The OpenMW team is proud to announce the release of version 0.16.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page.This version includes the Spell Window, Alchemy Window, and a myriad of fixes and improvements.
A release video by our very own WeirdSexy can be viewed here:
Please review the following:
Some objects/models show up with completely black textures. Use OpenGL as your renderer or disable shaders under [Objects] in the config file.
Inputting player -> addspell -NonExistingSpell- makes the command window throw “Error in framelistener: object -NonExistingSpell- not found” continuously. It will also prevent you from moving.
Added Spell Window
Added Alchemy Window
Added support for x.y script sytax
Weapon and spell icons now update to reflect the selected weapon and spell
Added in-game settings window
Launcher now saves user-set renderer settings
Fixed a crash on OSX due to underwater effets
Fixed auto-equipping not working in some cells
Fix for container GUI ignoring disabled inventory menuBug #294: Container GUI ignores disabled inventory menu
Fix for stats review dialog showing all skills and attribute values as 0
Fixes for several crashes
Implemented game modes as a stack to prevent erratic behavior
Added tooltips to class creation dialog
Added support for show/hiding windows by clicking HUD elements
Added support for corect player direction after using a Teleport Door
Added support for selecting objects in the console by clicking them in the scene
Added support the use of = as a synonym for ==
Sped up script object access
Restructured enabling/disabling of objects by script instruction
Integrated ogre.cfg file in settings file
Auto-close windows if a related MW-reference is no longer available
It’s that time of the month folks. The 0.16.0 Release Candidates for linux, OSX and windows are available and need testing! They can be found here.
Chris made a breakthough with animations! The new Ogre animation system can now animate all the creatures nearly perfectly. The new animation system should be substantially faster than our current system, which involves manually moving bones. You can check out two preview videos of the new system here; animations of werewolves are working, and the Ancestor Ghost is almost there!
zini is working on a way to compensate for performance loss from a badly written morrowind.esm script by changing our implementation of the offending script. Most fans of our project are hoping that OpenMW will bring performance improvements to morrowind… so it’s exciting to see things like this.
The situation with the physics improvements is still unclear and additional work is required to tell how useful it will be. Here’s hoping!
Many of our developers also worked on bug fixes for the upcoming release.
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.