Hello everyone !
The OpenMW team is proud to show you the early works done on multiple esp/esm loading : Solstheim! But don’t expect this feature for the 0.16, there are still a lot of thing to do.
Everything written last week is still true today but developers progressed with their tasks:
Some funny notes now:
Normally I wouldn’t post a picture of something going wrong, but this is too crazy not to share. When using the Better Bodies mod it seems every part of the bodies are being replaced by the entire body mesh of BB. Anyone inspired to make a Silent Hill mod?! It’ll be a while before OpenMW has all the features mods use, so expect things to be slightly wonky.
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.
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!
The 0.12.0 is near. Actually only package testing has left, well unless something goes wrong again. Lgro had a lot of struggle with libboost ─ it worked in different ways depending on version. Finally solution has been found and to this point It seems that morrowind path finding finally works as it should.
Scrawl started to work on skybox and weather implementations and soon after got very good results. So good that actually Zini started to think about moving skybox to openmw 0.13.0, even if weather still will be unfinished just because sky looks awesome on its own and most certainly It will be ready on time. I must say that I’m very happy since We finally can get rid of cealum that didn’t do what morrowind sky needs to have and is a fps-killer.
Sadly no chance for terrain rendering in 0.13.0. Water+Terrain+Sky would be so awesome, but It won’t happen before 0.14.0.
Jhooks1 is digging in few places and sometimes findings are ugly. Remember Project Aedra physics? Ultimately it seems that the problem cannot be solved by simply tuning few values. It looks like we are about to see a lot of recoding in our physics implementation.
OTOH jhooks1 was also messing with animations, and maybe finally the performance stopper was found. Needs testing. Meanwhile you can see this video…
Also it’s worth to mention that another crashing bug was solved. Heart in the Akulakhan’s Chamber is different then all other creatures and that proved to be a little nasty. But it’s fixed now. Bravo Jhooks1!
Dudes on IRC channel (our IRC channel is on freenode) say that it’s not advertised enough. Well, ok. So here is just a short compilation of memorable quotes from the channel:
|werdanith| interesting, sitting on the couch, watching on TV journalists arguing about exactly how !@$!$# we are
|pvdk| gus: never got into that, I did install gentoo though
|pvdk| back in the days, 14 years old, me and a friend, printed the whole install guide
|Sir_Herrbatka| Did anybody thought about using their skybox code?
|Sir_Herrbatka| It seems to work the same way as morrowind one
|pvdk| Sir_Herrbatka: well i thought about it right now
|pvdk| i thought: lets steal it!
|pvdk| steal their skies!
|Sir_Herrbatka| and? 😉
|Sir_Herrbatka| they have a pretty water too
|pvdk| nice! let’s steal that too
|raevol| some of my favorite things come from finland though: linux, korpiklaani, vodka…
|werdanith| vodka is finnish?
|raevol| probably not originally
|raevol| but they make good vodka
|Yacoby| it is trivial for the loss of productivy it brings
|pvdk| yeah need another vid card for it though
|pvdk| haha how so?
|Yacoby| I can “work” and watch a film 😛
|swick_| i got skyrim run in wine 🙂
|swick_| running on lowest settings and in a 800*500 resolution
|swick_| did not event know the resolution exists :/
|werdanith| scrawl: gus might know
|gus_| scrawl: 42
|Yacoby| I know a guy who ran arch testing on his server
|pvdk| Yacoby: wow…
|Yacoby| for the lols.
|Yacoby| it was sometimes up for entire days
|Pjstaab| why freenode?
|Pjstaab| all the cool people are on chatspike
|pvdk| wow hi Pjstaab
|pvdk| chatspike didn’t want us
|pvdk| they said we werent cool enough
|Sir_Herrbatka| NPC Activation only works on each npc’s lower body.
|Sir_Herrbatka| openmw is perverted by design?
|pvdk| Sir_Herrbatka: hehehe good pickup line to use on a pretty girl
|pvdk| Sir_Herrbatka: “Let me activate your lower body girl”
|pvdk| or something like that
|Sir_Herrbatka| try and share report about resoult
|pvdk| maybe i will 🙂
|pvdk| “openmw got me laid!”
|Sir_Herrbatka| I would put this on blog
|Sir_Herrbatka| would be very good PR