Curse you, oh glorious sun! Vacations are not conducive to developing Free Software…
The programmers are still working, but the rapidity of new features being added has dropped and we have nothing shiny to show off this week. Progress is being made in technical aspects of the project and it’s good to explain these things from time to time.
OpenMW is a far more modern engine than Morrowind and Scrawl continues working on his shader system. Our engine uses shaders in rendering terrain, which should prove a more efficient method then the old Morrowind’s.
Chris is improving the handling of the nif file format. This is a prerequisite before we can finally animate meshes, and anything else related to nifnodes, correctly.
Zini is working on potions usage now that the possibility of creating potions has been recently added. It’s a small fragment of Morrowind gameplay, but this “step by step” method is what will allow us to finish the gigantic task that is OpenMW 1.0.
Ingredients usage was planned, but we still don’t have the right formulas, so that needs to wait a moment. No worries, the researchers are working on the formula as we speak.
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!
Happy Easter to all our Christian friends! Happy Sunday to all our non-Christian friends!
Scrawl, our resident CG beast, is on the loose again. Just look at this screenshot.
Reflection can be turned off completely or individually for everything except sky and terrain. We can put an end to the question of whether OpenMW will be able to compete with MGE for improving graphics. OpenMW has the potential for amazing graphics improvements and doesn’t yet because we have more important tasks concerning the game engine and gameplay to do first. Maybe we’ll make some screenshots in full HD with eyecandy turned up high without the gui and cross hairs for wallpapers… but first we need to add option to turn off gui and cursor…
chris is trying to insert nif animations into ogre properly, which should give us a moderate increase in fps. He’s produced very nice results so far. I thought his expertise was just openAL, but it seems he is not new to the video game business.
Jhooks1 very recently started work on clothing rendering, not much to tell about it yet.
Kromgrat got bored with bugfixing so he started work on new feature: gui window pinning.
Zini finally got someone to work on the boring, but important, task of Record Saving. Thank you Ace!
gus is working on implementing factions. Hopefully soon we’ll be able to join factions and get quest their quests!
swick finished work on the initconfig.
lgro worked on bugfixes, because he currently lacks time to start larger tasks.
Corristo finished with his pathgrid rendering.
Mark76, the man who is singlehandedly making Crystal Scrolls (another Morrowind engine), joined the OpenMW team last week. News about task He picked are coming (hopefully) soon.
Stardemon has also returned to the fold and is starting work on making new videos. Here’s just a quick test he did. It is titled 0.13.0, but it’s actually a snapshot of 0.14.0. Warning! Stardemon is pretty hyper in this video. 🙂
Finally, zini started working on a new gameplay feature that we’ll explain next week. Soon stay tuned :-]