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.
I’ve just enabled some small server-side anti-spambot script today, so if you encounter any problems with OpenMW forum access (HTTP 403 error), then please let me know (via IRC, GitHub, e-mail). Sorry for inconvenience.
The 0.17.0 release is set for next week, as we’re just waiting on just a few builds. Our superstar WeirdSexy gifted us with another excellent demonstration video. We’d be lost without that smooth voice… but our project is an international effort with K1ll‘s a juicy German accent, ap0 has both French lover and English down, while there is the true Norwegian Black Metal growl of Rebel-Rider…
Eli2 is making good progress on the editor. At some point the code will be mature enough for others to join the effort. Let me reiterate: we need the editor in order to add desirable post-1.0.0 features.
As for the Example Suite, greendogo had contacted many talented Morrowind modders asking to use their works. Westly has given us permission to use his custom races, vurt’s allowing us to use his nice trees, and in general we’re gathering a very nice set of art assets. If you are a Morrowind modder that has work that you are willing to let us use, please let us know on our forum. These assets may be very useful for future Total Conversion projects that don’t want to have anything in common with Morrowind (including actually owning the game). The Example Suite’s story thus far is deserving of a … B or perhaps even C grade.
Lgro is setting up a jenkins server. It will allow us to have automatic nightly builds of OpenMW, and allow you to test the newest features without compiling on your own.
I would love to write about the future plans but this has to wait until new version is released. That’s any moment so be patient like me!
We’re celebrating an anniversary on the site. It was exactly one year ago today, that we moved to our current forums. The forum migration involved moving all the archives from google cache and amazon to the new forum “archive section”, but we had no choice. Thanks go to Lgro, our website admin! You gave OpenMW something essential to its current progress. The old website and forum had been left without any administrator, were invaded by spam bots and suffering from frequent periods of down time. In fact, we still can’t close the old forum properly; it’s still out there somewhere, dark and gloomy. Like the inside of a dead snail’s shell… or the city of Moria. Readers, if you decide to go looking in the old forums… remember not to dig too deep.
Despite the departure of the creator and lead developer of OpenMW, the remaining team members decided not to give up. They started this new website, the new forums, and reorganized the project. And here we are, in what will hopefully prove the most productive year yet for OpenMW. So raise some glasses, “To new life… to our phoenix! Santé! Mazel tov! Prost! Skål! Na zdorovie! Salud! And cheers!”
Speaking of new life, here’s what’s happened since we last talked:
Edmondo, the maintainer of OpenMW for gentoo, fixed a few recent problems that were preventing OpenMW from running on Gentoo (We are once again using submodules). Gentoo users can once again install OpenMW.
There’s been progress on our editor, thanks to Eli2. Auto completion was added and filters can now be imported from files. Lgro also pushed some bugfixes and added support for different types of encoding.
_greye is halfway finished with the player control task (a rather large task composed of five sub tasks). He’s got movement and turning working, but camera nodes still need to be completed. Right now _greye is working on fixing bugs related to objects crossing cell borders.
Corristo implemented the correct Ogre main loop for OS X, so Mac’s enjoy the speed of the cursor being freed from the tyranny of FPS.
Gus is working on moving and creating objects.
Scrawl added the basic features of the main menu. It has Return, Options, and Exit buttons.
Jhooks1 got the new
capsule box shapes collision method working on creatures.
Zini is working on yet another refactoring task, this time in the mw-subsystem. Refactoring code helps make it more organized, readable, and even efficient.
We are merging all the finished 0.17.0 features and fixes into the main branch of the engine and beginning preparations for our next release. Though thin in terms of new gameplay features, 0.17.0 includes major changes under the hood. For instance, the Shiny shader library makes shader development easier by allowing the same shaders to be run regardless of a user’s choice of the OpenGL or Direct3d rendering subsystems, graphics card, and OS. While, the new animations system that’s now in place improves performance.
If you have been following OpenMW, then you know what a picture like this means.
Here’s a link to the blog post the picture references that explains its meaning
We need a lot of testing this version. You can help out OpenMW by reporting bugs.