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OpenMW
Member
09 Feb 2012



Hello,

Wow, am I impressed by Tamriel Rebuilt! Your project is incredible. I love ambitious collaborative endeavors, that are run by volunteers, and span years of work. You are breathing new life into this aging game.
I am promoting another ambitious Morrowind project that, down the road, may help Tamriel Rebuilt with some of the technological hindrances- like the lack of multiple map support.
Hello everyone,

OpenMW is a new game engine for Morrowind. It is open source, cross platform (currently supporting OS X, Linux, and Windows), and written in pure c++. We are designing an engine that runs faster, is vastly more modifiable, and fixes some of design problems of Morrowind's engine. We want to preserve Morrowind and provide modders a better engine and tool kit for creating their works. While Bethesda will not release the Morrowind's formulas to us, they encourage our project and we in turn actively encourage our users to purchase Morrowind on Steam. So don't worry; we're not out to destroy Bethesda Softworks.

We are seeking individuals who are familiar with:
C++
Qt
Ogre3d
Bullet physics library
Netimmerse/Gamebryo engine (especially Morrowind)
Bug hunting
Reverse engineering gameplay formulas

Primary Goal:
Our initial goal is to create a functioning engine for playing Morrowind, Tribunal, Bloodmoon, and all user created mods. This will be version 1.0 of OpenMW and it is our team's most important goal. We are past the halfway point to 1.0.

Future Goals (post 1.0):
Allow much greater modability: change game rules, create new spell effects, etc through advanced scripting.
Fix system design bugs, like the “dirty” GMST entries in mods, and the savegame “doubling” problem.
Continue improving performance
Improve the interface and journal systems.
(Possibly) Improve game mechanics, physics, combat and AI.
(Possibly) Improve graphics to use more modern hardware.

OpenMW is released under the GNU General Public License version 3, and all source code has been written completely from scratch. It is built on various other open source tools, most notably OGRE for graphics, and Bullet for collision (and possibly physics).
So it is possible developers outside of our team might make support for multiplayer.

Development Status
OpenMW is in the intermediate stage. There is terrain, cell, and water rendering as well as collisions and animations. Some work has been done on playable elements. We are at the point where we can now begin implementing many skills, attributes, and abilities.


How Do I Help?
Join the official OpenMW forum and visit our #openmw IRC channel at FreeNode. Tell other modders that OpenMW could became much more malleable than Morrowind. We always need programmers and passionate individuals! Checking out our Issue Tracker and submitting a patch for a bug is a good way to get started.

Where to Find Us:

OpenMW Homepage: http://openmw.org/
Official Youtube Channel http://www.youtube.com/user/MrOpenMW
Chat @freenode http://freenode.net/ #openmw

_________________
Making an Morrowind playable on Mac, Linux, and Windows.


Last edited by OpenMW on Sat Nov 10, 2012 4:26 pm; edited 3 times in total
Post Thu Feb 09, 2012 9:55 pm Send private message             Reply with quote                   up  
OpenMW
Member
09 Feb 2012



Hello Everyone,
Just a little more bug fixing and some code writing for build automation and we'll have 0.12.0 out the door. The code is in lgro's trustworthy and clean hands (they are frequently washed). 0.12.0 includes Jhooks1 work on animations. These will be activated through the console for now as we don't have proper AI for yet.

Two exciting features will make their debut in version 0.13.0


    1. Dialogue GUI! GUS has done a lot of work on this feature already, but there is some broken backend stuff. Zini will work on broken things/backend stuff after finishing equipping item task.

    2. Water rendering. Also by Jhooks1.


Other News

  • We're shifting to smaller, more frequent releases. Our goal is a 1-2 month release cycle. Zini developed a multi-release roadmap. You can now check out the tentative plans for 0.13.0 through 0.15.0 at http://bugs.openmw.org:81/projects/openmw/roadmap We know people want to try out new features and we need their help identifying bugs. More new code released at one time means more to sort through to find the culprit(s) that are causing problems.

  • Yacoby continues work on terrain rendering. This feature will be added to 0.14.0 or later. OGRE 1.8 should make adding terrain much easier than is currently possible with OGRE 1.7, but 1.8 is a couple months past their original release date (we understand, our 0.12.0 release is five months overdue).

  • Jhooks1 is looking at Project Aedra's excellent implementation of the bullet physics library and seeing what can be ported over to OpenMW. He's already been able to fix the falling through floor bug.

