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We’d hope that this would go without saying, but sometimes it needs to be explicitly said… do unto others as you would have them do unto you. In other words, help us help you. We have a commitment to ourselves to try to help, where we can, to be kind and patient. We ask that also in return. This is our hobby too, our labor of love, be it OpenMW, TES3MP, MWSE… we all want to get along even if we disagree with each other. If we feel that our good will is being abused, then we’ll stop providing help, warn and eventually ban individuals who can’t follow the Golden Rule. This also includes those who troll other projects, for whatever reason.
We hereby invoke Wheaton’s Law.
The OpenMW Team
TES3MP 0.7.0 pre-released
2018-10-09 - DestinedToDie
Version 0.7.0 of TES3MP, a fork of OpenMW that provides players with multiplayer experience, has been pre-released! Full details and download here. But in short, what’s so good about this? Well, for starters, here are a few new features to pique your interest:
– Custom spells, potions and enchantments can now be created through regular gameplay, and their details are sent to other players on a need-to-know basis, preventing unnecessary packet spam.
– Spells cast through items are now synchronized.
– On strike enchantments are now partially synchronized.
– Weather is now fully synchronized, with sudden transitions when teleporting to other areas and gradual transitions when walking across regions.
If you want to experience Morrowind with friends and strangers, come join us!
Long time no see! Time for some news then.
A lot has happened since 0.44, and 0.45 would be a quite big release already if it were to be released right now.
If you go to our repository and filter out the latest closed issues, you’ll notice something: quite a lot of them were done by Andrei Kortunov (akortunov) and Alexei Dobrohotov (Capostrophic). These guys are working like there’s no tomorrow.
But let’s not forget the other devs. AnyOldName3 is also working his butt off, but with one single, quite big, task; getting shadows back in the engine again. The shadows have been in the work for a long time now, so it proved to be a quite difficult task to do. If you build the shadow branch now, however, you’ll see that there is not much left to do until they are ready to be merged. It is hard to estimate when things in open source projects are done (in a previous news post, there was an estimation that shadows would be done for 0.44… Sorry. As I said, it is hard to estimate stuff!), but with that in mind, it is not unlikely they will be done for the next release, i.e. 0.45. If you wish to support AnyOldName3 with his work on OpenMW and other projects, consider supporting him on patreon!
Elsid is still working with the implementation of navmeshes via Recastnavigation, a feature that was also mentioned in a newspost back in March. A few days ago, he implemented a way to update the navmesh when doors are opened or closed. This means the AI will now finally be able to use doors correctly. Fingers crossed for a merged navmesh feature for 0.45!
Capostrophic and akortunov have both got so many pull requests merged lately that I would just spam this post by mentioning all of them. But let’s sum it up a bit:
- 0.45 will get improved battle AI (better weapon and magic priorities and better performance for example) thanks to both akortunov and Capostrophic
- Kortunov has loads of work in progress pull requests to make animations look better. Most are already merged, and when the last of them are, there will be much rejoicing.
- Akortunov implemented proper TTF scaling to the GUI (finally!). We will also get a proper font for the profiler
- He is also implementing Lamoot’s icons in the menus in OpenMW-CS, which looks great. Lamoot has worked hard to make more icons and most of the ones needed right now seem to be done.
- A crapton of bugfixes
Aesylwinn has returned for some work on the editor. He has been working lately on implementing NPC rendering in the editor, a feature that is more or less ready to be merged at the time of writing. Speaking of the editor, unelsson is working on implementing a land texture selection feature, to be used with his already implemented land texture editing feature.
Wareya, a long time member on the forums, but a not-so-long time developer, is working on improving the movement solver, and once that is done, collisions, like general movement close to walls and the like, will feel much more smooth.
It is also probably time for us to mention the kind of partnership we’ve started with www.modding-openmw.com. This website launched a while ago to suggest good mods for OpenMW, and we’ve partnered with the creator to use the site as a database for mod compatibility. Check it out!
And that’s a summary of what’s been going on since last time you heard from us. Stay tuned for 0.45!
Oh, and as always, we are happily accepting your contributions, be it developing or something else. Just join us on the forums and take part in the discussion or send your merge/pull requests on gitlab or github
The OpenMW team is proud to announce the release of version 0.44.0! Grab it from our Downloads Page for all operating systems. This release brings a slew of new features and bug fixes, including a search bar for spells, a tab for advanced settings in the launcher, and multiple quicksaves.
