First of all, a little riddle: what percentage of Morrowind scripts are compiled by OpenMW?
Zini, once he finished wrangling with Bethesda scripting monsters, solved an extremely annoying bug in OpenCS ─ and now the Referenceables table is working properly when more than one file is loaded (and this is always the case when we create a new modification based on a master file, such as Morrowind.esm).
Another interesting new feature in OpenCS is the drag’n’drop implemented by SirHerrbatka: you can use it to change many aspects of the game, e.g. race of non player characters, in a fast and easy way. Simply drag a race record to the appropriate field ─ and you’re done!
As a result of the combined efforts of Gus, Potatoemaster, and MrCheko, we were able to fix a large number of bugs.
Let’s get back to our little riddle – did you answer 80%? *Bzeeert!* Wrong! 90%? Wrong again! The correct answer is… 97.2682% (Hooray)! In other words, almost all of them. This is the best illustration of Zini’s recent efforts (a short time ago results were around 80%).
See you next week!
In the past week, Scrawl was able to solve a lot of bugs. He also made significant contributions to the GUI of the game saving and loading feature. As if that were not enough, he also began implementing ranged weapons mechanics.
Meanwhile, Zini made improvements in the area of scripting. There is a new feature in the scripts compiler: “warning mode”, which should print a warning if the compiler finds any mistake in the script ─ an undoubtedly useful function.
OpenMW also supports scripts faithful to the original engine ─ which, unfortunately, means that we’re moving into the area of the absurd. To keep your minds clear and uncontaminated with Bethesda insanity from more than a decade ago, I’ll skip the gory details.
The latest changes to character animation look really interesting. At the moment of the writing of this post, they aren’t included in the main branch, but it’s evident that MrCheko improved many aspects of the gameplay related with animations.
For a long time there weren’t any funny videos featuring bugs on the blog ─ and yet it’s precisely what we all love. Anyway, here’s another day in the life of nature and the inhabitants of the province of Morrowind…
Here, we can see an extremely difficult to observe phenomenon, the netch’s mating dance. The excited male demonstrates its efficiency to the female partner. As this happens, the natives are rendered motionless to avoid the aggressive behavior of the animals.
Dark Elves are known for their peculiar, heretical religion. This worship consists of many complex rituals, and an integral and inalienable part of many among them are repeated prostrations.
Here, we see yet another, mysterious ritual whose meaning remains unknown to us.
So, dear reader, for the first time (or once again if you’re long-time lurker) you visited OpenMW blog to find out what’s going on in the project and to check if we didn’t craftily released version 1.0.0 in your absence. First of all, I can tell you that nothing like this has happened. More detailed information can be found later in the text – people interested don’t need to be encouraged, and others already left the page, so let’s cut to the chase.
Scrawl, one of the main developers, managed to complete work on the area magic effects, and has introduced a number of significant general improvements as well. It’s worth noting the change in NPC’s navigation: NPC’s will no longer change direction instantly, instead turning their bodies gradually in accordance with the laws of physics. Gus also contributed to achieve this effect.
Zini has just returned to work on the game saving feature – the new thing is the ability of saving changes of the containers content.
Graffy continues to work on the content file selector window for OpenCS and OpenMW launcher. Currently selector’s model is ready, and few elements in a selector’s view were improved.
Records cloning in OpenCS works as expected.
In my opinion, we are making significant progress.
And that’s all folks!