Only for a little while. My previous moniker was CMTuesday, or was it?
I first heard of OpenMW in late 2015, around the release of 0.37.0. The MrOpenMW Release Commentaries hadn’t caught up by that point, but the FAQ video successfully piqued my interest in a clean-room reverse engineered engine that could run Morrowind better than the original. I had bounced off of Morrowind in my first attempts to play it, but after the release of Skyrim ignited my interest in The Elder Scrolls like never before, I was ready to try it again in this new engine. And believe it or not, that was the first time I finished Morrowind’s main quest.
It was already a very playable experience in OpenMW even then, but there were some minor visual and UI hiccups along the way – these I documented and submitted as bug reports, which were promptly fixed by scrawl, who was still working like a machine after moving the engine from OGRE to OSG for 0.37.0. Seeing that level of responsiveness encouraged me, and thanks to the ease of being able to download a fixed build the next day, the testing process was in a sense more satisfying than if I had just played the game and moved on. Of course I played some more, and noticed some more oddities, and opened more issues on the tracker. And I basically never stopped.
It’s news to me, but maybe I haven’t been let in on the joke! First and foremost my role in OpenMW has been as a tester, giving feedback to identify any bugs, issues, or features that will help to improve the user experience. I generally interact more within the OpenMW team than outside it – or to put it another way, if I’m pestering anyone, it’s the devs themselves. Of course, I do regularly wade over to the various Discord servers such as Morrowind Modding Community as well as the big projects like Tamriel Rebuilt to see what’s being worked on there, and occasionally I put in my two cents when certain topics like rendering performance are being discussed. That topic comes up fairly often with a game as CPU-intensive as Morrowind, and mods are constantly hitting that performance ceiling. I don’t care to do any preaching or propaganda for more users to pick up OpenMW, because as far as I’m concerned the engine speaks for itself with each new version that’s released. It’s good enough for me to know that the OpenMW team itself is in great shape, with a community Discord server that’s friendly and focused on the business at hand.
For me it probably has to be the visual side of things, as in rendering. For a long time particles weren’t lit correctly, at least according to how Morrowind originally rendered them. Particle effects are usually the thing that brings the most “pizazz” to any game, and Morrowind’s effects aren’t great to begin with, so it irked me that they looked a bit worse in certain lighting conditions. I was also bothered by the light rendering in general, since while OpenMW faithfully replicated Morrowind’s fixed function lighting, the lighting in Morrowind is just hideous. Quite apart from the infamous 8 lights limit, the attenuation model used was so whack1 that it produced lighting seams and unsightly blinking everywhere you looked. Cleaning all this stuff up and replacing it with something better was not for the faint of heart, requiring knowledge of not just rendering but the many rules and quirks of OSG and OpenMW engine itself, and there was more than one attempt by different developers over the years with several false starts. To my eternal gratitude, all of this was finally resolved by wazabear in 0.47.0 and 0.48.0, with some further tweaks by Capo and wareya to end up in 0.49.0, and all with such finesse that OpenMW now has a direct upgrade path to clustered shading2 at a future date.
“Talk is cheap. Ask questions. You don’t ask, you never learn.”
When I notice something about Morrowind that looks broken, or runs slow, or is simply not as pretty as other games, I ask why. The OpenMW team is after all stuffed with people knowledgeable about such things, and more often than not a guru like AnyOldName3 or wazabear will explain it to me. Or, on the occasion they can’t recall off the top of their head like a Zen master, they might do some investigation of their own, in which case we both end up learning something.
Moreover, one of the nice things about identifying problems for open development is that you get to see the solutions. I read every issue and merge request that comes through on the tracker at least once, which usually conveys the gist of what was wrong and what was changed even if I don’t understand a lick of code. I also read each message that comes through the Discord, and each new post on the OpenMW forum before that. To sum it up, eventually some of that knowledge soaks through. But I certainly don’t know it all, and any day can bring new surprises.
Looking back, I’d say OpenMW has nearly fulfilled all my original hopes from when it first caught my attention. At that time there was no distant land, object paging, groundcover, shadows, fancy shaders… and while all the Morrowind essentials were more or less in its place, not all the thousands of little pieces that make up the game fit quite right. Things are much further along today. OpenMW has reached parity with vanilla Morrowind in nearly every conceivable way, and for a stickler like me, that’s saying something. Out of all those original expectations, the only thing that still falls short is the dehardcoding of all relevant systems, and that is now well underway with the Lua API. But that’s not the end of the story, because completing the various features doesn’t simply close chapters of the OpenMW book – it opens new ones.
