image ©Maxim Nikolaev
“Belated Easter Message” 2014-04-24 - Nekochan

Sir_herrbatka was a tad late with his announcement, but he had a simple Easter wish: “Peace on Earth”. So, for everyone, let’s have a moment to reflect on this.

But now let’s focus on OpenMW!

Like last time, we made more improvements to AI. NPCs now face the players – it’s a very important change, because nobody likes to be ignored, right? Also, Cc9cii fixed a physics bug. Since then, we’ve discovered that the engine’s performance improved!

* Cc9cii corrected me: His “physics fix” actually *broke* the performance but he made a compromise patch to “improve” the performance but that also made the physics fix less effective.
But we trust he will find the way! :)

Scrawl is just criminal… ah nooo! He’s focusing on the “crime and punishment” system! – Oh yeah! I like that! :) *So it seems we have organized crime here :o Jyby made  “come out” he also works hard on that system. Now we know whom we should chase.

Surprised or disappointed? The time when every week brought about a revolutionary change are gone. :( Now we need to polish and correct what we already have, impliment a few features and in the end (after years of work) release version 1.0 of OpenMW.

OpenCS still doesn’t have all the necessary functions. Unfortunately, only Zini is working on editor development, but he is a one-man powerhouse! The newest changes concern region maps, where we added new menu actions: opening in the table view and also creating a new cell.
Functions are needed, but still insufficient. Soooooooo, we need to get hard to work…

Thank you BrotherBrick for made it more english. :)
Puzzles, tips … 2014-04-19 - Nekochan


It’s my debut as a interpreter here, so be patient, it’s not totally new for me but still… If you find mistakes please PM I will be glad to correct them and it will let me to improve myself  :)

So let the fun begin:


As you could find out lately on blog there is lot of reports about contineuing changes that happened in the AI (Artificial Intelligence). I am sure you aren’t in a big shock as there is still lot things to discover and improve. Especially algorithms for path-finding can give lots of funny results – believe it or not: NPCs in OpenMW are behaving even stranger then in the original engine.

If you are hunting for such bugs you should hurry with testing – from week to week there will be less situation that make you laugh to the death, soon only in special situation slight smile will ligth your face. This time boredom and predictability in mentioned discipline we own cc9cii, for what (in spite of all) we should give applause.

Furthermore, in OpenMW it is not doing a lot. Lots of mistakes were fixed, but if I can be honest, and I want to be honest – that never was very interesting for me. For that OpenCS is developing really interesting!

Let start from cellselec: is the branch that contains the code associated with the function of the window partly rendering the cell. Of course all is far from the ideal, but last changes was already added to main branch, so you can try it, and you are welcome to do that! Lack of list of changes you can treat as another suggestion…

More, in region maps panel showed up totally new context menu that allow you…

Yes, that too you should treat as a hint of my expectation according you all, my dear readers. Remember that new region maps still aren’t in main.

Paraphrase of weekly news from sir_herrbatka by Nekochan

Project of the month 2014-04-03 - Lukasz Gromanowski

We have been nominated for “Project of the month” at Linux Game Awards – please vote! :D


Odpowiadając na liczne prośby i wychodząc na spotkanie oczekiwaniom użytkowników: o to openmw uruchomione na iPadzie. Wydajność jest znakomita, i pozwala na płynne wyświetlanie pięciu klatek na sekundę.

Niestety projekt OpenWW nie będzie już kontynuowany. Zdecydowaliśmy, że tworzenie nowego silnika gry dla pozycji tak już starej, mija się z celem. Zamiast tego skupimy się na OpenSS.

OpenSS to skrót od Open SummerSet: miejsca w którym najpewniej będzie rozgrywać się akcja następnej części serii. Lub przynajmniej jednej z następnych. Decyzja ta może wydawać się dziwna, ale należy podkreślić, że dzięki temu uda nam się stworzyć silnik dla najnowszej gry Bethesdy zanim właściwie powstanie.

Oprócz tego zdecydowaliśmy się wprowadzić daleko idące zmiany w wyborze narzędzi użytych do tworzenia OpenSS. C++ jest krytykowane jako język mocno przestarzały, ale jednocześnie nadal lepiej nadający się do tworzenia gier niż inne. By rozwiązać ten problem, stworzymy nowy język oprogramowania – specjalnie na potrzeby tej gry.

Mam nadzieję, że te, oraz inne, planowane zmiany, ostatecznie zadowolą wszystkich fanów gier z serii TES!