Check out the release video and the OpenMW-CS release video by the perspicacious Atahualpa, and see below for the full list of changes.
- Shadows are not re-implemented yet
- To use the Linux targz package binaries, Qt4 and libpng12 must be installed on your system
- On macOS, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings
- Spell search bar implemented
- Launcher: Advanced settings tab added (#4054)
- Implemented option for fast travel services to charge for every companion (#4064)
- Added an option to have multiple quicksaves (#4174)
- Added an option to rebalance soul gem values based only on soul value, not soul times gem value (#4423)
- OpenMW-CS: Terrain Texture Brush button implemented (#3870)
- OpenMW-CS: Edit functions for terrain texture editing mode implemented (#3872)
- OpenMW-CS: New, and more complete, icon set added
- Daedra are now summoned when picking up cursed items through the inventory, OnActivate is now triggered even with the inventory menu open (#1428, #3726)
- Similar glyphs are now used as fallbacks when unsupported glyphs are encountered (#1987)
- Magic effects active when a save is loaded are now rendered (#2254)
- Journal alphabetical indexing now works in Russian language versions (#2485)
- Declaring OnPCHitMe in an actor’s script now prevents the actor from attacking, even in self-defense, if his Fight is equal to zero (#2703)
- Content selector now places Morrowind.esm at the beginning of the mod list, if it is present (#2829)
- Undefined weather settings now fallback to middle grey instead of pure black (#2841)
- Mods are now found if the mod directory is a parent of the installation directory (#3557)
- Flying and swimming creatures no longer use the pathgrid (#3587)
- SetPos no longer skips weather transitions, fixing transitions in mods that use SetPos to travel the player, such as Boats Mod (#3603)
- ESM files with capital-case extensions now load correctly with the launcher (#3618)
- Fixed an issue where NPCs could get stuck inside terrain/objects when the player rests (#3638)
- Combat music is now updated in menu mode (#3664)
- Extraneous carriage returns are cut from dialog output (#3696)
- Fixes for controllers on macOS (#3708)
- SetPos can no longer place the target under terrain level (#3783)
- Fixed an issue where casting Calm Humanoid on a guard the player is resisting arrest from caused a dialog loop when trying to resist again (#3863)
- Enemies who are knocked out will no longer recover immediately (#3884)
- Imported content files are now sorted according to their dependencies, instead of just modified time (this fixes Bethesda ESMs broken by the Steam version of Morrowind) (#3926)
- Scripts now support period and hyphen characters in the script name, as long as it is not the first character (#4061)
- Soul gems with trapped souls of creatures from mods that have been removed will now be empty instead of crashing the game (#4111)
- Swim animation is no longer interrupted when attacking underwater (#4122)
- An empty battle music folder now results in explore music being played in combat (#4134)
- Added a vanilla absorb spell behavior option, which is enabled by default (#4135)
- Added vanilla enchanted weaponry behavior option, which is enabled by default (#4136)
- Centroid interpolation is now used for shader lighting, fixing some graphical artifacts when using antialiasing (#4143)
- NPC base skeleton files are not longer optimized, fixes some body replacer mods (#4159)
- To prevent animation flickering, the landing animation is no longer played when the player is turning as they are landing (#4177)
- Fighting actors now face their target instead of the nearest actor (#4179)
- Weapon switch sound is no longer played when no different weapon is present to switch to (#4180)
- Guards can no longer initiate dialog with the player when the player is far above the guard (#4184)
- The correct graphical effect is now applied to armor and clothes when changing them while chameleoned or invisible (#4190)
- “Screenshot Saved” message has been removed (#4191)
- Attack range for NPC archers and spellcasters now more accurately matches vanilla behavior (#4192)
- Dialog topics are now always highlighted when first encountered (#4210)
- Fixed an FPS drop after minimizing the game during rainy weather (#4211)
- Thrown weapon projectiles now all rotate when in the air (#4216)
- Spell casting chance now displays as zero if the player does not have enough magicka to cast it (#4223)
- Fixed double activation button presses when using a gamepad (#4225)
- The player’s current class and birthsign is now the default value in the class select and bithsign select menus, rather than the first item in the list (#4226)
- Tribunal and Bloodmoon summoned creatures no longer automatically fight other followers (#4229)
- Player movement from one directional key is now nullified if the opposite directional key is also pressed (#4233)
