image ©Maxim Nikolaev
Week in review 2013-09-28 - sir_herrbatka

OpenCS, unlike the original Construction Set, has the advantage of being built on top of extended use case study. This was the way that led us to creating a concept of GUI concentrated around filters, granting easy access to any specific group of records stored in data files.

Any. Really. No kidding.

For instance we are able to display only one type of records, like weapons as well as only added records. But that’s trivial. Real fun begins when you are able to display two types of records, for example NPC and Weapons thanks to “or” logical operation.

Using “and” allows you, for example to display only added weapons, or only weapons dealing more than 20 damage points with chop.

At the moment it works, but we clearly need to add a default set of filters, automatically created during the creation of a new mod (hopefully this will be ready soon), auto-completion for optimal speed when selecting or creating a filter and other convenient tools.

Other than that:
We are slugs again. This time not because of low height. OpenMW development rate is far from being rapid. Although Chris still does his physics rework, gus works on combat AI (so Fargoth will be able to defend himself from WeirdSexy) and we have a new developer, it is difficult to say that I’m happy.

On the other hand OpenCS development goes mostly fine. Zini recently finished implementing Saving feature, and a large warning in the startup screen about OpenCS being Alpha stage, not ready for “production enviroment™”. Graffy did a little bit more work on content file selector.

Week in review 2013-09-19 - sir_herrbatka

Welcome once again.

There is something important happening right now with our editor. Zini started to add a saving feature, so FINALLY we will be able to make a MOD with our editor. That’s something, right? Ah yes, and it seems that the filter feature works quite good now.

Chris continues performing his cryptic magic in the physics branch. Don’t ask me… It really looks huge.

Work on the TGM feature has begun, so you will finally be able to cheat more (there is no point to cheat in OpenMW, but so there is no point to cheat in Morrowind).

And yes, that would be it. This week was certainly a little bit lazy.

OpenMW 0.26.0 Released 2013-09-12 - raevol

The OpenMW team is proud to announce the release of version 0.26.0! Grab it from our Downloads Page for all operating systems. This is the most violent release of OpenMW to date, with the implementation of Melee combat, Lyncanthropy, and Drowning. See below for the full changelog.

Known Issues:

Do not miss the release video by the mighty WeirdSexy:

Changelog:

Week in review 2013-09-09 - sir_herrbatka

Hello once, again!

OpenMW is progressing as usual, and Zini’s hardware is operational again! This leads us to…

OpenMW 0.26.0!

This is going to be a pretty good version, with combat, werewolfs and other goodies. WeirdSexy already made a video presentation and it’s epic.

Zini already posted the roadmap for version 0.27.0 and it looks quite promising if you ask me!

Other interesting things:

  • Zini finished with OpenCS fiter feature for now. Certainly a good thing. We also have a startup window for OpenCS, containing some buttons.
  • Chris is doing things with physics code that only he can understand. It looks like a major reimplementation though.
  • Week in review 2013-09-04 - sir_herrbatka

    Welcome once again,

    There is not that much to say about the last week. We had various fixes: many came from Chris and from Scrawl. OpenMW in Ogre19 branch can be also compiled against Ogre 1.9 (that is currently in RC phase), this is obviously thanks to Scrawl.

    Lgro (our fearless admin most of the time) found a moment to add additional unit tests for OpenMW. They could be used for testing parts of openmw after each pull request/merge on travis. To see travis log just visit this site.

    And that would be it. Currently Zini suffers from nasty hardware failure, and He managed only to work a little on filters feature this week. This issue also hits our plans – we would be just going for RC phase right now probabbly, but with this problem everything gets delayed. This also explain lack of work focused around new features at the moment.