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.
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.
Journal task is finished for now (It’s very basic but We don’t need anything more than that at the moment), GUS is free to focus on the other frontiers, like dialog GUI task, or meshes orientation bug. Good. Very good! Many have fallen in the battle with GUI tasks, so developer who survived and is somewhat experienced with mygui is even more important as He can do not only tasks on his own but also support other developers.
Developers! Developers! Developers!
lgro continues his work on configuration handling. Task is not that small as It seems but It’s only one left for release and It doesn’t interact with other tasks like water or terrain rendering.
Terrain task is going well and smoothly, and that’s not surprising since Yacoby knows very well what to do. Once again experience proves to be useful.
jHooks is doing fine with water rendering as well. In interior cells it works mostly well, while work on rendering water in exterior cells had only began.
One last thing: lgro (our beloved admin) upgraded wiki and forum recently. Forum members recevied PM but I will quote It for those who are not forum members yet:
forum and wiki upgrade is done. If you encounter any strange bugs or something, please let me know (send me e-mail or pm, or just write a post in “Discuss the site” subforum), and I will try to fix it.
It seems that the only task left for new release openmw is configuration/directory handling. lgro is currently on it so It looks like we will see new version on the loose soon with basic journal, properer character rendering and animations finally working (to mention the most spectacular features).
Actually work for 0.13.0 already started. Yaccoby is taken over terrain rendering task and jhooks1 is working on water rendering.
Short reminder here: yaccoby is the guy behind old terrain rendering in old openmw. It was totally custom implementation, since the current ogre3d lib did not exist at the time and available solutions sucked a bit. Currently there is no reason to write custom terrain rendering since:
And yaccoby seems to excited to work on feature that can make pretty pictures
While Yaccoby is doing element of earth jhooks1 started element of water (sadly We dropped codenames so We can’t name 0.12.0 “It moves” and 0.13.0 “ElementalWind”). No hydratex here: It requires decent hardware to run smoothly and that’s not really acceptable for openmw.
Although openmw will require better hardware than morrowind It shouldn’t need newest graphic cards to run at all. For example yaccoby wants to use shader model 2 for terrain, and although Morrowind did not require that kind of hardware today it’s unusual to find less capable PC. Even my crappy, old Geforce 7300 GT is a shader model 3.
Oh, my geforce is doing what I want and I’m not complaining at all. It’s just old. I don’t think that anyone uses older graphic card than this.