The OpenMW team is proud to announce the release of version 0.40.0! Grab it from our Downloads Page for all operating systems. This release brings some small new features, but mainly bug fixes and improvements. We’re winding down on implementable features, these are exciting times for OpenMW, even if releases have a little less user-visible changes. The game is basically fully playable, and future releases will bring mostly more fixes and optimizations.
The OpenMW team is proud to announce the release of version 0.39.0! Grab it from our Downloads Page for all operating systems. This release brings background cell loading and caching, which is a feature not to be missed. Initial support for object shaders has found its way back into our engine, and a host of bugs have been smashed. See below for the full list of changes.
The venerable Atahualpa has bravely stepped up to fill WeirdSexy’s boundless shoes as our video producer, check out the video for this release and OpenMW-CS 0.39.0. Check our blog or Youtube channel if you missed his videos for versions 0.36, 0.37, or 0.38.
Shadows are not re-implemented at this time, as well as distant land
Implemented background cell loading and caching of loaded cells
Implemented support for object shaders in OSG
Implemented interpolation for physics simulation, smoothing rendering of statics and fixing some collision issues
Implemented support for sphere map NiTextureEffects
Implemented the FixMe script instruction
Implemented support for RGB and RGBA embedded textures in NIF files
Implemented corpse clear delay
Implemented per-creature respawn time tracking
Fixed Dark Brotherhood Assassins, ghosts in Ibar-Dad, and other creatures spawned with PlaceAt spawning inside world geometry
Fixed Activate / OnActivate script instruction to match vanilla behavior
Fixed player spawning underwater when loading a game saved while swimming
Fixed NPCs not using correct animations with Animated Morrowind mod
Fixed Riekling raider pig screaming continuously
Fixed Vivec’s hands in the Psymoniser Vivec God Replacement mod
Fixed NPCs spamming restoration spells instead of defending themself
Fixed a crash caused by local script iteration
Fixed AI packages to not stack when duplicates are added
Fixed actor animations not being rebuilt on resurrection
Fixed dialog boxes for non-standard NPCs not scrolling correctly
Fixed wandering NPCs disappearing or getting teleported to strange places
Fixed missing NPC name in journal entry when given Pilgrimages of the Seven Graces quest
Fixed bounding box used for items when dropping them from the inventory
Fixed spells exploding on an actor being applied twice
Fixed Azura’s missing head
Fixed potion effect showing when ingredient effects are not known
Fixed hands turning partially invisible when chopping with a spear
Fixed fast travel breaking save files made afterwards
Fixed crash after casting recall spell
Fixed constant effect enchantment animation playing on dead bodies
Fixed spell effects to not persist after the caster dies
Fixed corpses that are submerged at the beginning of the game to stay submerged
Fixed “when strikes” enchantments to not launch a projectile from the attacker when they apply
Fixed camera snapping to straight up or down after teleporting
Fixed alchemy window ingredient count not decrementing when combining ingredients that don’t share effects
Fixed mods corrupting the hasWater() flag for exterior cells
Fixed a crash with mods that define bip01 spine1 but not bip01 spine2
Fixed class image display when an image for the class is not found
Fixed possible infinite disposition through exploit
Fixed glitch causing removed clothing to still be rendered on the character on the inventory paper doll
Fixed statics and activators not being able to cast spell effects on the player
Fixed cells not loading when using Poorly Placed Object Fix mod
Fixed female characters incorrectly using the male base animation skeleton
Fixed “use best attack” punches to match vanilla behavior
Fixed crash when clicking through the class selection menu a specific way
Fixed save list jumping to the top when deleting a saved game
Fixed the selected class and race not being cleared when starting a new game
Fixed crash when water normal map is missing
Fixed an issue with handling stray arguments in scripts
Fixed Drop script instruction to match vanilla behavior
OpenMW-CS: Implemented GMST verifier
OpenMW-CS: Implemented info record verifier
OpenMW-CS: Implemented rendering cell border markers in Scene view
OpenMW-CS: Implemented point lighting in Scene view
OpenMW-CS: Implemented optional line wrapping in script editor
OpenMW-CS: Reimplemented 3D scene camera system
OpenMW-CS: Implemented scenes being a drop target for referenceables
OpenMW-CS: Implemented rendering cell markers in Scene view
OpenMW-CS: Implemented Instance selection menu in Scene view
OpenMW-CS: Implemented Move sub mode for Instance editing mode in Scene view
OpenMW-CS: Implemented behavior for changing water level of interiors to match exteriors
OpenMW-CS: Implemented using “Enter” key instead of clicking “Create” button to confirm ID input in Creator Bar
OpenMW-CS: Fixed objects dropped in the scene not always saving
OpenMW-CS: Fixed objects added to the scene not rendering until the scene is reloaded
OpenMW-CS: Fixed land data being written twice
OpenMW-CS: Fixed GMST ID named sMake Enchantment being named sMake when making new game from scratch
OpenMW-CS: Fixed creator bar in Start Scripts subview not accepting script ID drops
OpenMW-CS: Fixed using the “Next Script” and “Previous Script” buttons changes the record status to “Modified”
And here’s the last update we owe you. Below you’ll find two more videos. The first one will handle OpenMW, and the other will spend some time on OpenMW-CS.
Phew, now that that is out of the way, we can move on to 0.39.0. The next version is still cooking, but if you want to go check it out, you can always try the nightlies for Windows and Linux. They already include support for those fancy new shaders too!
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!
OpenMW is an attempt to reimplement the popular role playing game Morrowind. It aims to be a fully playable, open source implementation of the game. You must own Morrowind to use OpenMW. You can watch short video-faq or read detailed information on our FAQ page. OpenMW is an attempt to remake the Morrowind - brilliant role playing game. We're trying to remade Morrowind using open source tools and libraries. You won't need any Morrowind patches, because OpenMW will fix most common Morrowind engine bugs. It's worth to mention that OpenMW is open source Morrowind engine remake which allow much greater modability: change game rules, create new spell effects, etc. through scripting. With OpenMW you will be able to run Morrowind overhaul mods, texture replacers and much more like with original engine.