The week in review 2012-09-10 - sir_herrbatka

Welcome again, here’s the news report.

Jhooks1 was so nice to describe what He is up to do. Great, since I’m actually ignorant in all technical related topics and in addition to this quite lazy so let’s just quote it:

I am still working on the NPC/creature correct collision shapes task.

I had the task done, but I decided instead of scrapping the PhysicActor class that I would redesign it (too much valuable code). The new class is going to incorporate the Rigid Bodies (based on box shapes) and use pmove to allow the creature/NPC to collide with the world around it. Right now only the player gets to collide with the world through pmove, so this work is essential to having NPCs and creatures running about.

This is a lot to take in and change around though (and it seems like 3x the work of the original task I set out to do). I hope I can get a solution up and running soon.

In addition to this the fix, jhooks1’s work to smooth out the animations shortly before the 0.17.0 was finally merged to the master branch.

Zini worked on actiontarget branch to implement target handling in action class — solving issue number 370 on our bugtracker.

Eli2 made quite a lot commits for the editor. These mostly regard filters, since that’s was the subject of discussions on the forum recently. No surprise since it’s a crucial element of the whole concept.

Hrnchamd’s doing excellent work on finding and documenting internal Morrowind gameplay mechanics. For example, he nailed down the formula for training costs so Dgdiniz was able to progress with his task. The following picture shows OpenMW on the left and Vanilla Morrowind on the right.

Pretty picture.

Scrawl pointed out that the scroll bar is not needed in OpenMW, because there is no need to scroll such short list.

Finally, I just learned about a feature OpenMW has over vanilla Morrowind. In Morrowind you cannot teleport the player to a cell while using variables as coordinates. This limitation is just painful! Although modders were able to bypass it partially thanks to script extenders and some really fancy tricks like those used in the tent mods but those ugly hacks tend to deliver a lot of problems. OpenMW does not have this limitation, so teleport away!

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The week in review 2012-09-02 - sir_herrbatka

Have you tried the new version of OpenMW? Did you liked it?

There wasn’t much in terms of shiny new features, but as usual a lot of work on engine basics took place and that paves the way for version 0.18.0. There are a lot of really cool tasks open on the roadmap, something for everyone. We can implement long awaited features (or prerequisites that are necessary for those features).

If progress remained stable, then we could bring large chunks of gameplay with each new version. The project’s at an amazing point. Want to implement a new skill? Go for it. The code is ready. We may need the formulas first, but Hrnchamd (famous for making the Morrowind Code Patch) is helping discover them. You can look on wiki page to see what formulas he and those other reverse engineers have figured out.

Maybe you’d prefer to implement level-up? Sure get on it, skills (the ones we’ve implemented) can now improve.

Would you rather implement sleeping and resting? OK, they are ready to be worked on.

GUI tasks are often neglected, so maybe take the trainer window or spell buying window tasks?

We can finally we can support the walking animation. It “just” needs to be finished first.

Developers solved a number of smaller issues this week.

For example Scrawl fixed many bugs, added the ability to hide GUI elements by pressing F12, and added a new GUI window for quick keys.

Greye is our AI specialist, but since we weren’t ready to implement it he worked on other features. This week, Greye started to loading AI packages into the engine. We can’t do anything with them yet, but that’s another first step that’s been taken.

Dgdiniz is a new developer who recently finished his first task (moved Sounds into Action). It was a typical beginner refactoring task and he behaved like a gentleman on the forums. 😉 Dgdiniz praised our clean and readable code. He is not the first person to notice it. This is due in part to zini’s endless struggle to refactor and control things like a general in battle. It makes quite a lot of difference!

Now Dgidiniz has moved on to working on getting the training window to work. MyGUI does not have the best documentation, but we have some experts in our team that have worked with it before, including scrawl, gus.

Zini currently is merging branches and making sure that everything works as it should. While also solving bugs.

jhooks1 wants to merge collision shapes into the master branch. Before that can happen the old kinematic controller and actor physics code needs to be removed so he is focusing on making all stairs climbable with the current system.

The Week in review 2012-08-04 - sir_herrbatka

Another week — once again brings things that moves our project toward playability and full compatibility with Morrowind. It’s true that we are once again progressing with nice speed.

Since animation task is closed both jhooks1 and Chris was left without a task, but happily not for long…

Jhooks1 currently returned to physics implementation — you probably noticed that collision with npc is flawed: It’s very easy to get stuck and in general behavior is very different then in Morrowind. This is not surprising at all since the way collision with npc works is itself not like in Morrowind. To make story short: while player character has it’s own collision capsule (sphere that replaces the actually body mesh for the collision) npc are still half baked and use the body mesh for physics. That’s the source of problems.

Jhooks1 is now busy with enabling the collision capsule also for npcs. That should solve most (if not all) problems in this area.

Meanwhile Chris is researching the morrowind feature not actually present in the vanilla game but often used in mod enthusiasts content: Billboard nodes. Most of you seen only billboard trees that adds a lot of eye-candy to the game, especially when compared with plain flora — but yet, the billboard nodes itself are more universal. Currently it’s hard to tell if this feature will be present in OpenMW any time soon since experiments didn’t brought ultimate insight.

greye continues being awesome. Dropping related job is finished and this week He is actually working on two branches. First off He started (and made a nice progress with it) task of player control. That’s a big road blocker for a few… sorry Did I wrote “a few”? For a countless other tasks and features that are yet to come!

gus is back! And He is programming again! I missed him a lot — He is a really friendly guy… and developing openmw makes him super cool.

gus works on Object_movement_creation branch to add new script instructions related to object movement and creations. In theory, objects should be able to cross cell borders. Although It’s not tested, now we have script instructions to test it… effects will be known next week.