  • ElderTroll wrote an article for freegamer about open source morrowind engines. http://freegamer.blogspot.com/2012/02/morrowind-open-source-pngines-who-they.html

  • BrotherBrick created a wikipage with instructions about testing for novices, I hope that It can be filled with more info soon. Here is the link: http://openmw.org/wiki/index.php?title=Testing

  • Our Project History page now contains our complete changelogs.http://openmw.org/wiki/index.php?title=Project_History
  • We have two new Developers: Mirrcceam94 joined us recently and has squashed some bugs. Scrawl is a developer from the vdrift project where he works on graphics! OpenMW is waiting to implement advanced graphics until after the 1.0.0 release, but there are still many rendering tasks that need finishing; like particles, a proper skybox, and weather.

_________________
Making an Morrowind playable on Mac, Linux, and Windows.
Post Sun Feb 19, 2012 5:10 pm Send private message             Reply with quote                   up  
OpenMW
Member
09 Feb 2012



The OpenMW team is proud to announce the release of version 0.12.0! Release packages are available on our Download page http://code.google.com/p/openmw/downloads/list. This release notably includes NPC and Creature animation, though no A.I. has been implemented, so animations must be activated through console commands. Please review the following:

Regressions:

- Sounds other than music not working
- Scroll and button background graphics in launcher not working in Linux package

Important notes:

- You must remove all old openmw.cfg files in order for the automatic detection of Morrowind installations to work.
- If the data path is set manually and it contains spaces, it needs to be put inside quotation marks.

Changelog:

- Various rendering fixes and optimizations
- Refactored engine class
- Automatic package building
- Various build fixes and cleanup
- Various configuration fixes and cleanup, including detection of existing Morrowind installations
- Basic NPC/Creature animation support added, must be activated from console
- Basic implementation of Journal Window added
- Fix for local scripts continuing to run if associated object is deleted
- Fix for crash when taking screenshots
- Fix for crash when visiting Akulakhan’s Chamber
- Added catching of exceptions thrown in input handling functions
- Fix for NPC Activation not working properly
- Allow the player to move away from pre-defined cells

Here is a video of NPC animations
http://www.youtube.com/watch?v=lmh_I5_9wIs&feature=youtu.be

_________________
Making an Morrowind playable on Mac, Linux, and Windows.
Post Tue Mar 06, 2012 4:09 am Send private message             Reply with quote                   up  
OpenMW
Member
09 Feb 2012



If you visit our site you can read our news in four languages! So far we have English, French, Polish, and Russian. 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 Igromanoswki 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_herrbakta prefers people write their own versions because;
a) The English posts are not as detailed because they should be clear for non-native english readers
b) Translations in other languages can be more detailed
c) Different cultures require different approaches sometimes.

Let's move topics now to the development news

Coding for OpenMW is now easier than ever as submodules have been merged into the mainbranch repository. Werdanith presented the idea to Zini who happily agreed. The submodules were not useful and complicated maintaining code. Here is a quote from Chris about the change,
Quote:
“... that's actually what drew me back to start hacking on OpenMW again. Modifying and maintaining those submodules was rather bothersome.”


This brings me to my next point, welcome back Chris (KittyCat on irc)! Chris was previously a developer with OpenMW and is returning as our new sound expert. He is 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. Chris is currently cleaning up the soundmanager and removing its unneccesary code.

K1ll and Brotherbrick finished making the ubuntu ppa. You can now install OpenMW on Ubuntu using Automagic and also, hopefully, update it.
Quote:

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:
https://launchpad.net/~openmw/+archive/openmw
^-- 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:
https://launchpad.net/~openmw/+archive/deps

For those wishing to use dynamic (*.so) libraries instead:
https://launchpad.net/~openmw/+archive/build


zini has finished coding the coding tasks of 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. Finally, zini's recently got dialogue scripts working.

werdanith finished the cleanup of the soundmanager and added sound effects when picking up items. He also solved the sound regression from openmw 0.12.0.

Scrawl added water sounds and rain sounds and did some work on the skybox. He's now working on the minimap. There is no player arrow yet or terrain since terrain rendering is in separate branch. Screen: http://dl.dropbox.com/u/2899105/minimap.png

Pvdk continues his work on the launcher. A regression on linux a platform has been addressed and soon will be fixed. Also the launcher no longer spawns any unneeded consoles on windows platforms.

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. He is using Project Aedra (another opensource Morrowind engine) as a model and hopefully his work will prevent players falling through the floor.

GUS is getting close to finishing his work on dialogues. Good news since dialogues are main feature for version 0.13.0. The last task that needs to be implemented are filters.

_________________
Making an Morrowind playable on Mac, Linux, and Windows.
Post Sat Mar 17, 2012 5:17 pm Send private message             Reply with quote                   up  
OpenMW
Member
09 Feb 2012



Hot on the heels of 0.12.0, the OpenMW team is proud to announce the release of version 0.13.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This release notably includes functional NPC dialogue, and beautiful sky!

Please note:
- On OSX, the path to the application cannot contain spaces, or the launcher will not work properly.

