The week in review 2012-06-18 - ap0

Hello everyone !

The OpenMW team is proud to show you the early works done on multiple esp/esm loading : Solstheim! But don’t expect this feature for the 0.16, there are still a lot of thing to do.

Bloodmoon

Everything written last week is still true today but developers progressed with their tasks:

Some funny notes now:

  • Eli2 has done some work on head-tracking!? It’s just a POC, for fun. Don’t expect this to be merged into the master 🙂 We’d also like to remind new developers to consult the development team about tasks, because we need to focus on getting to 1.0 before we implement amazing new features.
  • Normally I wouldn’t post a picture of something going wrong, but this is too crazy not to share. When using the Better Bodies mod it seems every part of the bodies are being replaced by the entire body mesh of BB. Anyone inspired to make a Silent Hill mod?! It’ll be a while before OpenMW has all the features mods use, so expect things to be slightly wonky.

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The week in review 2012-06-11 - ap0

Hello everyone !

The major news for the week comes via Mark (creator of the Crystal Scrolls): he nearly finished multiple esp/esm support! There are numerous problems, but things are progressing: you’ll soon be able to travel to Solstheim!

garvek, our new developer who is also part of the dugeonhack project, started working on cmake fixes and making OpenMW compile with MSVC. The DungeonHack team is deciding whether to help OpenMW reach basic functionality and then base DungeonHack off our engine. Sounds good to me!

zini returned to working on the script implementation. Excellent!

jhooks1 is continuing work on the physics system. Nothing really spectacular and the ogre3d enabled new animations system still is not able to handle robes and some creatures. If someone is an expert in animations then he is welcome on our forums.

Gentoo overlay for OpenMW has reached alpha status and awaits testing. Big thanks (if it’s working correctly) to edmondo.

Lurkers of the irc channel are reporting that scrawl said:

btw I have started with rewriting shader system to allow GLSL. I am a making sort of a library out of it, it will be similar to ogre RTShaderSystem but much better. then user can put in a settings file which shader language he wants 😛

Ho, and it seems like pvdk and k1ll are active again 🙂

The Week in Review 2012-03-25 - OlderTroll

Headlines:

You can expect the release of 0.13.0 in the near future. An impressive feat as 0.12.0 was released less than a month ago. All development for 0.13.0 finished last week and what remains is packaging, testing, and bug fixing.

Our team member, WeirdSexy, has made a wonderful demonstration video for 0.13.0.

We’ve picked up another language: Dutch!

News for 0.13.0:

gus finished dialogue tasks allowing us to get 0.13.0 released so soon. Yeah buddy!

Our wonderful packagers (K1ll and brotherbrick for linux, ace for windows, corristo for mac) are currently packing up neatly all the improvements into downloadable form for you.

Kromgart, sort of OpenMW’s masked hero, who has helped us by solving bugs hasn’t shown up on irc or spoken a single word on the forum all week

Bleeding Edge News (0.14.0 or later):

Zini completed his work on containers.

scrawl migrated OpenMW to MyGUI version 3.2. There have been large changes in MyGUI and one such change allowed scrawl to get the player arrow on the minimap working. Check it out http://dl.dropbox.com/u/2899105/mini.jpg.

pvdk added a new font for the gui. Morrowind’s original pixel font is still not really usable. If you come to our site often, you’ll notice we changed our front page to the new font as well. It looks very good in game with a great variety of glyphs for all the languages. Our team members especially love the capital Q.

Chris continues on the large sound rewrite. He is VERY effective and is making some great progress.

Jhooks1 made good progress on the physics (but we can’t guarantee when it will be finished).

There you have it folks; positive news as usual. Have a good week!

The Week in Review 3/17/12 2012-03-17 - OlderTroll

Look, you can read news in four languages! It would be great if we could get volunteers to write Spanish, Mandarin, and Hindi versions. If you would like to make news posts in your native language, then please send Lgromanowski a private message on the forums and he’ll help you get started. You may either do a direct translation from the English news OR you may write a more detailed one yourself. sir_herrbatka prefers people write their own versions because:

Thank you all! I’m proud of you.

a quote from our main writer, sir_herrbatka, about the additional news languages.

Let’s turn now to development news.

