Welcome back. It seems we still owe you some videos. So let’s get right down to it. First, we have a video that shows off the updates for OpenMW. The second video shows off changes for OpenMW-CS.
Oh, hey there. How nice of you to pop in. It’s been a while. Sit down, we’ve got something really cool for you. You know how WeirdSexy has been busy and stuff, and our last few releases didn’t have any release videos? Well, we’ve got a surprise for you. No, WeirdSexy isn’t back just yet, but we do have a video for you. It’s a retrospective of the past few releases. So though WeirdSexy may be missing, sit back and let Atahualpa take you through our past few releases in these Forgotten Release Commentaries.
Those were some sixteen minutes well spent. Speaking of time well spent, Scrawl has a bit of a surprise for you too. We’ve had this feature back in Ogre3D, and now – after a bit of a hiatus – it’s back: normal maps! Scrawl still had some of PeterBitt’s old normal maps lying around, so he figured he’d try them out and lo and behold:
Subtle, but gorgeous. As an added bonus, OpenMW can now automatically use normal maps if it answers to the naming scheme. As Scrawl explains it: “This is now implemented. For example, for the color texture foo.dds, the game will automatically use foo_n.dds as a normal map (if it exists). The benefit is that you don’t have to go around modifying (and distributing) all the .nif files / mesh files.”
But normal maps are not everything. OpenMW now supports specular maps too, and both specular and normal maps can be used with the terrain shader.
For example, lysol (who has worked in the past on Warcraft III and Rome: Total War re-textures), has put his expertise at work and made some new textures for Vivec with specular and normal mapping, while still trying to stick close to the original:
For more information on this, check out the wiki page on texture modding. It has instructions on how to enable mapping right there, and might be a good starting point for anyone thinking of making graphical mods for Morrowind.
There’s also been some significant progress on the OpenMW-CS side of things. For one, we’ve got the cell markers and cell borders visible now. Also, you can now drag-and-drop stuff from the Objects table into the 3D view of a cell, and it will appear, right there. So if you have made a really cool item, and you want to drop an instance of it somewhere in the world, now you can. Next up: in-scene instance editing. Ooooh. Can’t wait to see what Zini is doing with that.
Oh yes, speaking of Zini, Morrowind Modding Showcases has done a follow-up interview with him. So bathe with me in his Germanic glory and check out the video!
Well, see you next time when we have more cool stuff to show!
The OpenMW team is proud to announce the release of version 0.38.0! Grab it from our Downloads Page for all operating systems. Hot on the heels of the previous one, this release brings many fixes and improvements, notably movement of objects between cells, and support for the OSG native model format.
Known Issues:
Shadows are not re-implemented at this time, as well as distant land and object shaders
Features are missing from OpenMW-CS as well: only basic camera controls are implemented, pathgrid and cell marker rendering is missing, as well as instance moving
Changelog:
Implemented werewolf field of view
Implemented movement of objects between cells, fixes several issues
Implemented handling OSG native model format
Implemented separate field of view settings for hands and game world
Implemented isInCell checks on PlaceAt and PlaceItem
Implemented handling NiLODNode and NiPointLight
Implemented notification to indicate when a game is saved
Fixed player object being deletable
Fixed AiCombat distance check to take into account collision box
Fixed saw in Dome of Kasia not hurting a stationary player
Fixed rats floating when killed near a door
Fixed kwama eggsacks pulsing too fast
Fixed NPC voice sound source not being placed at their head
Fixed crash with OpenMW install wizard
Fixed reseting delete flag when loading a reference from a save game
Fixed issues with clicking on unexpected inventory items on character doll
Fixed spell absorption to apply once per effect
Fixed enchantment merchant items reshuffling every time barter is clicked
Fixed not being able to resurrect the player through the console if health is zero
Fixed projectile weapon behavior when underwater
Fixed not being able to use keywords in strings for message boxes
Fixed items not sinking when dropped underwater
Fixed crash when onPcEquip script removes the equipped item
Fixed dialog not triggering correctly in Julan Ashlander Companion mod
Fixed tooltips for Health, Magicka, and Fatigue showing in the Options menu when bars aren’t visible
Fixed guards accepting gold for crimes even when you don’t have enough
Fixed Show Owned option affecting tooltips that are not objects
Fixed player sound source being at the feet
Fixed not being able to replace interactive message boxes
Fixed fatal error on OpGetTarget when the target has disappeared