Changelog:
- NPC Dialogue window and mechanics implemented
- Reimplemented sky rendering, added weather effects
- Wireframe mode added
- Fix for sounds broken in 0.12.0
- Fix for 3D sounds
- Added sounds for weather, doors, containers, picking up items, and journal
- Various code cleanup and improvements
- Fixed an Ogre crash at the Dren plantation
- Several launcher improvements
- Added fade to black effect for cutscenes
- Added backend for equipping items
- Fix to stop ASCII 16 character from being added to console on its activation in OSX
- Fixed collision shapes being out of place
- Fixed torch lights not being visible past a short distance
- Fixed some transparency rendering problems

Website
http://openmw.org/en

YouTube Channel
http://www.youtube.com/user/MrOpenMW

Forum
http://openmw.org/forum

Download Page
http://code.google.com/p/openmw/downloads/list

_________________
Making an Morrowind playable on Mac, Linux, and Windows.
Post Thu Mar 29, 2012 12:13 am Send private message             Reply with quote                   up  
OpenMW
Member
09 Feb 2012



Who says it’s not all about looks? Version 0.14.0 is shaping up to be one sexy release. OpenMW is getting terrain rendering, water rendering and 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.

Here is a screenshot from 0.11.1 compared to 0.14.0. I don't know how to change the size, but you can right click the image and select "view image" it'll take you to our website. The difference is dramatic.





We have only one outstanding feature left to be completed; clothed NPC's. Other unfinished features have been pushed to 0.15.0, so we should have 0.14.0 released before Morrowind's 10th anniversary on May 1st.

Raevol got the developers to write about what they are currently working on and what they are about to start. It was a terrific idea and something will likely do more often.

So from the horse's mouth:

ACE
Quote:
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.


jhooks1
Quote:
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. http://www.youtube.com/watch?v=0VGQYZwA2Fw&list=PL14E8F94A73754549&index=1&feature=plpp_video
I also want to bring in some of Chris’s 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. Take a look at these two videos; http://www.youtube.com/watch?v=yEZjnIlKqU4&feature=relmfu and http://www.youtube.com/watch?v=VXfF_hL0G3U If you have any advice or help to offer, that would be appreciated.

OTOH collision with terrain works with the new physics jhooks implemented. That’s very good news for 0.15.0.

zini
Quote:
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 the GUI's for containers and the inventory, but his C++ is a little rough so 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!

scrawl
Quote:
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:
- Tooltips
- Door markers on the map
- Tooltip for the object that the crosshair points on


Scrawl’s contributed a lot of amazing work to the 0.14.0 release including the minimap, terrain (with yacoby), better water and even more. We'd clone 7 scrawls, but you know the legal red tape...

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Making an Morrowind playable on Mac, Linux, and Windows.
Post Tue Apr 17, 2012 3:58 am Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Good work, it's interesting to see the progress you've made.
Any word on multiple core support, or any stress testing results with vanilla and OpenMW? As one of the main contributors to the exterior landscaping of Morrowind mainland I often find myself adding just a little too much to get the details I want - sacrificing fps Sad .

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Post Tue Apr 17, 2012 4:55 am Send private message             Reply with quote                   up  
OpenMW
Member
09 Feb 2012



Nemon wrote:
Good work, it's interesting to see the progress you've made.
Any word on multiple core support, or any stress testing results with vanilla and OpenMW?



Thanks for the kind words. Some features in Ogre3d (the renderer OpenMW uses) have multicore support, but other than discussions on our forums I don't believe we support multicore yet. Folks are working on more efficient rendering of exteriors though.

However, the project is open source so whoever feels inspired to add it, can and I think it's only a matter of time. I know that Project Aedra (another Morrowind reimplementation) supports multicore for exteriors and has some pretty impressive results already. We've actually used some of Aedra's code for OpenMW.

You should stop by our forums or just stay tuned as I post updates here every two weeks.

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Making an Morrowind playable on Mac, Linux, and Windows.
Post Thu Apr 19, 2012 6:14 am Send private message             Reply with quote                   up  
OpenMW
Member
09 Feb 2012



The OpenMW team is proud to announce the release of version 0.14.0! This release precedes Morrowind’s 10th Anniversary by 2 days! Release packages for Ubuntu are now available via our Launchpad PPA https://launchpad.net/~openmw/+archive/openmw . Release packages for other platforms are available on our Download page http://code.google.com/p/openmw/downloads/list . This release brings many notable features, including terrain and water rendering! A video highlighting many of the new changes in this release made by our very own WeirdSexy can be found here.

http://www.youtube.com/user/MrOpenMW


Please note:

There is a regression in the Launcher in this release, from which you will observe that the rendering subsystem will default to OpenGL regardless of what was previously selected. This will be fixed in the next release. This can be overcome by setting the rendering system explicitly from the launcher each time, or running the OpenMW binary directly from the command line, which will select the renderer that has been set in your config file.
There is a known issue where a crash may occur underwater with the underwater effect enabled on OS X

