I’ve had this nickname for quite a long time, probably since I was 11 or so. As you might have noticed from my GitLab account, my surname is Uramer. Urm is a shortened version of that.
My avatar has a somewhat more interesting story. It’s the character Urm the Mad from a comic book by Philippe Druillet, which I’ve only become aware of after having the nickname for over a decade. He’s wearing the Papal Tiara, which was photoshopped on by a member of the Mortal Online forums. I’m still not sure why, but I rolled with it.
This is surprisingly difficult to answer. Technically, my first merged PR was in February 2018, 5 years go – but it was a small fix entirely guided by Greatness7 mesh research. I’ve been added to AUTHORS.md for some minor contribution in March 2019, but at that time I was more interested in TES3MP. I would say I properly joined the OpenMW team with the Lua UI API merge 3 years ago.
Originally I got interested in contributing through playing TES3MP — with its many rough edges — and wanting to improve the experience. In some sense that’s still ultimately my goal – to arrive at a more polished multiplayer experience, but currently I mostly see OpenMW as a great learning experience. OpenMW has a strong review culture, and I’ve become a much better programmer through it.
I might even be its current mastermind, hence the Papal Tiara obviously, but don’t tell anyone I said that.
Initially, I saw Lua as a natural step in the long road of merging TES3MP into OpenMW. However now it’s the most exciting and feature-rich part of OpenMW’s development, and the answer to many of the project’s goals. It is also the area of the engine where my skillset is most directly applicable.
I’ve not really used MWSE much myself, so I can’t say I have an opinion. It seems to meet most of its goals, meaning it’s good :) OpenMW Lua design goals are quite different, meaning that an OpenMWSE of some kind is rather unlikely. Many fundamental parts of both MWSE and OpenMW Lua designs make it impossible. MWSE exposes too much of the original engine’s internals – which OpenMW could not feasibly replicate, while OpenMW Lua is designed with multiplayer compatibility in mind, which is not compatible with the highly synchronous design of the MWSE API.
Ironically, implementing a subset of OpenMW Lua in MWSE would be more doable, although there are limitations there too. For example, OpenMW has the navigation mesh, and some API related to that – that would be very challenging to add to MWSE. UI implementation is also radically different between MWSE and OpenMW, and so on.
One idea that’s been tossed around is some kind of simple common Lua API, similar to MWScript (but less cursed) to make it easier for modders to pick up. That’s definitely possible, just needs design and implementation work put into it. Of course, you’re more than welcome to come help make this happen :)
Recently I’ve been finishing menu scripts, started by ptmikheev. They enable lots of cool features, like autosave scripts, meta-mods that affect multiple game saves, and so on. The long term plan is to dehardcode the main menu almost entirely, which will enable elaborate main menu mods, or complete replacements for games made with OpenMW.
The next step for me probably going to be a Lua input binding menu. For now we just have a simple single-button key binder available. I would like to replace it with something very ambitious, Steam Input style. That would allow players to create control schemes as complicated (or simple) as they like, and for Lua scripts to support all input methods that OpenMW supports now and in the future – keyboard, mouse, controllers – including touchpads and gyro, and eventually touchscreens, maybe even natively support Steam Deck controls. Another important input type are VR controllers – it would be a shame if Lua mods didn’t just work out of the box when VR is finally merged.
My first experience with OpenMW was between 0.44 and 0.45 releases. At the time the only real expectation I had was to be a more stable and easy to use vanilla experience, and OpenMW mostly delivered that even back then. Nowadays I have massively more ambitious expectations of OpenMW – but now it is also up to me if it will live up to such.
I’m excited about spellcasting dehardcoding: that will allow many cool mods on its own, and it paves the way for combat dehardcoding, which will enable so many amazing mods! I feel like this is an area where OpenMW Lua could achieve much more than MWSE mods have so far.
This is a somewhat unfair question – one should strive to be the change they want to see in the world. However, if I could magically change one thing – it would be the CS part of OpenMW getting more contributor attention.
In the last half a year I’ve picked up a new hobby – music, specifically playing Ocarina (no, I’m not a Zelda fan). I’m working on a related mod for Morrowind, but I don’t have anything specific to announce yet.
