Location: Denmark
- x 179
- Contact:
Re: OpenMW Version 0.15.0 Released!
That is seriously impressive!
You have to remind yourself that what you're watching isn't Morrowind by Bethesda, but Morrowind by OpenMW.
(Played by a Dwarf..)
Great work!
You have to remind yourself that what you're watching isn't Morrowind by Bethesda, but Morrowind by OpenMW.
(Played by a Dwarf..)
Great work!
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
- Jabberwocky
- OGRE Moderator
- Posts: 2819
- Joined: Mon Mar 05, 2007 11:17 pm
- Location: Canada
- x 218
- Contact:
Re: OpenMW Version 0.15.0 Released!
Ditto.
You guys rock!
You guys rock!
- OpenMW
- Halfling
- Posts: 48
- Joined: Thu Feb 09, 2012 7:40 pm
- x 65
- Contact:
Re: OpenMW Version 0.15.0 Released!
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 started working on cmake fixes and making OpenMW compile with MSVC.
zini , after a week of bugfixes and checking if features from merged branches were working, 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 our new ogre3d animation system still cannot properly render robes and some creatures. Our developers are at a loss about what to try next. If you're an experienced user of Ogre3d's animation system, your help would be greatly appreciated by our team.
The Gentoo overlay for OpenMW 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.
Lurkers of the irc channel are reporting that he mentioned:
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 started working on cmake fixes and making OpenMW compile with MSVC.
zini , after a week of bugfixes and checking if features from merged branches were working, 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 our new ogre3d animation system still cannot properly render robes and some creatures. Our developers are at a loss about what to try next. If you're an experienced user of Ogre3d's animation system, your help would be greatly appreciated by our team.
The Gentoo overlay for OpenMW 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.
Lurkers of the irc channel are reporting that he mentioned:
Ho, and our developers pvdk and k1ll are active againI 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
OpenMW is an ambitious project and with your help we can help make it a reality. To join us head over to http://openmw.org/forum/ and register, announce yourself to the team and grab a coding assignment.
- OpenMW
- Halfling
- Posts: 48
- Joined: Thu Feb 09, 2012 7:40 pm
- x 65
- Contact:
Re: OpenMW Version 0.15.0 Released!
Version 0.16.0 will be released soon. The team is working on a RCs if you want to download it and give it a try. We'd love to hear your feedback. Now on to the rest of the update!
scrawl is still developing a new shader library
Zini added new instructions to script implementations
jhooks1 added scaling of shapes in bullet : physics are (as always) getting better and better! He and Chris are also making substantial progress on getting the animations inserted correctly into Ogre.
ace is working on record saving with the terrain system and his MSVC related fixes were merged into the main branch.
The gentoo ebuild is available under the game/engines section : please test it!
Here is a screenshot taken with the new esm/esx system. This feature will not be included until version 0.17.0 or later, because there is still much to do to get it working properly.
On windows our installer used to make users accept the GPL. The problem is that end users don't have to accept the license to use a compiled program, so we've fixed that issue.
Eli2 has done some work on head-tracking! It’s just a POC, for fun. Don’t expect this to be merged into the master. We’d also like to remind new developers to consult the development team about tasks, because we need to focus on getting to 1.0 before we implement amazing new features.
Normally I wouldn’t post a picture of something going wrong, but this is too crazy not to share. When using the Better Bodies mod it every part of the body is replaced by an entire body mesh of BB. Anyone inspired to make a Silent Hill mod?! It’ll be a while before OpenMW has all the features mods use, so expect things to be slightly wonky.
On to unrelated news;Tamriel Rebuilt released their Sacred East expansion. For those who don't know, Tamriel Rebuilt is an enormous fan effort to complete the province of Morrowind, piece by piece, faithfully to Bethesda Softworks official TES lore.
Here is the anouncement :
scrawl is still developing a new shader library
Zini added new instructions to script implementations
jhooks1 added scaling of shapes in bullet : physics are (as always) getting better and better! He and Chris are also making substantial progress on getting the animations inserted correctly into Ogre.
ace is working on record saving with the terrain system and his MSVC related fixes were merged into the main branch.
