Hello everyone! No fancies news for this week, but a massive background improvement (the new physics system), and a lot of misc things.
Scrawl is a machine! He’s working on multiple fronts, and the results so far are amazing:
jhooks managed to get terrain collisions working! You can test this feature by typing tcl or togglecollisions in the console. The new physics system will be part of our next release: better, faster, easier!
gus is still working on item drag’n’dropping from the inventory.
Ho, by the way, if you know some Qt, we are looking for someone to develop the OpenMW Editor. Don’t be shy, apply!
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.
We are getting closer to the next release. Release candidates (RCs) are on the way and new features have been merged to a new branch named “Next”. Scrawl made a bugfix for the correct topic case and it’s merged into the branch now.
Scrawl is also working on a few bugfixes regarding video. He also did a huge amount work on tooltips. The Tooltips display various information, so this task is bigger than you make think at first. There are also GUI related bugfixes in this branch.
The Gus/hircine duet is moving through the inventory gui task like a bulldozer. We’ll post some brand new screenshots of the GUI soon.
jhooks1 finished clothing rendering. There are bugs related to autoequiping, but they are soon to be fixed. Autoequiping is important to NPC as all the items the character is wearing are equipped automatically when they are loaded by the time.
Jhooks got swimming working and improved the no-clip mode.
Item stacking is now possible thanks to Aleksander.
In other news, we want to congratulate the Arx Liberatis team. Here some info taken from freegamer:
Arx Libertatis 1.0 has been released. This is the first official, stable release of the GPL-licensed engine for the proprietary first-person cave RPG Arx Fatalis. Arx Fatalis and Morrowind came out the same year and both are directly influenced by Ultima Underground (Arx Fatalis was originally going to be an Ultima game). The source code for Arx Fatalis was open sourced in January of 2011. You need to own the game assets to play the game, but it can be purchased on Steam for 5 dollars.
But being able to play the proprietary game on Linux and Windows is not the end of the development. There are plans for future milestones, for example a Qt-based modern game editor, support for user created assets, and support for modern shaders.
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!