That would be a funny mod, and it’s been done for Zelda, so time to work on the microphone Lua API I guess! However, what I had in mind was writing some music to the in-game book lyrics, to be played when the player reads one of those books.
I would like to encourage anyone interested to try their hand at contributing to OpenMW. We have lots of low hanging fruit with the Lua API rapidly advancing, and it’s very satisfying to see a change you’ve made for a game you love.
It’s true! It’s not very impressive either, since a small area can have like hundreds of billions of either which means there would still be millions left. I should never be allowed at a hospital. Weird that I actually do work at a hospital.
For real though, the name Lysol does in fact not have anything to do with the cleaning agent with the same name (it’s not even available where I live as far as I know). Well, it does indirectly, but that’s because a really heavy album by the weird band Melvins was named after said cleaning agent. And *my name* was taken from that album because I was a fanboy of that band in my teens.
I found out about OpenMW when 0.18.0 was released if I recall correctly. There were no animations, no combat, no menus, and executing the engine simply launched you directly into a cave with clipping disabled. For some reason I thought this was the most exciting gaming-related thing I had ever seen. So I started hanging around. A lot. I did some modding. Then one day I ended up volunteering to write a news post on the official blog.
What? No? I’m not that smart. I learned how to generate somewhat decent normal maps because of OpenMW, but that’s it. Never did any coding and most likely never will.
I did do some of that, yeah. The documentation I did was mainly the guide on how to convert normal maps made for Morrowind Code Patch or MGE XE to OpenMW. I now realize I almost forgot I did this and should probably re-read it to see if I wrote something stupid. I probably did some more documentation as well.
Regarding the translations… Yeah, well, when OpenMW got its translation system implemented, I reacted the same way I did when the normal mapping feature was implemented: “neat, gotta try this out”. So now, pretty much everything* in OpenMW that can be translated is translated to Swedish. A language literally no one will ever ask for to get OpenMW translated into. But it was fun! I learned a lot of new Swedish words, ironically.
I can’t talk about that.
Seriously though, it’s been fun. I did quite a few news posts on the main page back in the day but then kids happened and I started having less and less time to do such things. So I rather feel like a femur than a head to be honest. I still hang around the Discord-channel though and try to be helpful whenever I find the time for it.
Well, not that much specifically on Oldwind really. I don’t think I ever released a Morrowind-mod pre-OpenMW actually. But I did *play* Morrowind a lot before OpenMW. I also did a lot of modding during that era, but for other games. During my late teens in the late 00s, I did a lot of modelling and texturing for Warcraft III and Rome: Total War (yes, the first one). I won’t say which project I took part in because the work I did back then is horrible. I’ve changed the username since, so you can’t backtrack me, stalkers.
But anyway, when OpenMW became a thing in my life, I returned to modding again, this time being in my 20’s instead. Then kids happened (stay away from it if you want to be a modder for the rest of your life) and I have barely done any modding since.
That’s likely correct, yes. In 2016, our lord and fallen hero scrawl implemented normal, specular and parallax mapping into the then freshly baked OSG-version of OpenMW. I got really really hyped and pretty much started F5’ing Nexusmods to see the flood of sweet normal mapped texture mods coming out. Except they didn’t. Texture mod after texture mod came out and no one cared about normal maps.
So I went “fine, I’ll do it myself” and started to re-learn photoshop and teaching myself how to best use diffuse-to-normal map-generating software. So this old thread happened, which later became this thread. Yes, I had to dig deep to find this piece of Lysol history, be grateful.
So, I really just wanted to see how Morrowind would look with 2010 technology. For those that don’t know, normal maps are textures with specific colors that instruct the engine how light should fall on an object, to be able to “fake” a complex shape that wasn’t actually there on the model. You can in other words have a flat modelled surface but still have the light fall on it as if the surface was bumpy and detailed. This gives better looks, but with a lower performance hit than if you would have modelled the shape in 3D instead.
This banner here for example is completely flat, but the normal map makes it look like it is a bit wavy.
This one. Anyone still using my imperial towns-mod is an idiot. This was done by someone with actual skill and not only motivated by “no one else is doing this”.
Oh boy. I got hyped when animations got implemented. Then I got hyped when support for the start scene in the boat got implemented. Then I got hyped when melee combat was implemented. You know, I think OpenMW surpassed my expectations like two hundred times by now.
