The OpenMW team is proud to announce the release of version 0.19.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This version introduces Sleeping, Potions, DEATH!!, Spell Creation, Travel, and many other features.
Check out our release video by WeirdSexy:
Ruminations of alchemy, animations, and death
The Alchemy implementation is complete. Bug testing has revealed some issues that will surely get resolved soon.
Zini is also working on the “Death” branch. There was a bug where everything/everyone was insta-killed. That is no longer a problem, but there are more to be fixed.
The newly finished quick travel services in the “Travel Dialogue” branch is being refactored by Gus.
Pvdk continues working on our launcher with the support for profiles now back!
Greye is working in the “Storedevel” branch on lower level structures of the engine, rather than on user visible features ─ but that doesn’t make it unimportant. In fact quite opposite: without it we would be screwed in many ways.
Chris is digging around in the animations. The number of commits increases, the number of issues decreases but the goal of fully implemented animations is still far away…
The OpenMW engine is so big and interrelated that every feature requires quite a lot of work…
Eli2 as usual continues to work on the editor. Stopgap json serializer has been replaced with the qt variant. There was also Qt5 experiment ─ not very important from practical point of view but some of you may be interested that “It works”.
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!
After an extensive phase of testing and five release candidates later, 0.16.0 is out. WeirdSexy made a video can be viewed in the previous post. It’s interesting that many users discover our project via YouTube, probably more than through Google. I shouldn’t be surprised since this is the Web 2.0 era after all.
Other people are pushing OpenMW forward in other ways. In terms of features, I need to mention Myckel. The situation makes me a little ashamed because Myckel is not a programmer, but he is reverse engineering the formulas related to alchemy. It’s an important project, so important that zini says its the only thing holding back progress with this implementing alchemy. But it’s not just alchemy, there are many formulas that are still not worked out. There is nothing stopping ME from doing this task besides laziness. The situation is even worse — because most of the formulas on our wiki were put there by a single person. Something is not right.
Zini can’t progress with the alchemy task yet, so he started another round of refactoring. This time it’s the MW-subsystem. All information important for developers can be found in this topic: viewtopic.php?f=6&t=863
There is bad news because animating with OGRE3D is stuck in place again. Hopefully not for long this time.
pvdk is on-line and so the launcher is seeing modifications again. Configuration options are available as well a better graphics menu for it thanks to serpentine. Maybe less important but still nice.
scrawl is focused on few bug fixes right now. He already fixed infamous black textures bug on DirectX and now he is creating new changes in the graphics.
Eli2 who previously worked (toying?) on head tracking experiment now is working (toying?) on the editor. I would L O V E to see awesome stuff right there so go for it Eli2!
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.