Another year of busy and fruitful development lies behind us — and the OpenMW team is proud to announce the release of version 0.47.0 of our open-source engine! Grab it from our Downloads Page for all supported operating systems.
With over 180 solved issues and a plethora of new features, this release is on par with the enormous 0.46.0 release we had last year. Brace yourself for object paging which allows OpenMW to finally display distant statics, proper support for groundcover mods, an improved lighting system, more efficient and robust physics, the new, optional over-the-shoulder camera, and much, much more!
In addition, countless bugs have been solved — both for the vanilla game and for a variety of mods to ensure even better mod compatibility in the new version.
Check out the release announcement video by the hacking Atahualpa and the slashing johnnyhostile, and see below for the full list of changes. There are also a German release video and a German changelog available.
New Engine Features:
New Editor Features:
Engine Bug Fixes:
Editor Bug Fixes:
Finally, after much hard work to get all the cool new features ready for release, we have our first round of Release Candidates, or “RC” for short. RCs are simply release binaries for testing, to make sure everything is in order for a release. That’s right, testing! So we would be very grateful if you would download an RC for your OS of choice, test it a bit to see if it works without any issues and report any findings you make to our Gitlab issue tracker. Please make sure to check first that whatever you find is not on the tracker already.
Thank you and we’ll see you again on the day of the release!
Downloads are found here.
Starting with version 0.13.0, each and every main release of our engine has been accompanied by a release commentary. For me and many others, the release videos have always been something to look forward to, a strangely satisfying means to highlight OpenMW’s progress throughout the ages — and a great opportunity to mess around with our beloved Fargoth!
Our channel has now reached 10,000 subscribers, a truly gigantic number for such a niche project like OpenMW. A huge thank-you to all of you for your continuous support! Rest assured, though, that we are not reaching for the stars here and that we will still concentrate on publishing release commentaries in the future instead of featuring puppies or kittens. But a little celebration seems to be appropriate, which is why I present you with an updated version of our 2013 video “A Visual History of Changes to OpenMW”! Sit back, relax, and have fun. — And thanks again for your support!
As if the last post wasn’t long enough! We need to share some updates regarding Lua and the upcoming lighting improvements. Welcome!
Petr Mikheev just reached a major milestone with the upcoming Lua scripting system: The first playable Lua test mod is live! Note the word “test” here of course; this is nothing of interest for you guys that just want to have fun and play a great RPG from the early 2000s enhanced with cool mods. But while the mod in itself might not be too exciting, it still proves that things are actually moving forward and that we are getting closer and closer to a world where OpenMW has greatly enhanced modding capabilities compared to today. Here is the link to the forum topic, and here is the one to the merge-request.
In the last post, we talked about how Cody Glassman is working on support for more than 8 lights per object. Well, his merge request has evolved into something even more. As it is right now, the fixed-function math used for Morrowind’s light attenuation, which is faithfully identical in OpenMW, do not actually allow for good attenuation at all. This manifests in light seams, visible popping, and mismatched object lighting, which you may have noticed in previous builds or the original Morrowind engine. With the arrival of Active Grid Object Paging in the upcoming 0.47.0 release, it became clear that a change was needed to squash these issues once and for all. Thanks to under-the-hood changes to lighting and a brand new attenuation formula, all of these problems are cleaned up wonderfully. The lighting should look pretty much the same as you remembered it, but with a level of polish that hasn’t been seen before. As a preview, here are some before and after shots placed side by side for you to compare. We think you’ll agree the OpenMW experience is about to feel even smoother!
That’s it for today. Stay safe everyone, and stay tuned for the next release!
Hello everyone and sorry for the lack of updates lately.
The lack of updates has nothing to do with lack of development. It’s been quite the contrary; a lot has happened since last time. Blame me, Lysol, for the silence.
While there are a ton of things we could talk about in this post, you’ll have to wait until the upcoming 0.47.0 release and the included change log for most of that. Instead, let us talk about three major features: Lua, groundcover and "The Enlightenment".
As we’ve discussed already before, the plan is for OpenMW and TES3MP to eventually merge into one project. This means that OpenMW will require a scripting system that is compatible with, and benefits, both projects.
