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What to expect in the future 2018-09-09 - lysol

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:

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 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

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OpenMW 0.44.0 Released! 2018-07-29 - raevol

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.

Known Issues:

New Features:

Bug Fixes:

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Help us plan OpenMW’s future 2018-06-27 - Thunderforge

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!

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One pain point for OpenMW has been that contributing means signing up for multiple accounts. Notably, our code repository, bug tracker, and wiki are on completely separate servers with separate login processes. Additionally, some developers prefer GitHub due to its popularity and some prefer GitLab due to it being open source, just like this project. So we’re reorganizing tools to make contributing easier.

Starting today, OpenMW code will be available on GitLab while being bidirectionally mirrored with GitHub. This means that our open source project is now hosted on an open source platform, while still allowing the countless GitHub contributors who have submitted code over the years to continue to do so on that platform if they choose. In addition, our Redmine issue tracker has been retired and all the issues have been migrated to GitLab. Our wiki is still in the process of being migrated, but will be hosted on GitLab as well. This allows everyone to use a single account for tracking issues, contributing code, and writing wiki documentation.

We hope that this will make the process of contributing to OpenMW better for everyone, and look forward to all sorts of new contributions!

Ever since the AI was implemented, OpenMW has been plagued with a few irritating bugs. Guards running against walls and people randomly walking off cliffs, among other things. All of these seem to boil down to this: The pathfinding AI needs to be improved. There has been some attempts to do this, but none of them has come very far. Until now.

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.

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