image ©Maxim Nikolaev
The week in review 2012-06-18 - jvoisin

Hello everyone !

The OpenMW team is proud to show you the early works done on multiple esp/esm loading : Solstheim! But don’t expect this feature for the 0.16, there are still a lot of thing to do.

Bloodmoon

Everything written last week is still true today but developers progressed with their tasks:

Some funny notes now:

  • 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 seems every part of the bodies are being replaced by the 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.

Arx Libertatis 1.0.2 2012-06-17 - jvoisin

Our dear friends from Arx Libertatis just released their version 1.02. This fixes various crashes, disappearing items when sorting the inventory, and minor rendering and input bugs. This release also fixes a bug that left the Spanish version with no text.

See the changelog for more details. Windows and Linux packages are available : what are you waiting for ?

S E S J A :( 2012-06-11 - sir_herrbatka

I stało się tak, że Mark, który niegdyś czynił cuda w swoim projekcie “Crystal Scrolls” dołączył do OpenMW z postanowieniem pracy nad wsparciem dla funkcji która przyczyniła się jak żadna inna do sukcesu Morrowinda i wszystkich następny gier serii wydanych na PC. Dopiero teraz jednak jego kod wylądował na githubie.

Funkcja jest prawie gotowa, i działa ale wciąż pozostało wiele pracy. Przykładowo łączenie dialogów wydaje się skomplikowane. Bloodmoon i tribunal mają także rozszerzony zakres instrukcji w skryptach co oznacza, że zini musi wrócić do pracy nad skryptami.

I wrócił. Włączenie nowej gałęzi jest samo w sobie potencjalnie trudne, a do tego dochodzą nowe zadania otwarte przez Mark76 ale skrypty są co najmniej równie ważne.

Garvek to nick nowego dewelopera który dołączył do nas po tym gdy DugeonHack musiał zmienić swój kształt. Wcześniej pracowali nad własnym silnikiem, w wyniku kryzysu w zespole zdecydowali się wykorzystać nasz, gdy będzie już oczywiście gotowy. Jak na razie zaczął od poprawek do naszego cmake oraz sprawieniu, że w końcu znowu można skompilować OpenMW za pomocą MSVC… przynajmniej przez jakiś czas.

Jhooks1 pracuje nad systemem fizyki w grze. Nic aż tak spektakularnego, a na domiar złego prace nad nowym systemem animacji utkwiły w martwym punkcie gdyż wciąż nie jesteśmy w stanie animować szat noszonych przez postacie oraz niektórych stworzeń.

Scrawl postanowił przepisać system shaderów tak by umożliwić pisanie ich w glsl. Ma powstać biblioteka podobna do RTShaderSystem dla Ogre ale znaczenia lepsza.

Edmondo przygotował gentoo overlay dla openmw. Aktualnie jest w wersji alfa i jak sądzę pora na testy!

The week in review 2012-06-11 - jvoisin

Hello everyone !

The major news for the week 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 deciding whether to help OpenMW reach basic functionality and then base DungeonHack off our engine. Sounds good to me!

zini returned to working on the script implementation. Excellent!

jhooks1 is continuing work on the physics system. Nothing really spectacular and the ogre3d enabled new animations system still is not able to handle robes and some creatures. If someone is an expert in animations then he is welcome on our forums.

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

Lurkers of the irc channel are reporting that scrawl said:

btw I have started with rewriting 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 user can put in a settings file which shader language he wants :P

Ho, and it seems like pvdk and k1ll are active again :)

Tamriel Rebuilt – Sacred East 2012-06-06 - jvoisin

Omg, Sacred East was released!

cover

For those who don’t know, Tamriel Rebuilt is the enormous fan effort to complete the province of Morrowind, piece by piece.
Their goal is to faithfully create Morrowind’s mainland to the vision set down in Bethesda Softworks official TES lore.

Here is the anouncement :

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 the frontier of 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.

Here’s to the day when you’ll be able to play Tamriel Rebuilt’s completed masterpiece in OpenMW!