Coding for OpenMW is easier than ever as submodules have been merged into the mainbranch repository. Werdanith presented the idea to Zini and he happily agreed but corristo is the person who did all the job. The submodules were a remnant of a bygone, they were not useful, and complicated maintaining code. Here is a quote from Chris about the change,

“… that’s actually what drew me back to start hacking on OpenMW again. Modifying and maintaining those submodules was rather bothersome.”

There you have it; all you c++ programmers have one less excuse for joining the OpenMW team.

This brings me to my topic, welcome back Chris (KittyCat on irc)! Chris was previously a developer with openmw and is returning in grand fashion by undertaking a large redesign of the openmw sound system. The current design is a mess with the mwsound subsystem, openengine, mangle, and the output and input backends all used in various capacities to render sound. The redesigned sound system will have the soundmanager handle all sound rendering instead.

scrawl made another commit on github to the skybox and is now working on adding the minimap. At this stage there is no arrow functionality. Terrain is also missing because terrain rendering is in a separate branch. Here’s a screenshoot.

zini has finished with the inventory backend and distinguishing armor types (which determines the correct sound effect after pickup). There is still no auto-equipping for npc’s, which means no clothed npc’s. Hopefully this will be done shortly.

werdanith completed the task for rendering sounds when picking up items and also solved the sound regression from openmw 0.12.0.

Corristo continued working on path grid rendering, a feature needed for debugging AI in pathfinding.

jhooks1 is still on the monumental physics redesign. He recently got movement to work in noclip mode and will soon start working with collisions. God speed jhooks1!

gus is getting close to finishing his work on dialogues, but filters still need to implemented.

There has been a lot of linux love this weekas artorius created 32 and 64 bit rpms for Fedora. Detailed instructions on getting things setup can be found here; viewtopic.php?f=8&t=599

Also on the linux front, K1ll and brotherbrick finished making the ubuntu ppa. You can now install openmw on Ubuntu using Automagic and also, hopefully, update it.

Quote:
With the help of K1ll we now have a few PPAs that people can use.

I’m proud to say that our ‘official’ Ubuntu packages can be found here:
https://launchpad.net/~openmw/+archive/openmw
^– includes 32 and 64bit packages from Lucid to Precise that is statically compiled and does not need users to worry about libbullet nor libogre.

For those wishing to use static (*.a) libraries:
https://launchpad.net/~openmw/+archive/deps

For those wishing to use dynamic (*.so) libraries instead:
https://launchpad.net/~openmw/+archive/build

The week in retrospect for 3/11/12 2012-03-11 - sir_herrbatka

As you’re probably aware, we recently debuted OpenMW 0.12.0. to gamers across the world. It was delayed by bugfixes and documentation, but not nearly as much as some of our previous versions. We are very proud of it, but as the saying goes, “There’s no rest for the wicked,” and this first post-0.12.0 week proved quite productive for the team! So let’s talk about this week’s news.

The website received two new features thanks to Lgro. The first is the link on the top right of the page that says “#openmw”. This will take you to our irc channel at freenode. The second new feature is a button that swaps languages for the news section. These both continue our trend of lowering barriers for user engagement with the team and our community.

Up next, Werdanith finished cleaning up the soundmanager which allows for the addition of new features! Scrawl got right to work and successfully added water and rain sounds. Werdanith is in the planning stage for enabling sound effects for picking up items.

Gus continued his work on dialogues, a task made possible after Zini got dialogue scripts working. This is good news as dialogues are one of the main feature for version 0.13.0

Our leader Zini has taken two new tasks. The one that interests me most is item equipment. Once it is implemented the current “underwear party” you’ve seen in the 0.12.0 demo video will come to an end, and NPCs will begin dressing more modestly as we finally see jhooks1’s fine work on animating clothes (robes were especially tricky).

Meanwhile jhooks1 continues refining the physics system and already the changes are extensive. J’s using the physics of Project Aedra (another Morrowind reimplementation) as a model and should soon have a solution to the issue of players falling through floors.

Pvdk continues working on the launcher. A regression on linux platforms has been addressed and will soon be fixed. Also the launcher will no longer spawn unnecessary consoles on windows platforms.

Corristo is also active, but his engine work is not visible to end users, but are indeed necessary.

K1ll and BrotherBrick are preparing an Ubuntu ppa for openmw. Lot’s of work have gone into making it work correctly and risk free, but it’s almost done for all you Ubuntu users out there.