Changelog:

Fix for meshes rendering with the wrong orientation
Fix for better grabbing of small objects
Fix to enable toggling of collision rendering
Updates to be compatible with Ogre 1.8.0 RC1
Fix for Wireframe mode applying to HUD and Console
Fix for terrain crashing when moving away from predefined cells
Fix to allow OS X Launcher to handle spaces in the binary path
Fix to support TGA textures
Fix to support wireframe mode in water
Added water rendering
Added terrain rendering
Added ability to render Path Grid
Added Factions support
Added Local Map
Added Compass/Mini-Map
Added Clothing/Armour redering
Added Window Pinning
Added Auto-Equip.
Added support for containers tracking changes to their contents
Added several NPC Dialogue Window improvements
Added backend for a game settings manager
Added backend for a Spell List and selected spell
Added backend for NPC holstered/drawn state
Added a Morrowind.ini Importer (not yet included in the binary packages)
Refactored the Sound code
MyGUI updated to version 3.2.0



Website
http://openmw.org/en/

Download Page
http://code.google.com/p/openmw/downloads/list

Forum
http://openmw.org/forum/

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Making an Morrowind playable on Mac, Linux, and Windows.
Post Tue May 01, 2012 3:52 am Send private message             Reply with quote                   up  
Mortimer
Developer
30 Jul 2010



Massive props on this release!

Amazing terrain and water, auto equipping, UI, factions and quests - it seems like your project is rapidly accelerating every month!

I'm excited for the day when I can use OpenMW as a better-than-default terrain testing tool, and even more excited to use it to replace my actual exe.
Post Tue May 01, 2012 4:18 am Send private message             Reply with quote                   up  
Mwgek
Developer
11 Apr 2008



I agree, nice stuff in there. Keep us posted in the future, since there is still a lot to do! Good luck with that, thanks for sharing this.
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Post Tue May 01, 2012 9:02 am Send private message             Reply with quote                   up  
daedren
Developer
25 Nov 2006

Location: "City of the Strong Shield", Resdayn

This is wonderful! I feel the progression, I can almost feel how each successive release brings us much closer to a final release. Sure, there's still much to do, but look at what has been done already!

Keep up the good work, guys Wink

_________________
-- "From the heart, the light; from the head, the law." - Excerpt from "Book of Dawn and Dusk"


-- The Elder Scrolls will become even better with Tamriel Rebuilt.

-- Thanks to Minttu Hynninen - creator of my avatar - who gave me permission to use it.
Post Tue May 01, 2012 12:54 pm Send private message             Reply with quote                   up  
OpenMW
Member
09 Feb 2012



Hey, we're back with the bimonthly update.

But first, on behalf of the team I'd like to thank you for your kind words. It's very appreciated.

Moving on to news:
Our killer-feature this time (yup, we’ve got one!) is drag’n'drop by gus. Drag’n'drop allows you to drop things from your inventory. The code is not yet perfect, and not everything is fully functional, but folks are cleaning and improving it.

jhooks1 got terrain collisions working! You can test this feature by typing tcl or togglecollisions in the console. Terrain collisions will be included in version 0.15.0.

With terrain collisions finished jhooks is back to getting Ogre3d-powered animations working. There are still issues with some creatures like the ancestor ghost, but things are slowly moving forward.

scrawl is a machine, he worked on the following:
-Introduction of a new font (not under GPL, unfortunately, but it’s better than nothing) for daedric alphabet.
-Improving scrolls/books interaction and rendering.
-Bugfixes and improvement of the GUI : you can now scroll with the mouse wheel!
-Improvements for journal rendering.
-Single quotes now work.
-Opening/taking/closing books/scrolls now work
-Movement is no longer framerate dependent
-You can now talk with creatures
-More spell backend

The quote of the week :


Quote:
OpenMW just got to a whole new level
because you can now steal Fargoth’s ring!



Thanks to the propaganda of the PR team, we attracted several future new contributors.

Ho, by the way, if you know some Qt, we are looking for someone to develop the OpenMW Editor. Don’t be shy, apply!

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Making an Morrowind playable on Mac, Linux, and Windows.
Post Wed May 16, 2012 1:45 am Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

OpenMW, do you have any estimate for when the possibility to run additional .esm-files will be implemented? Or .esp?
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Post Wed May 16, 2012 6:41 am Send private message             Reply with quote                   up  
OpenMW
Member
09 Feb 2012



Nemon wrote:
do you have any estimate for when the possibility to run additional .esm-files will be implemented? Or .esp?



The developer behind Crystal Scrolls (another open source engine for playing Morrowind) joined OpenMW recently and took that the .esm/.esp tasks, but I haven't heard an update from him in a couple weeks about progress. We think it will be about a year before the game is playable using OpenMW.

