Elsid, who previously had just started on a few pull requests in november last year and then wasn’t really heard from, suddenly posted this massive pull request. Why is it massive, you say?
Well basically, elsid is implementing Detour from a navigation mesh toolset called recastnavigation. You can read details about it in the link, but to summarize, recastnavigation calculates where the AI can and can’t walk, and then creates a navigation mesh for the AI to use.
People have already built OpenMW with elsid’s latest commits to try it out, and it seems to work great.
In the above video, user Gluka tried it out in the Tamriel Rebuilt town of Kragen Mar because that town does not have a path grid yet. The NPC’s are still able to navigate the town without problems.
So if elsid manages to get this to work well without too much of a performance hit (remember, this feature isn’t done and there is still a chance that there are problems that he can’t solve), then this will surely revolutionize OpenMW.
In other news, the shadow branch is still moving forward in a steady pace and there has been a lot of small neat bug fixes and feature implementations merged that will further enhance the experience in the upcoming version 0.44.
After the new year, development has been quiet and there hasn’t been much of interest going on in OpenMW… or so I thought until I checked out the latest feature on the bugtracker. We now have a settings menu in our launcher that allows easy access to various optional features that were previously hidden in some text file that most people didn’t even know existed. Thanks to Thunderforge, enabling these options will soon be a simple matter of checking a box. It’s not quite clear if this feature is to stay in its current form, however, as we may revise it to be part of ingame options after getting OpenMW to its post 1.0 version state.
In other news, AnyOldName3’s work on bringing shadows back to the OpenMW engine is still ongoing and can be followed here on github. Those who have the know-how to build OpenMW’s shadow branch have reported that the results are night and day in terms of visual stability compared to earlier iterations.
Christmas is over and Santa has left a little present for everyone.
On the 25th of December a patch for TES3MP landed, fixing bugs, enhancing server scripting and introducing a new interesting feature. Version 0.6.2 allows players to play NPC sounds and animations on themselves. Essentially, your character can now say almost anything that an NPC of your race and gender can say, using the new /speech command, and you can also play any of the NPC idle animations using /anim.
In addition to that, TES3MP has upgraded to the latest version of OpenMW, meaning that new features from OpenMW’s main branch such as Scrawl’s keyboard shortcuts are now included.
The OpenMW team is proud to announce the release of version 0.43.0! Grab it from our Downloads Page for all operating systems. This release brings a host of new features and bug fixes, including AI resurfacing to breathe, improved AI combat behavior and keyboard shortcuts for menus.
Another month has passed since we last updated you all with OpenMW’s latest news. Much has happened since, and I’m not going to let you wait any longer for more news.
As you might remember from the previous news post, the last release (0.42) attracted a couple of new developers to help out with the engine and the editor. We are really starting to see the effect of this now.
Recently added features & features being worked on right now:
Akortunov, a relatively new developer still, is smashing bugs like a pro. He has also been working on quite a few really interesting features. One of them includes an overhaul to the pickpocket system. The old broken vanilla system will still be available for those who want a pure vanilla experience, but with akortunovs new changes, the engine will calculate the success of the pickpocketing based on weight instead of value, and you will also be able to do “reverse pickpocketing”, or in other words, place things in a victim’s inventory. Note that it is not merged into master yet, which means that the feature might end up not exactly as described above.
Crassel (or crussel187 on github), another newer developer, has been working on implementing an “over the shoulder” 3rd person perspective option. He has a successful prototype working, and only details left to do until it’s ready to hit master. He is also working on making animation support available to our graphics engine’s native 3d model format osgb/osgt. This feature might open up a ton of new possibilities for OpenMW. It is a quite big project, so time will tell if he can make it work.
Drummyfish, yet another new developer, has improved the water shader by reducing some white line artifacts seen on coastlines and implemented a raindrop water ripple effect. This feature is already merged, so you can try it already with a recent nightly or build from the master branch. And as if this wasn’t enough, drummyfish is continuing his path on mastering digital water by working on an overhaul of the rain and snow particle effects. As of now, rain in OpenMW has a fixed position above the player’s camera, like a small cloud that awkwardly follows you. But when drummyfish is done with his new implementation, we will no longer be stalked by rain and snow. There are some technical issues still to be solved until it can be merged however.
Thunderforge is no longer a new member here. When he joined the forums, he came like a prophet, carrying uncomfortable truths that needed to be told. Truths about a community needing to repent a launcher that needs to become more friendly to new users. He has begun working on this, and in a not too distant future, we might be directed places to buy Morrowind directly from the launcher if you do not have Morrowind installed already. How and if this should be done is still a matter of debate, so this feature could take some time before it is done.
AnyOldName3 should no longer be considered new here either. You know him from the last news post. He is still working on his shadows implementation. It may be looking a bit funky still, but he is getting closer and closer. So far, the performance impact is impressively small.
Here is a video showing AnyOldName3’s shadows in a less-funky situation. With “less-funky”, I mean a situation where they work unusually well. In other situations, it can still look rather strange sometimes. But he’s really getting there, isn’t he?
Chris/kcat is a veteran in the community. He has been working on building further upon the glorious foundation of distant land that scrawl gave us. He wants to add functions to be able to more easily adjust the fog distance and make it look better with distant land. This will hopefully make our already great looking distant land look even better. There are still more to do to this feature, but if we are lucky, we can play with it in the next release.
As mentioned in the last post, Aesylwinn is back in action to do work on the CS. He and PlutonicOverkill teams up for the ultimate goal of full terrain mesh editing. Although this goal is not fully met yet, Aesylwinn has quite recently gotten his land texture editing feature merged into master, which means it will be available in version 0.43! Great news right? The mesh editing will probably take some time to finish, but hey – not too long ago, no one was working on this feature at all.
And one last thing. The almighty scrawl got so sick of the old implementation of the window manager (controlling the GUI in the game engine) that he completely overhauled it, adding new features as a nice bonus for us mere peasants. What kind of features you say? Well how about being able to navigate more or less all the menus with your keyboard? Bam! Grab the latest nightly or wait until 0.43 to test this out.
Want to contribute?
Even though we have gotten quite a few more developers recently, it never hurts with even more. If you think you have the programming experience to help out, but don’t know where to start learning our code base, have a look at some of these wiki pages for some code documentation:
But what if you’re not a programmer? We always need help with more bug testing. Run the game and report bugs.
We also need help with sorting these bug reports, aka “triaging” them. This is suitable if you’ve been here for a while and you’re familiar with how the project is organized. The work of a bug triager is described here.
That’s it for today. If all goes well, our eminent video editor will return from doing his exams in a week or so. This means that 0.43 is not too far away now. Stay tuned!
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OpenMW is an attempt to reimplement the popular role playing game Morrowind. It aims to be a fully playable, open source implementation of the game. You must own Morrowind to use OpenMW. You can watch short video-faq or read detailed information on our FAQ page. OpenMW is an attempt to remake the Morrowind - brilliant role playing game. We're trying to remade Morrowind using open source tools and libraries. You won't need any Morrowind patches, because OpenMW will fix most common Morrowind engine bugs. It's worth to mention that OpenMW is open source Morrowind engine remake which allow much greater modability: change game rules, create new spell effects, etc. through scripting. With OpenMW you will be able to run Morrowind overhaul mods, texture replacers and much more like with original engine.