Bindless textures3 will be a huge deal if it lands, and because one is related to the other, clustered shading* is likely to come with it. Aside from the advent of Vulkan, this is likely to be the biggest leap in rendering performance OpenMW will ever see. When that happens, there is suddenly scope for huge (and expensive) leaps in visual fidelity such as point light shadows. In addition, we could soon have a native physically based rendering path4 and support for its materials to go with it. Altogether, there’s a lot to be excited about in OpenMW’s future.
When I’m not testing stuff, I run a fairly light setup, mostly related to fixes like Morrowind Optimization Patch and Patch for Purists. I think my favorite mods haven’t been invented yet. If I had to describe it, I think I’m most inclined towards mods that provide glimpses of a Morrowind that is less clumsy and more refined in every respect, polished and fun from end to end.
Giving it the power to dispense good luck and motivation to its many talented developers, so it can be developed still further.
Resident cat herder, metaphorically speaking and a dad, literally speaking. I, in fact, have no cats but it seems that I’m in charge of 3 children, a few teams at work and other teams spread all around the planet who work on FOSS stuff. An ex-patriot who settled in Europe and rebuilt his life. When there is free time, I do in fact play games, but I like hacking, tinkering and travelling more.
I’m a little fuzzy on the details, but it was likely around 2011, when 0.11 was released. I provided Debian and Ubuntu packages for the project. At this point, I was operating under the pseudonym BrotherBrick — to keep my work on OpenMW separate from my day job. I’ve had psi29a since the 90s, so once I talked to legal at my work to make sure everything was okay, I switched back to using my old handle. I had lurked around earlier of course because I was totally into finally completing the main quest while running Morrowind natively on Linux. So that was my overriding goal. Years passed, but I’m still putting off completing the main quest, which is probably why I’m still around.
This was my first post on the forum I think, in 2011.
It is. Not all heroes wear capes. That being said, it’s more like being a glorified cat herder. FOSS developers will do what developers think is cool, neat or interesting to work on. As a hobby project, as Project Lead, one can only give guidance, make suggestions, propose solutions, represent the project to the outside world, remove roadblocks and in the end still get unanimously outvoted, which is fine because the OpenMW doesn’t really need a BDFL in the traditional Linus Torvalds sense.
Much of the work comes down to coordination and communication between developers, with upstream libraries we use and downstream in distributions. We can and have provided fixes for many of the libraries we use and also provide patches downstreams to fix issues that would prevent OpenMW from running.
Sometimes I have to put on my dad hat or my therapist hat and help developers suffering from burn out or personal issues. I mean, I’ve known most of the developers for over a decade and bonds form. They are all welcome to the 1.0 release party at my house :)
<_< >_>
I’m not as involved as I would like to be for such a role. I think I only got here because of how long I’ve been active in the project, not necessarily a master of shadows or a master of lights. If new leadership wants to step forward, I’ll support them.
Recently not so much; I had a small break with the project to focus on my family. I can’t express how much I value boundaries, setting them, having a good work life balance for one’s own mental wellness. A few months ago, I reconnected with OpenMW thanks to the positivity of the community and developers which I’d like to think I helped foster.
While away, I reconnected with an email penpal and worked on vsgopenmw: a fork of OpenMW that runs on Vulkan, specifically VulkanSceneGraph, the successor of OpenSceneGraph which we use as our rendering middleware library. It was nice to collaborate again, even though it was slightly unorthodox. Many patches were sent upstream to VSG and vsgopenmw now also runs on macOS via MoltenVK and Linux.
I guess I’ll let the cat out of the bag here and mention that I’m currently working on the OpenMW 1.0 roadmap. It’s been going on for the past few months and the plan is to release this roadmap sometime after 0.49’s release. Its release will not mean that 0.50 will be the first 1.x release, but it will make it a point that OpenMW is taking a “1.0” release seriously and setting things up for getting the project across this threshold and beyond. It’ll also be the opportunity to make the fabled “1.0 release party” happen.
Absolutely, I feel like OpenMW reached “1.0” for me in 0.46, when it was mentioned to me that I could theoretically complete the main quest line with a reasonable approximation of the original spirit of Morrowind, just without the constant crashing. It’s gone now above and beyond with all sorts of graphical (object paging), scripting (Lua), physics (threaded) enhancements. That it does so on the three major systems is a bonus, because while emotionally I only care about Linux, in practice I have to care about Windows and macOS as well.