For quite a while now, TES3MP has been using a server-side scripting system that uses the Lua scripting language. The consensus has for the most part been to continue upon this foundation and implement both a single- and multiplayer friendly Lua-based scripting system for OpenMW. A system that will give massive power to modders making mods for both singleplayer and multiplayer gameplay. Discussions have come and gone regarding the subject, but there was never any real work done.
Our productive developer Petr Mikheev (ptmikheev) therefore decided to take the matters in his own hands. Petr and David C, the mind behind TES3MP’s scripting system, discussed the matter and have sketched out a plan for the ideal scripting system for our needs. It resulted in this merge request which is frequently updated by Petr. Although it is still in early stages (i.e. do not expect it for the next release), people can experiment with basic scripts already to see how it works.
Getting this implemented is crucial for us to be able to get on with the de-hardcoding phase planned once OpenMW 1.0.0 has been released. It is also crucial to be able to make OpenMW the great moddable engine we want it to be. All the impressive mods made for vanilla Morrowind’s MWSE-Lua system gives us a glimpse of what we could see in the future for OpenMW.
Ever since OpenMW implemented object paging, we have been enjoying long viewing distances with distant objects and playable performance. Some have even been able to run grass mods without much issue. With emphasis on the word "some". Object paging was not implemented with groundcover mods in mind, even though it might provide increased performance for them too.
Enter instancing. Our veteran Andrei Kortunov (akortunov) has, together with Master of Shadows Chris Djali (AnyOldName3), been working on supporting groundcover through a system much more suitable for it. You see, supporting grass and other groundcover require some special tweaking before you can get acceptable performance with it. Otherwise, each and every piece of grass will have to be sent to the CPU before the GPU can render it, and this takes a very long time. This is called a "draw call". Draw calls are slow. So slow that you don’t want too many of them in one scene. Reducing draw calls was actually the main reason we implemented Active Grid Object Paging, which merges many smaller objects into fewer larger objects (thus reducing draw calls), not only in the distance, but also in the active cell. Read more about Object Paging and Active Grid Object Paging here.
So while Object Paging worked out great for buildings and similar, grass can get handled better, especially since you want grass to sway with the wind and to get bent under your feet when you step on it. The new groundcover system enables grass and other groundcover with better performance and with full support for animation and reaction to you stepping on it.
So far, work has been focused on supporting legacy mods, previously made for MGE XE. This puts some limitations on what can be done. In the future, we plan to implement an even better system to handle groundcover. Such a system will, however, not be compatible with current mods made for MGE XE.
Did you know that OpenMW only supports up to eight lights for each object? You might have noticed lights turning on and off while walking around in a few specific places in Morrowind. If you use Active Grid Object Paging, you might have noticed this quite a lot.
The issue lies with our support for old style Fixed Function Pipeline (FFP). Every object in the game can only receive up to eight light sources at the same time. This was actually the case with vanilla Morrowind too, but the game is designed in a way that you almost never see it. To be fair, all Bethesda games until Fallout 4 had very limited maximum lights per object and worked around the issue in the design of the game. However, the way Morrowind is designed, with many small objects everywhere, is also very inefficient since it creates a lot of draw calls. And while draw calls are reduced if we merge many of the smaller objects into fewer larger object with Active Grid Object Paging, we will instead get issues with lights, since the light limit per object will get reached much earlier. There have been attempts at solving this issue previously, but it proved to be quite the tricky task.
This is where Cody Glassman (wazabear/wazabear_notabear) comes in. You might have come across him earlier from his fork of OpenMW that implements more advanced UI features, which by the way can get re-implemented in a much lighter more mod-like way once Lua is merged. Anyway, Cody decided to have a look at this light limit issue, which resulted in this merge request. It is not quite finished yet, but he already gave us a sweet example of it working here:
A scene like this would be impossible with the current version of OpenMW. Although getting this crazy with lights is a pretty bad idea in a real-world case, this case at least proves modders will have less issues with lights in the future. End-users will also be able to get the sweet performance increase of Active Grid Object Paging without the annoying light pop-in and pop-out issues.
Yes, we plan on releasing 0.47.0 in a not too distant future! Stay tuned, we will let you know when it is out.
Until next time, thanks for reading.