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!
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 🙂
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!
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
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).