When I first discovered the project, Windows was more of a novelty and most developerss used Linux, no macOS work to speak of. I think I floated around T-posing in a cave for a long time, and exteriors only had buildings with no terrain. So we’ve come a long way.
Seeing Lua support maturing is wonderful, however, the next “big thing” I’m hyped about is VSG support. For me, it’s a way of future-proofing Morrowind. OpenGL is dead, it’s not even being maintained and in some cases like macOS, it’s been abstracted away with another layer of bugs upon the existing ones.
There are many other things to be hyped about as well including VR that exists in another long-lived fork, and multiplayer, TES3MP. That being said, with the amount of work going into de-hardcoding for Lua, I’m waiting to see what cool stuff the community comes up with.
MWSE and MGE XE are a great bit of kit; it’s great for extending Morrowind.exe and giving modders an amazing amount of freedom. I believe there continues to be value in continuing work on MWSE, specifically in addressing the stability issues. Hooking into parts of Morrowind.exe that are prone to failure and rewriting it to be more failure resistant would go a long way in addressing one of the largest pain points of playing Morrowind on the original engine. Major thanks to all involved in these two projects, those who work on them have also indirectly helped OpenMW with research.
Saying that Lua is similar across MWSE and OpenMW is a misnomer; what’s been done is that we have a Domain Specific Language (DSL) tailored to each engine. There is no way to reconcile this as the underlying engines are not the same, which is good from a legal standpoint as it proves to Bethesda that OpenMW is a clean-room reverse engineering effort. This might not be a good thing to hear to end users who really don’t care, but this is very important to us to keep the project in a safe legal position.
Some of the work done for both MWSE and OpenMW can be bridged though, as we could sit down and define higher-level API that modders can use that in turn would make platform-specific calls to either MWSE or OpenMW. In theory a determined modder or group of modders can already build off what both projects have done and create the common API. I think both projects would support this endeavour and help provide support.
As the saying goes, don’t let your dreams be dreams.
Oh gosh, the original one that got me into OpenMW was Zini‘s ambitious Ultima Total Convertion which originally used Morrowind.exe to remake Ultima 9 with the original script/ideas. Ultima IX: Redemption is what brought Zini to OpenMW as it was clear that Morrowind.exe couldn’t handle the vision. You can hear more about this with Zini’s interview with DarkElfGuy here. This was also why he was adamant about having OpenMW-CS, our editor.
So while the project was abandoned, the assets were released and I contacted as many modders as I could find and got their permission to release a ‘libre edition’ that allows anyone to use the assets based on the CC-BY or even CC0 licences. You can download them here.
I also want to throw out how much I respect the Tamriel Rebuilt team and all the blood, sweat and tears they’ve poured into their labour of love. Same goes for the MWSE and MGE XE contributors.
Nothing… really, well, maybe the ability to “play” other TES games and Fallout. ;)
I’m jvoisin, a security engineer by trade. I’m involved in way too many projects and software, and ramble write on a regular basis on dustri.org
Every time someone asks me this question, it’s a different animal: beaver, rat, shrew, otter, mouse, ermine, but it’s none of them! It’s the bear from I want my hat back from Jon Klassen. And yes, it’s me, I’m the bear from the book. I’m happy I got my hat back, and I’m more careful with it now.
I think I’m a bit the Tom Bombadil of OpenMW: I’ve been there since the beginning, and I will likely be there at the end, always in the background. I “joined” the project around mid-2008, when Nicolay Korslund announced OpenMW. Back in the day, it was written in D, used OGRE, Audiere, OIS and Monster, and lived on openmw.snaptoad.com.
I’ve been following it on the Google group, on openmw.net and finally on openmw.org. I survived the transition from D to C++, from OGRE to OpenSceneGraph, from GitHub to GitLab and a couple of project leader changes.
I joined the project because Morrowind is one of my favourite games. I remember going to my local multimedia library, and seeing this yellow/brown-ish video game box on the shelf. The computer we had at home couldn’t display the game at first, since it couldn’t handle the 640×480 resolution, but the booklet fascinated me. When we got a better screen, I could finally play, and it was so impressive at the time: you could do whatever you wanted: follow the main quest, talk to anyone, hunt, fight, become a wizard, a warrior… it was incredible. A couple of years later, in 2008, I was looking to make it run on a Linux machine, and stumbled upon this new project of complete re-implementation. The rest is history.
I guess I should write a blog post here about the history of OpenMW at some point.