Fixed first person rendering glitches with high field of view
Fixed crash on new game at character class selection
Fixed RigGeometry bone references to be case-insensitive
Fixed NPCs using wrong sound when landing
Fixed missing journal textures without Tribunal and Bloodmoon installed
Fixed multiple AiFollow packages causing the distance to stack
Fixed creature dialogs not being handled correctly
Fixed crash when entering Holamayan Monastery with mesh replacer installed
Fixed dreamers spawning too soon
Fixed Next/Previous Weapon/Spell and Ready Spell working as a werewolf
Fixed being able to soultrap a creature more than once
Fixed summoned creatures and objects disappearing at midnight
Fixed gamecontrollerdb file being created as a txt instead of a cfg
Fixed “same race” dialog functions never triggering
Fixed dialog choice condition issue
Fixed body part rendering when in a pose
Fixed reversed sneak awareness check
Fixed positional sound acceleration issue
Fixed fatal error when LandTexture is missing
OpenMW-CS: Implemented choosing colors for syntax highlighting
OpenMW-CS: Implemented hiding script error list when there are no errors
OpenMW-CS: Implemented ability to create omwaddons with periods in the filename
OpenMW-CS: Implemented configurable size for scipt error panel
OpenMW-CS: Implemented tooltips in the 3D scene
OpenMW-CS: Fixed issue with handling of DELE subrecords
OpenMW-CS: Fixed Verify not checking if given item ID for a container exists
The OpenMW team is proud to announce the release of version 0.37.0! Grab it from our Downloads Page for all operating systems. This release brings the long-anticipated implementation of the OpenSceneGraph renderer! More info on this 3d graphics toolkit can be found on the OSG website. Hats off to scrawl 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. See below for the full changelog.
Changelog:
Rewrote graphics engine using OSG rendering toolkit
Implemented profiling overlay (press F3!)
Implemented journal and book scaling
Implemented NiStencilProperty
Implemented Game Time Tracker
Implemented comments in openmw.cfg
Implemented resource manager optimizations
Implemented handling NIF files as proper resources
Implemented using skinning data in NIF files as-is
Implemented small feature culling
Implemented configurable near clip distance
Implemented GUI scaling option
Implemented support for anonymous textures
Implemented loading screen optimizations
Implemented character preview optimization
Implemented sun glare fader
Implemented support for building with Qt5
Implemented Bullet shape instancing optimization
Implemented FFMPEG 2.9 support
Implemented head tracking for creatures
Implemented additive moon blending
Implemented an error message when S3TC support is missing
Fixed short activation distance for light emitting objects
Fixed animation not resizing creature’s bounding box
Fixed setPos and setScale instructions only modifying the collision model when invoked on Static objects
Fixed stars showing on horizon at night when they should be obscured by clouds
Fixed errors in moon trajectory
Fixed NPCs width not being adjusted by their weight
Fixed raycasting for dead actors
Fixed several issues with underwater view
Fixed Erene Llenim not wandering
Fixed cliff racers failing to hit the player (should have left this broken, hm?)
Fixed NPCs not being able to hit small creatures
Fixed vibrating terrain in cells far from the origin
Fixed several issues with first person weapon model rendering
Fixed crash when switching from full screen to windowed mode in D3D9
Fixed scripts failing to compile if name starts with a digit
Fixed Socucius Ergalla having doubled greetings during the tutorial
Fixed underwater flora lighting up the entire area
Fixed not handling controller extrapolation flags
Fixed footstep frequency not updating immediately when speed attribute changes
Fixed crash with OpenGL 1.4 drivers
Fixed antialiasing not working on Linux
Fixed enemies attacking the air when they spot the player
Fixed NIF rotation matrices that include scaling not being supported
Fixed crank in Old Mournhold: Forgotten Sewer turning about the wrong axis
Fixed several particle transparency stacking issues
Fixed Trueflame and Hopesfire flame effect rendering
Fixed little box rendering beneath verminous fabricants
Fixed sparks in Clockwork City not bouncing off the floor
Fixed dicer traps in Clockwork City not activating when you’re too close
Fixed scrambled pixels on the mini map
Fixed NIFs with more than 255 NiBillboardNodes not loading
Fixed objects flickering
Fixed issue with running out of vram
Fixed NPCs dying silently
Fixed jumping animation restarting when equipping mid-air
Fixed light spell not working in first person view
Fixed light spell not being as bright as in Morrowind
Fixed transparency sorting to be more accurate, obsoleting transparency-overrides.cfg
Fixed player followers reporting crimes
Fixed hidden emitter nodes still firing particles
Fixed music from title screen continuing after loading a saved game
Fixed map not being consistent between saved games