I would like to say “the sum of all the de-hardcoding-related Lua merge requests lately”, but that would be boring. But I guess wazabears upcoming clustered shading is pretty hype-worthy.
Seriously though. Getting the VulkanSceneGraph port done and merged with the project, to bring OpenMW into the future, from OSG to VSG, from OpenGL to Vulkan! But that is being worked on slowly, so we’ll hopefully get there one day.
A big thanks to all of the people, still active or now inactive, that have been part of making OpenMW what it is today. You’ve all been a big inspiration and I’ve had so much fun hanging around with you on the internet. I never thought I would be part of a community like this for more than ten years and still find the project fascinating!
I’m Evil Eye, or Assumeru when that name isn’t available. My contract says I’m a devops engineer, but I’m really a detached eyeball with psionic powers who types by blinking. Using a computer is bit of a hassle, but overall I’d rate being me 8/10; would recommend. I am not Batman, although that is something Bruce Wayne would say. As for my dank and secret past, it all began when I was but a mere pupil…
Okay, jokes aside, I first saw Morrowind over at a friend’s in 2005 or 2006 – summer, I think. I got a small tour: a look at character creation, a bit of the world, and a cliff racer. It was a case of love at first sight for me and I ended up ordering the game from eBay when I got home. Fast forward a bit and I’m messing around with mods and the Construction Set. At this point in time I didn’t know anything about 3D modeling other than how to use NifSkope and I’d look at the models added by whatever mods I’d download and try to use them in different ways. One such mod, I think it was Abu’s Retreat, added some sort of wooden wall decoration that looked vaguely like an eye. I tried to set it up as a creature. Obviously that failed as it had no animations whatsoever, nevermind creature animations, but the name stuck and I used it when I registered my account on the (now defunct) Bethesda Game Studios Forums. As for the other name, Assumeru was a character I played. A glass armor wearing, Trueflame wielding dunmer who I first completed the main quest with, as well as Tribunal’s main quest, a good number of faction quests, and some of Tamriel Rebuilt‘s Telvanni content. I ended up joining TR shortly after, in 2009.
OpenMW first crossed my screen in the form of a thread on the aforementioned Bethesda forums. I thought it was interesting in much the same way I thought the MCP, MGE, TR, and S:HotN threads were interesting so I watched it for updates. The project wasn’t really a game at that stage, more of a tech demo, but it was progressing rapidly. You can still see the videos from 2012 on the YouTube channel.
For the next few years I’d download the latest version once in a while, play it, and report whatever bugs I ran into. In 2014 I reported #1138, by 2016 it still hadn’t been fixed so I decided to take matters into my own hands and, with copious help from scrawl, fixed the issue. Then I fixed a handful of other minor issues until I got back into TR development in 2019 (after doing next to nothing for the project in the intervening ten years.) I was working on a quest (that finally got released in last year’s Andaram release) and I’d written some scripts that didn’t work in OpenMW due to #2311. I wasn’t about to roll over and accept that and, well, you could say things got out of hand.
So to actually answer the question, I joined the project because OpenMW was doing things that annoyed me. And my only C++ knowledge being a Tic-Tac-Toe program I wrote when I was 13 or so wasn’t going to stop me from changing that.
I wasn’t going to defend my sanity! I did have a little C and PHP5 experience, the latter being an embarrassingly thin wrapper around its C and C++ roots sometimes.
I’d say it’s done better than I expected. Of course when you consider that the Bethesda forums and a good number of interesting projects that posted there have gone the way of the dodo since then, my expectations might not have been that high to begin with.
I don’t know about exciting, but it’s gratifying to see the reduction in people complaining about OpenMW compatibility. In the non-MWSE sense that is. It (mostly) just works now.
In that context I suppose its functionality is something to strive for in OpenMW, but it’s not something I give much thought to. It’s too broad a subject, really.
I started the 0.49 development cycle with a good amount of partial dehardcoding. As we get closer to branching, I’m trying to get in more minor issues that are easy enough to resolve. Thanks to Capo and Abdu I’m also playing some ancient mods of dubious quality in an attempt to find more bugs.
