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!
It has been slightly over a month since the release of OpenMW 0.42.0. If you look back to when 0.41.0 was released, you’ll see that it took us 8 months to deliver the new version, making it perhaps one of the lengthiest releases in our history, yet in its size it isn’t that different from preceding versions.
That is not to say that OpenMW developers have been slacking off, however. Or that during the course of those 8 months we had much less progress. The reason for this delay was that our video editor’s computer broke down at a rather unfortunate and inconvenient time. When discussing whether the release should done without including a video, the decision was made that we would halt the release process until hardware issues were solved. After all, if anyone wants to play the up to date version of OpenMW, they needn’t wait for the release because they can use our nightlies, which we have recently made more visible by including them in the downloads page.
The good news is that while the release process was in limbo, work on the next version had already started and by the end of it had reached a point where we almost had enough to release version 0.43.0 the day after 0.42.0. At the time of this writing, we are sitting at 85 closed issues, making this release already larger than the previous. Check out the bugtracker for more detail.
A little more than a month ago we also saw the release of TES3MP version 0.6.0 and more recently a stability patch 0.6.1, with the next version possibly landing very soon at mid-September. Since TES3MP is built upon the OpenMW engine, we received part of the media attention and had a burst of new developer applications afterwards.
With new people on the board, there has been increased increased interest in improving our code documentation. One of our new coders is looking into possibly extending the .OSG animations or making it possible for OpenMW to read more than just Morrowind’s version of .nif files. Scrawl has released his incomplete experiments with shadows and an old member by the name of AnyOldName3 is trying to get them working, though he urges me to include that there’s no guarantee he’ll succeed. In addition, we’ve had the return of Aeslywinn, who in the past did some great work on OpenMW-CS and is back to continue where he left off.
A new feature of his that’s already been merged with OpenMW gives modders the comfort of being able to reload assets in OpenMW-CS without having to close and re-open the program. His next undertaking seems to be land records, which would be a step towards being able to edit landscape, the main missing feature in OpenMW-CS.
While we have enough issues closed to produce a rather sizable release, no call for the release process to start has been made yet. After all, we just released 0.42.0 only a brief time ago. It is likely that the upcoming version will be bigger than usual and will arrive in about two months, with the mentioned land records and other features currently being worked on possibly included. Overall, areas that remained stagnant a few months ago are now getting visible development and things are looking good for the OpenMW project.
The OpenMW team is proud to announce the release of version 0.42.0! Grab it from our Downloads Page for all operating systems. Apologies for the delayed release, but we wanted to have everything in order for you! As of this version distant terrain is back in OpenMW! Check DestinedToDie’s guide for instructions on enabling it. Check the changelog below for new features and bug fixes.
Check out the release video and the OpenMW-CS release video by the magnanimous 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
Implemented water sound effects
Implemented light particles showing in inventory character preview
Implemented magic projectiles emitting light
OpenMW-CS: Implemented “Book Type” combo box replacing “Scroll” check box in Book records
OpenMW-CS: Implemented “Blood Type” combo box replacing blood check boxes in NPC and Creature records
OpenMW-CS: Implemented “Emitter Type” combo box replacing emitter check boxes in Light records
OpenMW-CS: Implemented “Gender” combo box replacing “Female” check box in NPC and Body Part records
ess-Importer: Implemented converting mark location
ess-Importer: Implemented converting last known exterior cell
Falling leaves in Vurt’s tree mods now render correctly
Actors now use capsular collision shapes (solves issues with characters getting stuck or floating above the ground)
Collision handling has been improved (better performance and overall behaviour)
Collision is now not disabled for actors until their death animation has finished playing
Players can no longer climb sheer terrain by jumping and then moving forwards in the air
Doors no longer stutter when colliding with the player
Dialog boxes now appear in the center of the screen after the window is resized
Weapon and spell cycling is now disabled while in GUI mode
Weapon and spell cycling can now be bound to a gamepad
Gamepad and mouse/keyboard may now be used at the same time
Inventory window titles are now centered vertically
Changed name tooltips’ behavior on enemies to match vanilla behavior
The maximum width of a tooltip is no longer set to a fixed value
The drowning widget now more accurately matches the vanilla one
Fall height is now reset when the player teleports
Changed Slowfall spell effect to better match vanilla behavior while jumping
Combat with water creatures now ends when leaving the water
AI actors no longer hit unintended targets
Changed NPC wander and idle behavior to better match vanilla
Fixed some summoned creatures not engaging underwater creatures in combat
Enemies now initiate combat with player followers on sight
Creatures now auto-equip their shields on creation
Changed combat engagement logic to better match vanilla behavior
The Command spell effect now brings enemies out of combat
Followers now continue to follow after resting and saving and reloading the game
Light prioritization on objects now takes the light sources’ intensity into account (fixes issues with light sources popping up)
Icon shadows no longer persist in GUI windows
Disintegrate Armor/Weapon spell effects are no longer bound to the framerate
Enchanted arrows now explode when they hit the ground or a static object
Fixed a crash that occurred while using a container and the console at the same time
Fixed the beginning of NPC speech being cut off on macOS
Nodes named “bounding box” are now ignored by the nifloader making corresponding meshes render correctly
The correct swish sound is now played for NPC weapon attacks
The player now has to pay for their followers when using fast travel
Fixed a regression with Dispel; it now is an instant spell effect again
Corrected greetings in Antares’ Big Mod
The ProjectileManager no longer crashes when a sound ID fails to play or is not found
Fixed behavior of Activate and OnActivate commands (fixes freeze when opening “Hammers” container in Aanumuran Reclaimed mod)
Fixed possible game-breaking exception caused by trying to access NPC stats on a creature
Identification papers can now be picked back up after they are dropped
Fixed the interpreter to properly handle a reference change caused by an Activate command
Changed behavior of stat script commands to better handle stats above 100
Fixed gun sounds in Clean Hunter Rifles mod
Fixed selling success chance when bartering
Fixed objects doubling when loading a save game after editing the used game files
Silenced SDL events of types 0x302 and 0x304
Fixed a rare crash that occurred on cell loading
Activation flags are now reset when an object is copied
Removed the possibility to implicitly call GetJournalIndex by simply stating a script ID (solves issues with objects using the same ID as a script in Emma’s Lokken mod)
Blacklisted some unused scripts from the Bloodmoon expansion pack which relied upon the abovementioned implicit function call
Fixed the ResourceHelpers to allow the simultaneous use of forward and backward slashes in a model path
Fixed handling of enchantments’ spell effects to correctly display these effects in the GUI
OpenMW-CS: New or cloned Body Part records may now use the “.1st” suffix
OpenMW-CS: Fixed sorting verification results by Record Type
OpenMW-CS: Cloned and added pathgrids are no longer lost after reopening an omwgame file
OpenMW-CS: Camera position is now re-centered when changing interior cells via drag & drop
OpenMW-CS: Added missing Text field to allow editing a book’s actual text
OpenMW-CS: Skill books now show associated skill IDs instead of attribute IDs
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.