Fixed dialog scroll not always starting at the top
Fixed Detect Enchantment marks not appearing on top of the player arrow
Fixed changing NPC position via console not taking effect until cell is reloaded
Fixed mannequins in mods appearing as dead bodies
Fixed spurious fifth parameter on Placeatme raising an error
Fixed COC command printing multiple times when the GUI is hidden
Fixed crash when a creature has no model
Fixed character sheet not properly updating when backing out of CharGen
Fixed Horkers using land idle animations under water
Fixed map notes not showing on cell marker tooltips
Fixed alchemy including effects that show twice on the same ingredient
Fixed ORI console command
Fixed Ashlanders in front of Ghostgate wandering around
Fixed ESM writer not handling encoding when saving the TES3 header
Fixed NIF node names to be not case-sensitive
Fixed fog depth and density not being handled correctly
Fixed Combat AI changing target too frequently
Fixed not being able to attack during block animations
Fixed player not raising arm in third person view for blizzards
Fixed current screen resolution not being selected in Options when starting OpenMW
Fixed Ordinators thinking beast races can wear their helm
Fixed slider bars still moving after clicking to move them and not releasing the mouse button
Fixed quirks with sleep interruption
Fixed being able to ready weapons and magic while paralyzed
Fixed inverted Kwama Queen head
Fixed additem and removeitem behavior with gold
Fixed –start putting the player inside models
Fixed a glitch that allowed infinite free items when bartering
Fixed handling of quotes in names of script functions
Fixed Open and Lock spell effects persisting when cast on certain statics
Fixed being able to lock beds
Fixed script compiler not accepting IDs as instruction or function arguments if the ID is also a keyword
Fixed cell names not being localized on the world map
Fixed swimming player being too low in the water
Fixed Save and Load menu localization issues
Fixed Disintegrate Weapon applying to lockpicks and probes
Fixed mouse wheel in journal not being disabled by Options menu
Fixed Heart of Lorkhan not visually responding to attacks
Fixed inventory highlighting the wrong category after a load
Fixed teleport amulet not being placed in player inventory in Illuminated Order 1.0c
Fixed fSleepRandMod not behaving correctly in special cases
Fixed hang in non-GOTY version caused by bad SetRot data
Fixed NPC confusion over player race
Fixed custom races breaking numbering of PcRace
Fixed being able to sneak while paralyzed
Fixed Chameleon not working for creatures
Fixed player power chance to show as 0 when used
Fixed error handling for non-existing enchantment references
Fixed recursive script execution
Fixed infinite recursion when compiling a script with warning mode 2 and enabled error downgrading
Fixed potential infinite loop in addToLevCreature script function
Fixed PlaceItem returning radians instead of degrees
Fixed a crash when entering cell “Tower of Tel Fyr, Hall of Fyr”
Fixed a crash on assertion in a rare combat case
Fixed an issue with loading a save game with mod LGNPC_PaxRedoran_v1_20
Fixed an issue with loading a game when a mod that provided a spell known by the player was removed
Fixed an issue with unequipping amulets that had been created with the console
Fixed crash when switching from full screen to windowed mode in D3D9 (switched to OpenGL)
Fixed no texture issue with DirectX (switched to OpenGL)
Renamed ‘grid size’ setting to ‘cell load distance’
OpenCS: Implemented Merge tool
OpenCS: Implemented copying a record ID to the clipboard
OpenCS: Implemented script line number in results search
OpenCS: Implemented mouse button bindings in 3D scene
OpenCS: Implenented scrolling newly created TopicInfo and JournalInfo records into view
OpenCS: Implemented horizontal slider to scroll between opened tables
OpenCS: Implemented shortcut for closing focused subview
OpenCS: Implemented context menu for dialog subview fields with an item matching “Edit ‘x'” from the table subview context menu
OpenCS: Implemented ignoring mouse wheel input for numeric values unless the respective widget has focus
OpenCS: Implemented refreshing the verify view
OpenCS: Implemented configuration of double click behavior in results table
OpenCS: Implemented severity column to report tables
OpenCS: Implemented improvements to dialog button bar
OpenCS: Implemented mouse picking in worldspace widget
OpenCS: Implemented cell border arrows
OpenCS: Implemented cloning enhancements
OpenCS: Implemented fine grained configuration of extended revert and delete commands
OpenCS: Implemented magic effect record verifier
OpenCS: Implemented Sound Gen record verifier
OpenCS: Implemented Pathgrid record verifier
OpenCS: Implemented Script Editor enhancements
OpenCS: Implemented color values in tables
OpenCS: Implemented ID auto-complete
OpenCS: Implemented partial sorting in info tables
OpenCS: Implemented dialog for editing and viewing content file meta information
OpenCS: Implemented using checkbox instead of combobox for boolean values