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Making an Morrowind playable on Mac, Linux, and Windows.
Post Wed May 16, 2012 12:25 pm Send private message             Reply with quote                   up  
OpenMW
Member
09 Feb 2012



Version 0.15.0 is out! Release packages for Ubuntu are now available via our Launchpad PPA https://launchpad.net/~openmw/+archive/openmw. Release packages for other platforms are available on our Download page http://code.google.com/p/openmw/downloads/list.This version includes a reimplementation of the physics and player movement system, elevating the player from slug to hobbit status. Terrain collision and many newly-implemented GUI elements are also featured in this release. Our very own WeirdSexy has made a release video for your viewing pleasure. http://www.youtube.com/user/MrOpenMW

Changelog:

- Reimplemented physics system/player movement
- Implemented terrain collision
- Implemented pulsating lights
- Implemented Magic Effect Bookkeeping, and Feather/Burden effects
- Implemented Book and Scroll windows
- Implemented Inventory, Container, and Trade windows
- Implemented item stacking in containers
- Implemented tooltips for items in the world, and many GUI elements
- Added faction and other information to Stats window
- Fixed Resizing arrow’s background transparency
- Fixed Stats window layout when resizing in the X direction
- Long topics in dialog window now wrap and sort correctly, and other dialogue window fixes
- Fixed terrain handling in non-predefined cells


For the upcoming 0.16.0 release we are planning to implement many skills and attributes. If you want to help out with the project, but are unable to code, we need help discovering the formulas used for skills, magic, and attributes and also testing and confirming the ones that have been described are accurate. For more information see this forum post http://openmw.org/forum/viewtopic.php?f=6&t=755 and this one as well http://openmw.org/forum/viewtopic.php?f=2&t=766

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Making an Morrowind playable on Mac, Linux, and Windows.
Post Thu May 31, 2012 8:52 am Send private message             Reply with quote                   up  
OpenMW
Member
09 Feb 2012



Hello everyone!

First off, everyone at OpenMW wants to congratulate everyone at Tamriel Rebuilt for releasing the Sacred East. Really amazing work y'all. Let's keep this game alive and weird!

The major news for this update 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 dungeonhack project, started working on cmake fixes and making OpenMW compile with MSVC. The DungeonHack team is in the process of deciding whether to help OpenMW reach basic functionality and then base DungeonHack off our engine. Sounds good to me!

zini after last week of bugfixes and checking if features from merged branches were working, he has returned to working on the script implementation. Excellent!

jhooks1 is continuing work on the physics system. He fixed a bug that allowed players to run up the walls if their speed was high enough. Unfortunately his work on enabling animations through Ogr3d's system still can't handle robes and some creatures. If someone is an expert in animations then you're help is welcomed on our forums.

Gentoo overlay for OpenMW has reached alpha status and awaits testing. Big thanks (if it's working correctly) to edmondo.

Gus added the setangle and setscale instructions but there is still much to be done before his branch is merged into the master.

Scrawl has been working his wonders (namely by finishing the Spell window and alchemy windows). He also changed the color of the water to look less tropical and more like in vanilla Morrowind.





Lurkers of the irc channel are reporting that he said the following:
Quote:
I have started rewriting the 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 the user can put in a settings file which shader language he wants Razz


Ho, and two more developers pvdk and k1ll are active again Smile

Finally, we are looking for someone who knows QT to start work on developing a replacement to Bethesda's Construction Kit for OpenMW. If you fit the bill it would be a huge help to the project. Any computer science or game design students out there with free time this summer?

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Making an Morrowind playable on Mac, Linux, and Windows.
Post Mon Jun 11, 2012 8:25 am Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Solstheim? Screw that, I want to benchmark near Dreynim Smile .
Do you have any benchmarks between vanilla and OpenMW?

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Post Mon Jun 11, 2012 10:11 am Send private message             Reply with quote                   up  
Leon
Developer
30 Jul 2011

Location: The Netherlands

Yeah, and what about the GPU and CPU usage? Will OpenMW be able to support quad or six cores? I thought that vanilla only could handle dual core...
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Music Composer & Quality Assurance
Post Mon Jun 11, 2012 10:15 am Send private message             Reply with quote                   up  
OpenMW
Member
09 Feb 2012



Some of the technology that OpenMW is built upon has the capability for multiple cpu's and gpu use (ogre3d and bullet physics), however at this stage in development we are currently focused on getting things working rather than highly optimized.

No, I don't think we have any comparisons yet. As many systems are still not in place in OpenMW it also wouldn't be very accurate.

The difference between OpenMW and a commercial project is that development is not going to cease (ever probably) and that those optimizations will come sooner or later. That is, as long as there are volunteers willing to code it.

