the week in review 2012-10-15 - sir_herrbatka


I had unexpected computer problems last week and I’m trying to make this post cover two weeks…

Scrawl finished work on the spell creation feature.  Thanks to his good program planning at least part of the spell creation code can be reused for the enchanting feature.

gus worked on the traveling feature. He made a GUI which displays prices and you can now travel between places.

pvdk altered the launcher’s data files tab. It uses a new model, but we unfortunately don’t yet have support for multiple esx files in the engine!

Cory Cohen is working on the ESMTool. It displays human readable labels and it also provides record dumping with more details.

Greye made minor changes to the ESMStore. It nows allows storing additional records not loaded from esm/p files, but created in game, with the ability to modify these records. One situation where this is needed is during character creation, where the player decides his/her character’s race.

Zini fought/is fighting with non-standard GCC extensions. He also enabled C++11 mode for compiler flags, but at the moment it’s nothing more than an interesting detail. Standard coding for OpenMW is still the de facto of C++03. When C++11 is supported by the main compilers, then we’ll add support for it. This means the earliest we’ll see C++11 in OpenMW is the second half of 2013.

Did you notice the tag cloud on the right? Scrawl, zini and the rest of the development team are now not only programmers, but also tags! Funny!

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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:

“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.”

“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.

“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!

“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!