OpenCS: Implemented dropping IDs into bar at bottom of subview when creating a record
OpenCS: Fixed global search not automatically focusing the search input field
OpenCS: Fixed opening a chest blurring the character portrait
OpenCS: Fixed not being able to edit alchemy ingredient properties
OpenCS: Fixed being able to select Attribute and Skill parameters for spells that do not require them
OpenCS: Fixed unnamed checkbox showing when right clicking an empty place in the menu bar
OpenCS: Fixed freeze when editing filter
OpenCS: Fixed verifier not updating local variables when other scripts are modified
OpenCS: Fixed AIWander Idle not being settable for a creature
OpenCS: Fixed not being able to enter values for rows in Creature Attack
OpenCS: Fixed not being able to add a start script
OpenCS: Fixed verifier reporting non-positive level for creatures with no level
OpenCS: Fixed value of “Buys *” not saving for a creature
OpenCS: Fixed scale value of 0.000 making the game lag
OpenCS: Fixed “AI Wander Idle” value not being saved
OpenCS: Fixed created creatures always being dead
OpenCS: Fixed being unable to make NPC say a specific “Hello” voice dialog
OpenCS: Fixed being unable to make a creature use text dialog
OpenCS: Fixed not being able to set trade gold for creatures
OpenCS: fixed race filter on body parts not displaying correctly
OpenCS: Fixed inverted table sorting
OpenCS: Fixed Undo and Redo command labels
OpenCS: Fixed listed attributes and skill being based on the number of NPC objects
OpenCS: Fixed crash when removing the first row of a nested table
OpenCS: Fixed incorrect GMSTs for newly created OMWGame files
OpenCS: Fixed deleted scripts being editable
OpenCS: Fixed line edit in Dialog subview table showing after a single click
OpenCS: Fixed incorrect position of an added row in Info tables
OpenCS: Fixed deleting a record triggering a Qt warning
OpenCS: Fixed metadata table missing the Fixed record type column
OpenCS: Fixed not being able to reorder rows with the same topic in different letter case
OpenCS: Fixed Sort by Record Rype on the Objects table being incorrect
OpenCS: Fixed undo/redo shortcuts not working in script editor
Hello again. Small update since it’s been a while since the last one. The move to OSG has called for a lot of work left and right. Most of it is not exciting enough to get into in a newspost (interesting enough if you want to delve deeper into the development of this project, though!), but there are a couple of things worth noting. First is the object selection via the scene view in OpenMW-CS. Scenes may contain a lot of stuff, and finding the exact item you need may be a hassle. Scrawl and Zini have been working on a way to use the scene window to select objects. Next up is selecting terrain and stuff that isn’t rendered in the scene (such as pathgrids and cell markers). You can’t move them around yet, though, that’s all for a different update.
If you’re not a modder, but only play the game, you will enjoy this second bit of news: Scrawl has restored sun flares! Check out the before and after pics:
Rather than being a flat disk in the sky, light blooms now. Pretties.
Every step in the direction of beautifying the game is a good one and the team (especially OSG/shader magician Scrawl) is planning to do much more! There’s the water shaders, and there are object shaders. The latter may be a bit more difficult than just using an already existing implementation, as performance might be negatively impacted too severely to just plop it in and go, so some work on that is required. After the object shaders are done, work on object shadows can start, something that doesn’t seem all that significant, but it’s one of those touches that makes a ton of difference once you see it. Definitely more on that in a later version.
Disposing of bugs is, of course, also a staple of Morrowind releases. Counting only the bugs on the tracker – so not including all the bugs that have been fixed as soon as they were encountered – 149 bugs have been fixed so far for this release. The other 40 issues on the tracker that have been closed are things such as small optimizations, a scaleable GUI, and several OpenMW-CS features.
Doing so has left OpenMW with less than 100 issues until 1.0. Of course this amount fluctuates wildly and some issues are relatively small while others are huge. Still, it’s great to see the finish line drawing nearer and nearer.
I’m not going to lie to you, though: porting is a toughie and OpenMW-CS has come to that point where nearly all basic functionalities are in place. That means that the next version won’t be released next week or even the week after that. But still, the team is working hard: they are committed to pushing out the next release with terrain optimizations and a basic water shader for your enjoyment.
Troubling as the time since our last release may seem, know that the team is still busy and that the work put in the next version brings one of the most significant changes for players since the implementation of terrain and physics. Thanks for your patience and see you next time.