We are getting closer to the next release. Release candidates (RCs) are on the way and new features have been merged to a new branch named “Next”. Scrawl made a bugfix for the correct topic case and it’s merged into the branch now.
Scrawl is also working on a few bugfixes regarding video. He also did a huge amount work on tooltips. The Tooltips display various information, so this task is bigger than you make think at first. There are also GUI related bugfixes in this branch.
The Gus/hircine duet is moving through the inventory gui task like a bulldozer. We’ll post some brand new screenshots of the GUI soon.
jhooks1 finished clothing rendering. There are bugs related to autoequiping, but they are soon to be fixed. Autoequiping is important to NPC as all the items the character is wearing are equipped automatically when they are loaded by the time.
Jhooks got swimming working and improved the no-clip mode.
Item stacking is now possible thanks to Aleksander.
In other news, we want to congratulate the Arx Liberatis team. Here some info taken from freegamer:
Arx Libertatis 1.0 has been released. This is the first official, stable release of the GPL-licensed engine for the proprietary first-person cave RPG Arx Fatalis. Arx Fatalis and Morrowind came out the same year and both are directly influenced by Ultima Underground (Arx Fatalis was originally going to be an Ultima game). The source code for Arx Fatalis was open sourced in January of 2011. You need to own the game assets to play the game, but it can be purchased on Steam for 5 dollars.
But being able to play the proprietary game on Linux and Windows is not the end of the development. There are plans for future milestones, for example a Qt-based modern game editor, support for user created assets, and support for modern shaders.
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 :-]
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:
Let’s start with important news: We decided that openmw should focus on smaller, but more frequent releases. It seems that every single release of openmw up to now was delayed badly. And that’s bad since It means that features must wait very long for testing. Bugs can be tricky to fix when a lot happens in the code meanwhile.
In openmw 0.13.0 We won’t see terrain rendering as It needs to wait for new version of OGRE to be added without unneeded pain. Waiting does not go well with new concept of frequent releasing. But we have another killer feature: dialogue GUI! GUS did very well on this one, and did already a lot ─ the rest needs fixing another partially broken stuff and Zini is on it just after finishing equipping item task (jhooks1 wouldn’t forgive delaying it).
And water rendering. Water is mega-important and easily seen feature. Jhooks1 did awesome job again. This will be include in new version of openmw as well.
This two features would be enough for openmw 0.13.0 on they own. Any other big features needs to be moved for 0.14.0 or even 0.15.0.
And Let’s not forget about the openmw 0.12.0. We are almost done here. Just a little more tuning and We are ready. It’s all in lgro hands. This are good hands (frequently washed). 😉
Recently new developer joined us. Welcome Scrawl, one of the vdrift-ogre developers where He plays the role of graphics guy! Although advance graphics features needs to wait for openmw post 1.0.0 there are still tasks to be done, even in rendering. We still miss particles, need a proper skybox, weather…
ElderTroll wrote article for the freegamer about open source morrowind engines.