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Making an Morrowind playable on Mac, Linux, and Windows.
Post Mon Jun 11, 2012 12:43 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Anyways, thanks for keeping us updated on the progress of your projects - we're all a little nervous about striking the balance correctly between awesomeness and sustainability.
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Post Mon Jun 11, 2012 1:45 pm Send private message             Reply with quote                   up  
Why
Lead Developer
04 Jul 2009

Location: Utrecht

OpenMW wrote:
The difference between <us> and a commercial project is that development is not going to cease (ever probably)
Sounds familiar Razz

In all seriousness thanks for the updates! It's good to know you're still going strong.
Post Mon Jun 11, 2012 2:27 pm Send private message       Send e-mail       Reply with quote                   up  
Mortimer
Developer
30 Jul 2010



Awesome work as ever!

One thing I've wondered pertains to the UI font - is it slightly off center and not-vanilla because it's a work in progress or because it was hardcoded and you can't legally redistribute it?
Post Mon Jun 11, 2012 2:31 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

What's DungeonHack, if I may ask?

OpenMW wrote:

fixed a bug that allowed players to run up the walls if their speed was high enough.

Not sure if bug, or working as intended Wink

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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Post Mon Jun 11, 2012 11:04 pm Send private message             Reply with quote                   up  
Mortimer
Developer
30 Jul 2010



Haplo wrote:
What's DungeonHack, if I may ask?


http://dungeonhack.sourceforge.net/Main_Page
Open Source RPG with the depth of Morrowind on the scale of Mount&Blade
Post Tue Jun 12, 2012 1:22 am Send private message             Reply with quote                   up  
Bero
Reviewer
26 Sep 2007

Location: Slovakia

Wow, cant wait to see this on my computer. Also I wonder if there ever will be OpenMW, TR and Morrowind Overhaul working as one because hat would be awesome.
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Post Mon Jun 18, 2012 3:50 am Send private message       Send e-mail       Reply with quote                   up  
OpenMW
Member
09 Feb 2012



The OpenMW team is proud to announce the release of version 0.16.0! Release packages for Ubuntu are now available via our Launchpad PPA https://launchpad.net/~openmw/+archive/openmw. Release packages for other platforms are available on our Download page http://code.google.com/p/openmw/downloads/list. This version includes the Spell Window, Alchemy Window, and a myriad of fixes and improvements.

A release video by our very own WeirdSexy can be viewed here http://www.youtube.com/watch?v=ThfZrNVp5kQ.

Please review the following:

Known Issues:
- Some objects/models show up with completely black textures. Use OpenGL as your renderer or disable shaders under [Objects] in the config file.
- Inputting player -> addspell <NonExistingSpell> makes the command window throw "Error in framelistener: object <NonExistingSpell> not found" continuously. It will also prevent you from moving.

Changelog:
- Added Spell Window
- Added Alchemy Window
- Added support for x.y script syntax
- Weapon and spell icons now update to reflect the selected weapon and spell
- Added in-game settings window
- Launcher now saves user-set renderer settings
- Fixed a crash on OSX due to underwater effects
- Fixed auto-equipping not working in some cells
- Fix for container GUI ignoring disabled inventory menuBug #294: Container GUI ignores disabled inventory menu
- Fix for stats review dialog showing all skills and attribute values as 0
- Fixes for several crashes
- Implemented game modes as a stack to prevent erratic behavior
- Added tooltips to class creation dialog
- Added support for show/hiding windows by clicking HUD elements
- Added support for correct player direction after using a Teleport Door
- Added support for selecting objects in the console by clicking them in the scene
- Added support the use of = as a synonym for ==
- Sped up script object access
- Restructured enabling/disabling of objects by script instruction
- Integrated ogre.cfg file in settings file
- Auto-close windows if a related MW-reference is no longer available
- Fix for bonuses in the character creation process

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Post Mon Jul 02, 2012 10:27 am Send private message             Reply with quote                   up  
OpenMW
Member
09 Feb 2012



Though there won’t be a new release for July, we've had some major improvements.

First, these updates always discuss the difficulty of animating NPC's and creatures. Though we'll still include updates about bug fixes and improvements to the animation system, its development saga is coming to an end. That’s right, the new animation system has been merged into the main branch of the engine and is awaiting testing. jhooks1 and Chris’s work should prove a more effecient animation method and boost OpenMW’s frames per second.

Although OpenMW had animations for awhile, the old system did not use the built in animations system of Ogre3d (OpenMW's renderer). Instead OpenMW manually moved all NPC and creature bones. This was both inefficient and also caused some errors in creature animations. This was especially true for Bloodmoon’s werewolf animations which looked really bizarre. But now we're using Ogre3d and those problems should be behind us.

Chris also improved the handling of the nif file format which was a prerequisite to animating meshes, and anything else related to nifnodes, correctly.

scrawl spent a lot of time working on shaders this month. We employ shaders to render our skybox, water, terrain, and soft shadows. Scrawl refined the first two, resulting in marked visual improvements over the original Morrowind and also reduced the amount of code for our terrain implementation by 75%. THREE CHEERS FOR EFFICIENCY!!!

scrawl's main focus was the creation a new shader library called "shiny", which was also recently merged into the main branch. What does that mean for OpenMW? Well, until now we have been using the Nvidia CG toolkit. This toolkit works with DirectX and OpenGL on all graphics cards. However, only Nvidia cards get good performance with it (which is understandable since its developed by Nvidia). OpenMW needs both DirectX and OpenGL support because Radeon graphics cards (made by amd) lack quality OpenGL drivers. Otherwise we’d just write our shaders in OpenGL. To make matters worse, CG is closed source and available only for Linux, windows, OSX and not BSD.

To avoid using CG many game developers write all their shaders twice: in GLSL for OpenGL and in HLSL for DX or just ignore OpenGL and focus on DirectX. This duplication of work is obviously a waste of time. Scrawl's new shader library called “shiny” allows developers to write a shader once and then compile it as either GLSL or HLSL. A more elegant solution to the AMD graphics cards, will make the lives of developers easier, and allow for many beautiful new shaders in the future. But that’s not all, here’s scrawl detailing the new library’s design and features:
Quote:

- High-level layer on top of OGRE’s material system. It allows you to generate multiple techniques for all your materials from a set of high-level per-material properties.

- Several available Macros in shader source files. Just a few examples of the possibilities: binding OGRE auto constants, binding uniforms to material properties, foreach loops (repeat shader source a given number of times), retrieving per-material properties in an #if condition, automatic packing for vertex to fragment passthroughs. These macros allow you to generate even very complex shaders (for example the Ogre::Terrain shader) without assembling them in C++ code.

- Integrated preprocessor (no, I didn’t reinvent the wheel, I used boost::wave which turned out to be an excellent choice) that allows me to blend out macros that shouldn’t be in use because e.g. the shader permutation doesn’t need this specific feature

- User settings integration. They can be set by a C++ interface and retrieved through a macro in shader files.

- Automatic handling of shader permutations, i.e. shaders are shared between materials in a smart way.

- An optional “meta-language” (well, actually it’s just a small header with some conditional defines) that you may use to compile the same shader source for different target languages. If you don’t like it, you can still code in GLSL / CG etc separately. You can also switch between the languages at runtime.

- On-demand material and shader creation. It uses Ogre’s material listener to compile the shaders as soon as they are needed for rendering, and not earlier.

- Shader changes are fully dynamic and real-time. Changing a user setting will recompile all shaders affected by this setting when they are next needed.

- Serialization system that extends Ogre’s material script system, it uses Ogre’s script parser, but also adds some additional properties that are not available in Ogre’s material system.

- A concept called “Configuration” allowing you to create a different set of your shaders, doing the same thing except for some minor differences: the properties that are overridden by the active configuration. Possible uses for this are using simpler shaders (no shadows, no fog etc) when rendering for example realtime reflections or a minimap. You can easily switch between configurations by changing the active Ogre material scheme (for example on a viewport level).

- Fixed function support. You can globally enable or disable shaders at any time, and for texture units you can specify if they’re only needed for the shader-based path (e.g. normal maps) or if they should also be created in the fixed function path.
Since shiny is designed for the Ogre3d rendering engine, it may have a bright future beyond OpenMW. Huzzah for open source!
Take a look at the new water shader scrawl made using the “shiny” shader library.

http://wiki.openmw.org/index.php?title=Screenshots

If all that is not awesome enough, then wait dear readers, because there’s more.

Zini, our fearless leader, finished up the potion usage task so that when drinking a potion the correct sound effect is played. As well as the magical effects drain and fortify. Additionally, zini refactored the action class and the code for dynmaic statistics. While working on refactoring he discovered many unnecessary “includes” in the source code. Don’t worry about what includes are, all you need to know is they cause slow downs in compile times. Many users complain that it takes forever to compile and build OpenMW. Removing these unnecessary “includes” improved build times by nearly half.

Corristo made sure that OpenMW still works for you OSX users out there. There were mac specific bugs that should now be resolved.

We also picked up some new developers. _greye finished his first task (making CreatureStats into a class) in a single day. Then he picked another one (maintenance in the item dropping code) and finished that in a short period of time. Both were very well done, so thank you _greye and welcome to the team!

nhydock, another new developer, has taken the camera control task (which is composed of four or five subtasks).