I had fun figuring out how Cortex’s transformation scripts and GCD’s levelling scripts worked for #3905 and #2036, respectively. Bug fixing has led to me playing lots of mods I otherwise never would have. Some of them very impressive, a lot of them pretty bad, but all interesting enough for someone to have reported a bug.
My favourite fixed bug is #4414, at least for today. How we could have ever lived without NPCs redressing themselves is beyond me.
Technically I’ve already laid some groundwork by starting that partial dehardcoding mentioned earlier, but I want to dehardcode magic. Having rewritten a large part of the magic code not that long ago, it’s a daunting prospect, but I want those new summon icons we have in Tamriel Data to show up in OpenMW already! Other than that I’m not a big planner; I just do whatever I feel like doing.
Just one? Guess I’ll have to close my open merge requests.
The province mods are pretty cool… and always looking for more hands. So if you don’t feel like you can contribute to OpenMW, try there. How’s that for a segue? I promise it’s not a pyramid scheme! Not since the Necrom pyramid got removed anyway…
A very general shout-out to anyone involved in any of the things mentioned above. A much less general observation that mwscript is deeply cursed. And last but not least, please keep the bug reports coming, folks!
It’s me. I’m the cat.
I have to reveal the darkest of my dark secrets: I am not in fact a cat.
I’m still Alexei, still best known as Capo. I’ve since moved to Southern Russia, though I hope to eventually move somewhere else. I’m now 21 and thankfully, I’m not a high school student anymore. Right now I’m trying to get a CS degree. Yes, I’m younger than Morrowind itself, by a month or so.
As mentioned in the original interview, I discovered The Elder Scrolls series proper and OpenMW in 2015, stuck around since then and started actively contributing in early 2018. I generally focus on file format support (NIF, ESM, BSA), mod compatibility and high-level mechanics.
I do have a cat. Her name used to be Behemoth, and now it’s Plague. Is cat tax evasion a crime? I’m committing it.
Assuming the entire 0.49 development cycle counts as “recently”, I would put a few things from that here as the highlights.
I’ve recently added NiFogProperty and NiParticleBomb NIF record type handling — the former is responsible for setting up fog settings in NetImmerse and it’s useful for disabling fog for a part of the scene and the latter produces an explosion effect during particle simulation. I’ve soft-rewritten the entire NIF parser for the upcoming 0.49 release, which is not something an end-user should notice, but what it should do is make further updates to it much easier.
I’ve also updated lighting. Notable addition is specular lighting support for all lights, which basically means objects with specular maps will get shinier from any light, not just the sun, as can be seen in Silverware Repolished by Pherim:
Speaking of the sun itself, with Hrnchamd‘s help its exterior trajectory and interior position have very recently been corrected, which should make Morrowind’s look noticeably more accurate in every single interior and exterior location, e.g. reducing lighting seams caused by poorly made models — to an extent — and making everything lit as originally designed — also to an extent.
I’ve made it so collision shape generation and attack animation state machine no longer rely on educated guesswork and hopes and dreams of all who contributed to them (as much). Melee combat hit processing in particular is radically different under the cover in 0.49, which you might or might not notice or have noticed. The goal was of course to make it more accurate to Morrowind, for better or worse. The general consequence is that it should be easier to hit cliff racers and more difficult to avoid them.
But I’d rather not bore the reader with extended explanations of what I’ve addressed or added. It’s mostly bug-fixing, and while 45% of closed bugs on 0.49 milestone as of this point in time are assigned to me, most of them are not particularly flashy or worth mentioning. I will bore the reader with extended explanations of what I’ve addressed or added in some other place.
As for a new five-year plan, well… It exists. For various reasons I’d rather not expose it right now. To make things more interesting, you know?
So I did. Well, I certainly did add various missing NIF features since roughly around then, including but not limited to bump-mapping as mentioned, gloss-mapping, triangle strip geometry, line geometry, various internal texture formats, a couple of animation interpolation methods, as well as proper handling of depth buffer settings and UV animations, a bunch of other things mentioned earlier that will come around with 0.49, and various other little things I remember or don’t remember doing. And an unimaginable number of rewrites. And one other small thing that shall remain an open secret. It’s not very impressive when you look back and round it up like that, but all the little things add up.
