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.
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.
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:
^– 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:
For those wishing to use dynamic (*.so) libraries instead: