Welcome once again fellow readers!
scrawl went into overdrive this week. He forked several branches to implement new features in each. Now we have: “paperdoll” next to the inventory menu which shows all the armor and clothing on your character, a preview of the face in the race menu, hiding of markers (like the north marker), loading screens with progress bars and splash pictures, disabled collision for objects with NCO flag (like spider webs) and now level up. scrawl always working on something, even if I don’t mention him here in the weekly post. However, the impact of this particular programmer is huge.
jhooks1 continues to work on physics. He is facing a quite large task and I hope he isn’t getting bored and that the physics implementation is both challenging and rewarding. He got actors physics working, with scale functionality, but rotate isn’t finished just yet. There is still much to be done.
Aurix, a new developer that joined us some time ago, implemented a spell buying window and is now looking into the wait and rest window.
Zini implemented eating, with the appropriate sound playing.
We still don’t have the training window code on github, but Dgdiniz guarantees us he is still working on it. Another issue for the training window is that we are missing the fade to black effect that happens during training. This is not a trivial issue and may take some time to implement.
OpenMW 0.18.0 will introduce a nice set of new features, with plenty of gameplay and gui functionality.
Finally, WeirdSexy made a video for those who don’t want to read a FAQ. The majority of the internet discovers OpenMW by youtube. Also a link to a video is better then a link to the even most impressive website that requires actually READING the text (it’s so XIX century, I know…). Anyway: OpenMW FAQ #1 enjoy!
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.