Voila, OpenMW 0.19.0 is at your fingertips.
Death was a major feature addition in 0.19.0, but it isn’t fully implemented yet with many missing things in the dialogue code. These will be fixed in time for version 0.20.0. We’ve got a two point plan to do it:
1) Zini will work on it.
2) Zini will fix everything.
As you can see it simply must work. 😉
But other things are working with the death, including the kill counter. So it is possible to complete quests involving the killing of people and or things.
Zini recently added the bounty feature to the player’s stats. This is similar to disease feature. Now npcs will be able to recognize if you are a wanted criminal and use different greetings accordingly.
Gus worked on bartering, which has been present in past versions but with limited functionality. Previously, the player was not able to bargain for a better price. This is now implemented. Also, thanks to scrawl, now rejected offers will hurt an NPC’s disposition towards the player character.
Scrawl is working on the persuasion feature. The menu is already done and you can get a disposition bonus after a successful attempt.
Greye is busy with the character model task. Get ready to finally see your character’s race change! Before even being able to start this feature, Greye had to add some other features in “player-dynamics” branch. We love you Greye!
The OpenMW team is proud to announce the release of version 0.19.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This version introduces Sleeping, Potions, DEATH!!, Spell Creation, Travel, and many other features.
Check out our release video by WeirdSexy:
Ruminations of alchemy, animations, and death
The Alchemy implementation is complete. Bug testing has revealed some issues that will surely get resolved soon.
Zini is also working on the “Death” branch. There was a bug where everything/everyone was insta-killed. That is no longer a problem, but there are more to be fixed.
The newly finished quick travel services in the “Travel Dialogue” branch is being refactored by Gus.
Pvdk continues working on our launcher with the support for profiles now back!
Greye is working in the “Storedevel” branch on lower level structures of the engine, rather than on user visible features ─ but that doesn’t make it unimportant. In fact quite opposite: without it we would be screwed in many ways.
Chris is digging around in the animations. The number of commits increases, the number of issues decreases but the goal of fully implemented animations is still far away…
The OpenMW engine is so big and interrelated that every feature requires quite a lot of work…
Eli2 as usual continues to work on the editor. Stopgap json serializer has been replaced with the qt variant. There was also Qt5 experiment ─ not very important from practical point of view but some of you may be interested that “It works”.
Welcome! All of you!
The OpenMW editor, which some of you might not even be aware of, has been progressing stably for quite some time now. Eli2 is currently focusing on loading and saving projects. Once this groundwork is finished, other features can be edited more quickly.
Scrawl is not working on shaders at the moment (mark this historic date on your calenders). Instead he’s working with zini on the alchemy implementation. The new code needs to be integrated into the game engine, and also requires its own GUI. He made the original alchemy window, so clearly he’s fit for the current job. Scrawl is becoming a true MyGUI adept. When the GUI first appeared bugs appeared with it, but these are getting squashed now.
BTW, compile time of OpenMW on Scrawl’s computer is about 2 minutes.
Zini assigned the “Death” task to himself. I wouldn’t be surprised if WeirdSexy’s videos get a little more of thriller/horror feel or maybe something ala Overgrowth. Hopefully WeirdSexy will also be able to show some more animations as Chris is working on this feature. Although getting animations to behave correctly is not trivial, the concept has already taken shape.
lgro, the fearless spambot slayer, holy guardian of… eh never mind. Lgro is working on books. The task proved to be harder then it first appeared to be. The only current benefit from Lgros effort is realizing there are problems that need to be solved in the parser. Lgro promises to do the trick, but it will take quite some time.
Another careful operation in the works is on the performance of cell loading. For some users loading is very slow. To fix this, Zini introduced changes, and the testing brought some surprising results. Unfortunately surprising in the negative sense. Honestly, nobody knows what to do! But the team will figure this out, eventually.