This branch attacks roadblocker at least as large as player control. We must finish it before adding another large features.

Eli2 works on editor. Not just this week, but now it’s time to say that actually this is a really good job. Although a lot of it is actually mostly provisional It already looks pretty good: The filters are working, the list displays items. Personally I see the beginning of the editor I would like to work with: very simple approach, very minimal yet ergonomic design, more then just enough of planning.

We need the editor, sooner or later, and it would be better to have it sooner — before OpenMW 1.0.0 so We won’t need to hold work on long awaited modding features in the game data format only because there is no editor to work on this format in the first place. Everybody would love to have multiple exteriors and other goodies, right?

Although our multiple esm and esp support is still in embryonic state mark76 helps to test it a little. After returning from India and sharing the experience about it. He created a few small test plugins to expose complications in the current implementation. It can take a long time before issues will be solved and this long awaited feature will debut in the release.

Zini decided to add a brand new options “–script-console” and “–script-run”. The first one enables additional console only commands that are intended to test our engine (currently none) while –script-run allows to point a file containing script instruction that are about to be run on game start.

Sorcerer, a new developer that joined us recently works now on task of importing configuration from morrowind.ini to openmw.cfg file. The importer is functional right now and soon should be complete.

Scrawl does not work on OpenMW at the moment, but instead He focused on the shiny lib, supporting us this way. He implemented LOD material generator and although we are not going to use it before OpenMW 1.0.0 at some point it may become a really handy tool for us.

The Week In Review 2012-04-15 - OlderTroll

Raevol started a thread on the forum where developers write about what they are currently working on and what they are about to start. It was a terrific idea and should happen more often. So:

ACE
“Working on getting the esm records to save properly, right now some data is lost when saving so I’m working on tracking that down and hopefully being able to make close to byte-perfect copies.
Once I’ve gotten all that worked out I think I’m going to slip back to only being the Windows package maintainer for a while, perhaps see if I can build a new dependency package for windows developers.”

jhooks1
“Right now I am working on clothing/armor.

For .15 I hope to work more on the physics system that I showed off on youtube recently.

I also want to bring in some of Chris’ work on animating creatures. Of course though, if he wants to, he should take the lead in bringing them into openmw. Even if we can’t get Ogre’s animation system working, the way he is applying the bone weights is more efficient and may be able to be implemented into openmw.”

Chris is still trying to insert animations into ogre3d’s animation system and it actually sort of works. The main problem is that .nif file format used for Morrowind’s character models is closed source and have no documentation on how they are designed. To get the animations working Chris needs to reverse engineer everything himself.

OTOH collision with terrain works with the new physics jhooks implemented. That’s very good news for 0.15.0.

zini
“Working on the world model; data structures and preparations for game mechanics. Basically the non-exciting stuff. Wasn’t planning to do that for 0.14.0. originally, but people are chomping through the exciting stuff (graphics and the user visible parts of game mechanics) so fast, we were on the verge of running out of this kind of tasks that don’t have uncompleted prerequisite tasks.”

hircine worked on GUI for containers and inventory, but his C++ is a little rough. It was not a problem because gus stepped in to help. Now they have teamed up and everything looks good.

Oh, yes: gus finished with factions. It’s ready! More quests!

scrawl:
“I’m getting a little annoyed already by the graphics stuff, so I’ll take a break in terms of implementing some GUI elements that I’ve wanted to see for a long time. Mainly:
– Tooltips
– Door markers on the map
– Tooltip for the object that the crosshair points on”

Scrawl’s contribution is quite apparent in the 0.14.0 relase with things like the minimap, terrain (in cooperation with yacoby), pretty water and even more. Let’s clone 7 of you, scrawl!

The OpenMW team is approaching 0.14.0. We’re completing some unfinished tasks, moved other features to 0.15.0, and readying for the release party!

 

This. Is. The. Title. 2012-02-12 - sir_herrbatka

About openmw 0.12.0 (almost) straight from zini (The Coder Supreme):

Regression #1 (back and okay button in race window): The bug went away after the window manager refactoring. Slightly suboptimal, since we still don’t know what has caused it, but since the code that caused the bug is probably not in the codebase anymore, this is acceptable as a fix.
Can’t get it into 0.12.0 though (merging it into 0.13.0 was nightmarish enough). It looks like we will have an unfixed regression for this release.

Regression #2: (Crash when activating collisions after cell change) Very suspicious workaround. Shouldn’t work, but it does. Not entirely happy, but it seems we have no other choice than going along with it for now.

Regression #3: ( Running with –new-game will teleport to a strange location when leaving the initial location (imperial prison ship) Fixed. A slight oversight on my part during my work on cell handling; with disastrous results though.

Regression #4: (After exiting an interior and re-entering it light coming from light type objects is not rendered.) Fixed recently.

We also have 3 new (non critical) regressions:

  • ASCII 16 character added to console on it’s activation on Mac OS X
  • Case Folding fails with music files
  • Taking screenshot causes crash when running installed (already fixed).
  • Most of the configuration system is finished now too thanks to lgro. Since all major problems are now fixed I can say: The last commits before openmw 0.12.0! (?)

    Besides:
    Jhooks1 says that He might found the solution for the problem with falling trough floor. That would be awesome but needs a little more insight.

    GUS is still on dialogue GUI task. addTopic script instruction now works as well as greetings. Still much to do, like executing scripts in dialogs.

    BrotherBrick created wikipage with instructions about testing for novice, I hope that It can be filled with more info soon. Here is the link: http://openmw.org/wiki/index.php?title=Testing

    PS
    Did you visited http://crystalscrolls.sourceforge.net webpage? There is a new version released!