VulkanSceneGraph port and extended ESM reader, however, ended up being handled by more knowledgeable people – and perhaps the best people for the task – in the meantime. Well, it was more of wishful thinking. I would probably have spent decades on attaining all of the involved wisdom.
The open secret.
It’s a logical development on the idea of the Great Dehardcoding™. Turning Morrowind-derived functionality into custom content is essential for transforming OpenMW into a general-purpose open-world video game engine, and even if you don’t particularly care about that prospect, you should appreciate the increased moddability for Morrowind. It happens that the chosen path was to design a Lua-based scripting API and turn various C++ logic into scripts that use that.
However, at the current point in time I feel like my efforts are best directed towards reaching Morrowind/”BethImmerse” parity, so I’m not actively contributing to Lua API or editor development. Eventually I’ll move on, sure. Not now.
The fact that seeing things just work is immensely satisfying on one hand and the feeling that I still haven’t done enough to leave a meaningful imprint/immortalize myself on the other.
When you’re playing Morrowind, you probably won’t be seeing any killer feature you can easily associate with my work that’s not just doing what Morrowind was already doing 20 years ago. Nothing I’ve worked on is particularly sophisticated. Nothing ventures much beyond what could be classified as a backward compatibility improvement. Anyone could have done the same things, given time and motivation. Bringing OpenMW to 1.x with that somewhat fragmentary effort would be the ultimate manifestation of “little things add up” quote. So I hope to at least do that.
That was rather pessimistic, wasn’t it?
Let’s be have a more optimistic spin on this, then. Working on OpenMW combines doing what’s fun, which is playing The Elder Scrolls and who’s to say, maybe even Fallout, and discovering the magic behind them, with doing what’s useful, which is getting experience in C++ and OpenGL programming, MATH, game design and software architecture in general, problem solving, teamwork, testing/debugging, and various other skills and areas important for a software engineer. If that also helps thousands of other people have a great deal of fun too, that’s even better. As great as the heights OpenMW has reached are, there’s a great deal more things that could be done, so I hope to stick around for a while, and who knows, maybe some things I did could even be helpful for my CV.
I tried hard to make “the Rust-y Argonian-made” pun work but it just can’t.
For it to happen and for me to be able to visit it at all.
Bring snacks and sweetened tea.
There are, actually. I’ve been an amateur music producer for a few years now, though I’m not yet at the point I would consider myself decent, and truth be told I don’t spend as much time as I should on it. More recently I’ve been (extremely slowly) designing a game called Crescent, a vaguely Cave Story-inspired platformer with a vaguely Alice’s Adventures in Wonderland, Through the Looking Glass and The Wonderful Wizard of Oz-inspired
isekai dreamworld setting and plot. It’s meant to be a lighthearted modern fairytale-like adventure with a colorful cast, exploring the concepts of free will and destiny, cold logic and unhinged creativity, dreams and delusions, and why curiosity killed the cat.
Among its light RPG and metroidvania elements is its gimmick that is supposed to be an unnecessarily convoluted spellcasting and spellcrafting system that all my friends who help me out tell me is very reminiscent of Magicka (which I’ve never played).
Unfortunately while all of that already got a small novel worth of writeups I don’t excel at anything and have to first bring all my ART-related skills up to some point where I would be satisfied with my work, and I also have procrastination tendencies, so maybe you’ll only see something substantial in 2090. That will truly be a glorious year.
And while I mentioned an OpenMW-based game as a possible plan in 2019, OpenMW happens not to be a 2D sprite-based game engine at the moment, so it’s not going to be built on that. Probably.
You can, however, get an idea of what the soundtrack could be like from this little compilation. Don’t take this too seriously, the tracks will probably get rewritten several times over. It will get updated from time to time. If you’re reading this in distant future and this link is dead, well, that sucks.
Hey, that’s cheating.
I would like to thank everyone who has been supporting me through all these years and to thank every single OpenMW contributor for collectively creating something truly special. I would also like to give special thanks to the following people. They probably know for what: Abdu Sharif, Andrei Kortunov, AnyOldName3, CMAugust, David Cernat, EJ-12, elsid, Evil Eye, Greatness7, Hrnchamd, jvoisin, Lysol, psi29a, scrawl, and of course, you the reader!