- Wireframe mode no longer affects the map (#4235)
- Fixed a crash when quick loading from the container screen (#4239)
- Greetings are no longer added to the journal topic list (#4242)
- Merchant NPCs no longer sell ingredients from containers that they own that have zero capacity, such as plants (#4245)
- Armor condition is now taken into account when calculating armor rating (#4246)
- Removed unintended jump cooldown (#4250)
- Fixed console spam when OpenMW encounters a non-music file in the Music folder (#4252)
- Magic effects from eaten ingredients now have the correct duration (#4261)
- Arrow position is now correct in third person view during attacks for beast races (#4263)
- Players in god mode are no longer affected by negative spell effects (#4264)
- Missing ‘sAnd’ GMST no longer causes a crash (#4269)
- Root node transformation is no longer incorrectly discarded, fixing characters in the mod The Black Mill (#4272)
- The map is now updated with explored cells correctly, instead of only when the map window is opened (#4279)
- MessageBoxes now appear over the chargen menu (#4298)
- Optimizer no longer breaks LOD nodes (#4301)
- PlaceAtMe now correctly inherits the scale of the calling object (#4308)
- Resistance to magic now affects all resistable magic effects (#4309)
- Opening doors is now restricted to bipedal actors (#4313)
- Rainy weather no longer slows down the game when changing from indoors to outdoors (#4314)
- Meshes with CollisionType=Node flag are no longer ignored (#4319)
- Activate and Move keys are no longer used for GUI navigation if they are bound to mouse buttons (#4320)
- NPC negative faction reaction modifier now works correctly (#4322)
- Taking owned items is no longer considered a crime if the owner is dead (#4328)
- Torch and shield equipping behavior now is more consistent with the original game (#4334)
- Installation wizard now appends “/Data Files” if needed when autodetecting path (#4336)
- “Interior” removed from cell not found message (#4343)
- Inventory item count for very high numbers no longer shows incorrect values due to truncation (#4346)
- Using AddSoulgem no longer fills all soul gems of the specified type (#4351)
- A message is displayed if the spell a player tries to select via quickkey is missing (#4391)
- Inventory filter is now reset to All when loading a game (#4392)
- Terrain is now rendered for empty cells (#4405)
- OpenMW now handles marker definitions correctly, fixing mod Arktwend (#4410)
- iniimporter no longer ignores data paths (#4412)
- Moving with zero strength no longer uses all of your fatigue (#4413)
- Camera no longer flickers when opening and closing menu while sneaking (#4420)
- Cursor now displays correctly when OpenMW is compiled against macOS 10.13 SDK (#4424)
- Item health is no longer considered a signed integer, it can no longer be negative (#4435)
- Adding items to currently disabled creatures will no longer crash the game (#4441)
- Encumbrance value is now rounded up (#1786)
- Werewolf health is now correctly calculated (#4142)
- NiLookAtController node is now ignored, like in vanilla (#4407)
- OpenMW-CS: “Original Creature” field renamed to “Parent Creature” (#2897)
- OpenMW-CS: Unchecking “Auto Calc” flag when editing an NPC record no longer causes unreasonable values to be filled in (#3278)
- OpenMW-CS: Fixed search and verification result tables to be case-insensitive when sorting (#3343)
- OpenMW-CS: “Model” column renamed to “Model/Animation” (#2694)
It’s hard to believe that OpenMW 0.1.0 was released just over 10 years ago! What began as a barely functional ESM viewer is now a complete replacement for vanilla Morrowind and a complete engine for creating original games. There are still a few features that need to be polished, like shadows and AI recastnavigation, but the project is almost ready to become version 1.0, signalling to the world that OpenMW has full parity with the original Morrowind engine.
But that doesn’t mean that our work is complete. OpenMW’s project leader Zini, with feedback from the project’s most active contributors, has produced the first draft of an enormous design document detailing the next steps that they think the project should take. The major focus is on improving modding capabilities (including “newscript” support, most likely Lua) and beginning the process of de-hardcoding game mechanics to allow mods to drastically alter gameplay.
Now we need your help. We’d like for as many people as possible to review this post-1.0 design document and provide their feedback. Have a change that you’d like to make? Submit either a Merge Request on GitLab or a Pull Request on GitHub. Want to talk about it with other contributors? Discuss it on our forum. This document is far from set in stone and will change as the project evolves.
Let’s work together to plan how OpenMW will enter into its next ten years!