In the beginning I didn’t do much. And now that I think about it, I never did much to be honest. I started by joining the PR team, doing blog posts and translations. I know C, so I can read some C++, and thus contributed a bit to the codebase, but never did anything major or groundbreaking, mostly fixing bugs and trying to make contributing to OpenMW easier and the code better. I ended up becoming the main system administrator, taking care of our server, website, wiki and so on. Nowadays, I mostly do sysadmin, code reviews and taking care of this very blog, as the amount of time I can dedicate to the project has shrunk significantly lately.
I had a lot of fun writing fuzzers for OpenMW. They found some bugs, but I think the best part is that it led me to profile OpenMW to make things run faster, resulting in a better OpenMW for everyone. It also improved its robustness against all kinds of weird mods people are coming up with.
I’ve been interviewing various people from the core team, hence the surge of activity on this very blog. I find it fascinating that random people from all around the world, with different backgrounds and interests, are spending their time trying to work together on OpenMW, a custom engine for a ~22 years old game. It’s incredible really, when you think about it!
I think so. Heck, when I discovered the project, it could render some statics… and that was pretty much it. When OpenMW was able to handle and render some parts of the terrain, everyone was so excited! Now we have Lua bindings for most of the mechanisms, and some gorgeous shaders that I wouldn’t have dreamt of, a prototype for multiplayer, and so much more!
Everyone is raving about Lua support, but I think that the future move from OpenSceneGraph to VulkanSceneGraph will bring a lot of great things, if it happens: performance improvements, portability, easier eye-candy…
Tough question. I spent hours on Wiwiland, the French Morrowind modding community, downloading and playing so many of them. I think that my favourite small mod is Maison du voyageur, a hut near Seyda Neen. As for bigger mods, I’m always impressed by how big and well-done Tamriel Rebuilt is, of course. Maybe one day they’ll ship with OpenMW by default, who knows?
I would love to have it written in a different language. Even though C++ a popular language, it has so many drawbacks: mistakes are easy to make, compilation times are abysmal, so many subtleties everywhere…
No no no, I’m a security engineer, I only point out things I don’t like, I’m not here to provide actual actionable solutions.
More seriously, I don’t think there are good choices in 2024. Some might say Rust, but it comes with its own set of problems, and porting the project to a new language would be a monstrously large effort anyway. I think the best we can do is to working on making our C++ as less awful as possible, with things like modules to reduce compilation time for example, or leveraging modern tooling to make contributors’ lives less dreadful: sanitizers, our glorious continuous integration, our growing test suite…
It feels like an uphill battle, but to be fair, this is how most interactions with computers feel anyway.
I’d recommend anyone who likes Morrowind look into OpenMW, and if you’ve got some free time, contributions in any form or shape are always welcome!
I am and have always been a little horse. Neigh.
2020. I was dabbling in VR at the time and thought it would be cool to play Morrowind in VR. I was aware of the OpenMW project since a couple years prior and decided to implement it myself. For a while I was hardly a member of the project, just working on my VR fork occasionally asking questions in the Discord. I don’t remember exactly when I ended up being an actual team member though.
Dehardcoding combat. Recently my Lua API for animations and skill progression were merged which were a big roadblock to dehardcoding combat. The goal is to dehardcode combat entirely, so that the entirety of combat can be modded in any way. For example, to allow implementing Oblivion/Skyrim style combat, or VR “realistic” combat, as mods rather than as engine hacks.
I don’t know about any cabal. I am just dehardcoding the things I need to be dehardcoded to meet my ultimate goal, which is to do VR as a mod instead of as a fork full of engine hacks.
Once dehardcoding spellcasting is in review/merged I’ll begin to dehardcode weapon combat. After that I don’t have anything non-VR planned, so I’ll be off to bring the VR fork up to date with .49 and port as much of it as I can to Lua.
I’m not sure I had much in the way of expectations. When I first found the project I was stunned that someone had gone so far in writing an open-source engine able to play Morrowind, it wasn’t something I would have expected to ever see! So at the time I was simply happy to find a way to play Morrowind that didn’t crash at every turn. I’ve never been the kind of purist who needs every detail to be exactly like the original game, I considered its current state as fully playable at the time, probably in 2018.
The Lua API for RTT viewports. This will hopefully allow me to move some of the VR-related RTT to Lua mods, and as this API will include scene graph manipulation it might let me do VR-related manipulations of the scene graph too. Especially, pointer geometries and body tracking. Although this might still need some additions/tweaks to allow same-frame modifications, which is required for VR.
Tamriel Rebuilt is an easy favorite, and I always play with a leveling mod like NCGD.
Assuming I could just wave a wand and have it: porting OpenMW from OpenGL to Vulkan of course!
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.