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.
Guess what, 0.17.0 is very close to release.
Zini completed the mw-refactoring task. This Herculean work improves the readability of the source code for new developers. This week Zini changed his Linux distribution from Ubuntu to Mint, we don’t know if he changed his desktop wallpaper from Ubuntu-orange to Mint-green, but speculation is rampant.
You will be finally able to see your character! The 0.17.0 release for the finishing touches on player control. This includes the new camera which allows not only “First Person Perspective” and “Third Person Perspective” view, but “Vanity Mode” will turn on automatically when the player is idle. I couldn’t find a nice link about vanity mode, but it allows you to (or the game to automatically) rotate the camera while moving or stationary. You have _greye to thank for this awesome new feature!
That’s all for 0.17.0. Let’s move on to the OpenMW Example Suite.
OpenMW is getting close to playable and the OpenMW team needs the help of modding community to creating the OpenMW Example Suite. This suite will allow anyone, including those who don’t not yet own Morrowind, to test OpenMW. Therefore it cannot contain any Bethesda/ZeniMax owned art assets. We believe this suite will boost our user and developer base, resulting in people purchasing Morrowind and putting OpenMW to the test of running the original game. Our engine will provide greater modding capabilities to the mod community once completed, bring native support to Linux and Mac OS X, help out the project will be mutually beneficial.
Location and Setting
The suite will take place on a small island with a fishing village. There will be a dungeon and a crypt (which is already built, and has been the entirety of this project up till now). In addition, there will be a few wilderness areas like a pine forest and some small fields. The player will be a resident of the tiny island village who goes off to kill some monster, fetch some pretty object from the dungeon, or escort someone from the crypt.
It’s called OpenMW Example Suite as opposed to OpenMW Tech Demo, because we don’t want a jumble of unrelated rooms strung together to display all of the engine’s abilities, like some tech demoes. Instead, it will be a micro-game that, aside from exhibiting the engine’s functionalities, is aesthetically pleasing and coherent. Through our small island, with its basic kill and fetch quests, we’ll be able to display the functionality of a tech demo. Additional quests and dialogue can be implemented until we have exhausted the feature showcase. Once each feature has been demonstrated at least once, we can consider the OpenMW Example Suite complete, with any future additions to it as icing on the cake.
If you are willing to help, please visit this forum thread and acquaint yourself with the task, what’s already done, who can be of help to you. Thanks for your time. Cheers to keeping Morrowind alive! Below is a description of the tasks that need to be completed.
Up next is news on 0.18.0, which has already begun development.
Scrawl is making progress on the GUI and input system rewrite. We now have mouse sensitivity sliders: one for the GUI mode and one for the game itself (there is only one, but x and y axis can be adjusted through editing a file). Warning! The GUI sensitivity is updated in real time (meaning it does not need OpenMW to restart) so think twice before pulling slider to the very far left…
jhooks1’s work enables the use of set angle instructions for NPCs. He also fixed the jittery animations bug in 0.17.0 making them smooth as butter. You’ll have to wait until 0.18.0 to try it out.
Eli2’s work on editor has past the experimental phase. We want more developers to get involved, because it’s currently a one man project, but there is no need to rush… yet. We won’t really need the editor before OpenMW 1.0.0, because it’s only at that point that we will add new script instructions. However, a better designed editor would be an invaluable tool to the modding community even now
And thanks to all the users who reported bugs. Your help is invaluable to us making a superior and stable engine. If you find something wonky in OpenMW check our bugtracker to see if it’s been reported. If it hasn’t, either register on our bug tracker or let us know on the forum that something is going wrong.
We are very close to the release of OpenMW 0.14.0; it may even happen today. March and April were huge leaps forward for the OpenMW project with new releases and big features rapidly debuting.
0.15.0 development news
zini is working on underlying engine preparations.
jhooks1 is integrating some of Chris’s concepts into the old animations system (since properly inserting nif animations into ogre3d does not want to work).
Scrawl is continuing work on the tooltips, and plenty of widgets are already working nicely.
You can now select an item in the inventory window now thanks to gus, and you can also drag items as well. This is great progress towards a functional inventory GUI.
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:
– 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!
Who says it’s not all about looks? Version 0.14.0 is shaping up to be one sexy release. People, we’re getting terrain rendering, water rendering and possibly clothed npcs… sometimes it’s all about looks. Part of me is going to miss the floating houses, boats, and ruins when terrain is added, but I’ll forget them once I’m running around Morrowind freely. 🙂
scrawl is in the process of completing water rendering. He found a solution for displaying water in interiors cells, which was problem up till now. Now he’s back to working on occlusion and the Minimap to have it face the right orientation and some other polishing.
There is beginnings of an inventory gui thanks to hircine. Soon you’ll be able to see all that stuff you’re hoarding and face the reality, “Why do I have all this useless cutlery? I have 10 buckets, and 24 brooms?!? I don’t want to drop any of them… I think… I think I have problem.” Good, step one is admitting it has become a problem.
Ah yes, zini managed to get auto-equipping working. For now it is only putting the first suitable item on the npc, but soon we’ll see the glory of jhooks1 work on rendering clothed npcs!
The terrain branch has been merged to main so if you want to test it, just build the main.
Chris’s epic sound redesign is going well. His branch was recently merged into main and he fixed the long-standing no sound bug.
ACE and Corristo are working on squashing them. Corristo fixed the 0.13.0 OSX launcher bug so path to the binary can contain spaces now and a bug affecting autodetection of Morrowind install on a mac. Please, if you’re trying out OpenMW and you find a bug, register on our bug tracker and submit it. OpenMW needs bug testers!
swick is working on a morrowind.ini converter. His first version of it is completed and waiting to be reviewed by zini.
jhooks1 has finally triumphed over the physics implementation. Work remains to be done, but it is leaps better than the previous implementation. Speaking of leaping, jhooks1 implemented jumping! Here is jhooks1 doing a well deserved victory lap after getting physics working.