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.
As you’re probably aware, we recently debuted OpenMW 0.12.0. to gamers across the world. It was delayed by bugfixes and documentation, but not nearly as much as some of our previous versions. We are very proud of it, but as the saying goes, “There’s no rest for the wicked,” and this first post-0.12.0 week proved quite productive for the team! So let’s talk about this week’s news.
The website received two new features thanks to Lgro. The first is the link on the top right of the page that says “#openmw”. This will take you to our irc channel at freenode. The second new feature is a button that swaps languages for the news section. These both continue our trend of lowering barriers for user engagement with the team and our community.
Up next, Werdanith finished cleaning up the soundmanager which allows for the addition of new features! Scrawl got right to work and successfully added water and rain sounds. Werdanith is in the planning stage for enabling sound effects for picking up items.
Gus continued his work on dialogues, a task made possible after Zini got dialogue scripts working. This is good news as dialogues are one of the main feature for version 0.13.0
Our leader Zini has taken two new tasks. The one that interests me most is item equipment. Once it is implemented the current “underwear party” you’ve seen in the 0.12.0 demo video will come to an end, and NPCs will begin dressing more modestly as we finally see jhooks1’s fine work on animating clothes (robes were especially tricky).
Meanwhile jhooks1 continues refining the physics system and already the changes are extensive. J’s using the physics of Project Aedra (another Morrowind reimplementation) as a model and should soon have a solution to the issue of players falling through floors.
Pvdk continues working on the launcher. A regression on linux platforms has been addressed and will soon be fixed. Also the launcher will no longer spawn unnecessary consoles on windows platforms.
Corristo is also active, but his engine work is not visible to end users, but are indeed necessary.
K1ll and BrotherBrick are preparing an Ubuntu ppa for openmw. Lot’s of work have gone into making it work correctly and risk free, but it’s almost done for all you Ubuntu users out there.
Good day to you all!
OpenMW 0.12.0 has been in feature freeze for a while now and is currently being packaged up neatly for your consumption and joy. Thank you packagers! It will likely be available in a matter of days, so just hold on another 48 hours…
Testing and fixing packages on our three supported systems has eaten up a lot of time, but exciting work has continued on OpenMW 0.13.0. Its progress has been so remarkably fast that I dare say development is going smoother than ever before.
Scrawl has finished work on the sky for now. Weather effects are limited since they composed of particles and we haven’t implemented particles just yet. The sky looks very impressive, just like in Morrowind. Once again, I’m very happy with the progress in this area. It was a fast, smooth and elegant job and the result is a beautiful working skybox (we kicked cealum to the curb!). Take a look at this screenshoot.
And now! Quote of the week:
I have only the tiniest understanding of what you guys are talking about. Let me be more clear by “understanding” I mean it’s like waking up in a UFO and overhearing two aliens speak to each other about some an amazing glowing device in the room. You know they are having a discussion about said device because occasionally one or the other points at it. It’s like that level of comprehension…
ElderTroll expressing his feelings on the forum thread where the massive work being done by Yacoby and Scrawl on terrain rendering is discussed. These two are doing a truly fantastic job. Yacoby had a succesful idea for a workaround for vertex colours (quote: “OMG! I don’t believe that it’s working!!!!!!!!!!1111oneoneoneeleven”) which had not been working previously, but which are needed for terrain rendering. Meanwhile scrawl implemented terrain material, which improved performance.
It brings me great happiness to say that terrain rendering is finally feature complete. Its inclusion as an enabled feature in OpenMW depends on the release of Ogre3d 1.8 as we can’t put an unstable lib as requirement for a stable OpenMW. The wait for Ogre 1.8 gives the team the ability to do performance improvements like shortening loading times and generally polishing it for version 0.14.0.
Werdanith the brave has started exploration of the Dwemer ruins containing the soundmanager code. The code was not touched for aeons and is in pretty bad shape. The situation is similar to that of the rendering refactoring that happened a while ago ─ without refactoring no new features.
Jhooks1, our Isaac Newton, continues his work on physics. That’s another 0.14.0 task and with its release months away, I’m very hopeful that the major kinks will be sorted out.
Also, the above post should be free of the most scandalous spelling and grammar mistakes thanks to ElderTroll who volunteered to correct the news section. A number of users on forum said the errors are charming and adorable, but those compliments come from a bunch of ugly nerds. So sorry guys (which certainly most, if not all, of you are), but I don’t care about your opinion 😛
This image is from yacoby. You can see terrain and sky enabled. It’s amazing!