The gentoo ebuild is available under the game/engines section : please test it!
Here is a screenshot taken with the new esm/esx system. This feature will not be included until version 0.17.0 or later, because there is still much to do to get it working properly.
On windows our installer used to make users accept the GPL. The problem is that end users don't have to accept the license to use a compiled program, so we've fixed that issue.
Eli2 has done some work on head-tracking! It’s just a POC, for fun. Don’t expect this to be merged into the master. We’d also like to remind new developers to consult the development team about tasks, because we need to focus on getting to 1.0 before we implement amazing new features.
Normally I wouldn’t post a picture of something going wrong, but this is too crazy not to share. When using the Better Bodies mod it every part of the body is replaced by an entire body mesh of BB. Anyone inspired to make a Silent Hill mod?! It’ll be a while before OpenMW has all the features mods use, so expect things to be slightly wonky.
On to unrelated news;Tamriel Rebuilt released their Sacred East expansion. For those who don't know, Tamriel Rebuilt is an enormous fan effort to complete the province of Morrowind, piece by piece, faithfully to Bethesda Softworks official TES lore.
Here is the anouncement :
Here’s to the day when you’ll be able to play Tamriel Rebuilt’s completed masterpiece in OpenMW!Sacred East is now available for your enjoyment! Sacred East features some of the most lush terrain seen anywhere on Morrowind to date. With dense jungles, sparkling rivers, and impressive plantations, Sacred East is an adventure into a previously-unexplored frontier: the lands of Great House Indoril. The Indoril may be known as the pious and religious among all the Great Houses, but they are not immune to terror, and it will be up to you to unravel the mysteries plaguing Almalexia’s favored, as they call themselves. Prepare yourself for amazement, intrigue, and more than a little cross-country backpacking!
Sacred East includes an updated version of Telvannis & Antediluvian Secrets, as well as TR_Data (the data files required to play our content!). This release contains faction quests for Antediluvian Secrets, and miscellaneous quests for most settlement areas in Sacred East. Detailed lists and guides for quests may follow this release.
OpenMW is an ambitious project and with your help we can help make it a reality. To join us head over to http://openmw.org/forum/ and register, announce yourself to the team and grab a coding assignment.
- OpenMW
- Halfling
- Posts: 48
- Joined: Thu Feb 09, 2012 7:40 pm
- x 65
- Contact:
Re: OpenMW Version 0.16.0 Released!
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.
One of our team members made a demonstration video.
[youtube]ThfZrNVp5kQ[/youtube]
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
One of our team members made a demonstration video.
[youtube]ThfZrNVp5kQ[/youtube]
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
OpenMW is an ambitious project and with your help we can help make it a reality. To join us head over to http://openmw.org/forum/ and register, announce yourself to the team and grab a coding assignment.
- areay
- Bugbear
- Posts: 819
- Joined: Wed May 05, 2010 4:59 am
- Location: Auckland, NZ
- x 69
Re: OpenMW Version 0.16.0 Released!
Congratulations! Also, you've been slashdotted pal http://linux.slashdot.org/story/12/07/0 ... 0-released
But seriously, your server is timing out, lots of people must be interested
But seriously, your server is timing out, lots of people must be interested
- duststorm
- Minaton
- Posts: 921
- Joined: Sat Jul 31, 2010 6:29 pm
- Location: Belgium
- x 80
- Contact:
Re: OpenMW Version 0.16.0 Released!
Congratulations with your latest release!
I'm really intrigued by this project. It's a really interesting one.
Not only will this great game be playable on different platforms and with improvements, but you guys are also providing the community with an engine to start their own projects from.
Great work!
I'm really intrigued by this project. It's a really interesting one.
Not only will this great game be playable on different platforms and with improvements, but you guys are also providing the community with an engine to start their own projects from.
Great work!
Developer @ MakeHuman.org