Reverse engineering formulas is going well with several close to completion (some things still need to checked and verified) thanks to the efforts Myckel, Lazaroth, Tarius, and Epsilon who are designing our formulas. It’s great work and we welcome them to the team. Reverse engineering formulas requires testing to see if they accurately describe Morrowind's behavior. Epsilon is developing scripts to speed up the testing phase exponentially. BrotherBrick is using his powerful server to calculate data points. We still need additional help on this front, so if you have an extra computer and want to run some tests that would be very useful.

And finally, we normally get about 10,000 page views a month, but we were flooded by 2,500 views in a single day after getting on the website slashdot. There is actually a term for this "the slashdot effect" in which smaller projects are talked about on a much larger site, thus causing a major influx in internet traffic. This "slashdot effect" caused our website to crash. But the exposure directly led to new developers and contributors joining the project. So we’d like to say, Thank You Slashdot!

As a result, Igromanowski migrated OpenMW to new servers. The first choice was amazon cloud which looked quite nice, but quickly it became clear that it was insufficient for our needs. At the moment OpenMW.org is on one MyDevil.net server, while bugtracker and forum are on OVH server. In addition OpenMW.org is protected by Cloudflare CDN “proxy”, so it has a better chance of handling the next slashdot effect.

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Post Tue Jul 31, 2012 9:25 am Send private message             Reply with quote                   up  
Terrifying Daedric Foe
Developer
26 Aug 2010

Location: England

That all sounds very good indeed. I'm impressed that you've got such a skilled and dedicated team working for free to recreate an entire game engine, not to mention all the improvements that will make OpenMW even better than vanilla. When you combine this with all the province mods out there it seems that Morrowind will just keep getting better and better with age, like a very expensive bottle of wine. Razz
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Post Tue Jul 31, 2012 1:20 pm Send private message             Reply with quote                   up  
Zackg
Member
12 Sep 2008

Location: Madison, WI

That water looks amazing. As does the shadows. Great work!
Post Tue Jul 31, 2012 6:38 pm Send private message       Send e-mail       Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

http://forums.bethsoft.com/topic/1386721-openmw-open-source-morrowind-thread-6/page__view__findpost__p__21306197

OpenMW will be finished in approximately a year from now (a little more or a little less). Very exciting!

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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Post Tue Jul 31, 2012 9:07 pm Send private message             Reply with quote                   up  
OpenMW
Member
09 Feb 2012



The OpenMW team is proud to announce the release of version 0.17.0! Release packages for Ubuntu are now available via our Launchpad PPA.
Release packages for other platforms are available on our Download page. This version introduces a new player control system, potion usage, a Main Menu, and a multitude of fixes and improvements.

Check out our release video.

Known Issues:

    Activating a bed can lock up the game
    There is a minor memory leak that will be fixed in 0.18.0


Changelog:

    Fixes for physics shapes and dark textures
    Fix for character normals
    Fix for laggy input on OS X
    Added support for objects crossing cell borders
    Re-implemented dropping items
    Implemented a Main Menu
    Implemented Camera Modes and proper Player control
    Added support for object rotation and scaling
    Fix for NIF material sharing
    Implemented potion usage
    Implemented skill gain backend
    Implemented Drain/Fortify dynamic Stats/Attributes magic effects
    Fix for various crashes and errors
    Fixes for memory leaks
    Various improvements for console scripts
    Various code cleanup and improvements

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Making an Morrowind playable on Mac, Linux, and Windows.
Post Mon Aug 27, 2012 1:24 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

In the 0.17.0 release video, you mention "poison your enemies". Does this mean OpenMW will support applying poisons (potions with negative effects) to weapons, a la Oblivion/Skyrim?
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Post Mon Aug 27, 2012 7:06 pm Send private message             Reply with quote                   up  
OpenMW
Member
09 Feb 2012



@Haplo
That was a mistaken that was said. OpenMW will make it easier for modders to add that functionality, but we won't add it ourselves. Sorry for the confusion.

The OpenMW team is proud to announce the release of version 0.18.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This version introduces a myriad of new features, including Level-Up, Key re-binding, Spell buying, eating ingredients, using Keys to open things, and much more. Read on for the full changelog.

WeirdSexy stars again, in our 0.18.0 release video:
https://www.youtube.com/watch?feature=player_embedded&v=LdEThh8efGs



Known Issues:

The launcher can crash on OS X versions < 10.8, this will be fixed in version 0.19.0
“Shaking screen effect” can occur on cell change

Changelog:


Implemented Level-Up dialog
Implemented Hide Marker, fixes big black blocks
Implemented Hotkey dialog
Implemented Keyboard and Mouse bindings, input system rewritten
Implemented Spell Buying Window
Added support for handling resources across multiple data directories
Implemented Object Movement/Creation script instructions
Initial AI framework implemented
Implemented eating Ingredients
Implemented Door markers on the local map
Implemented using Keys to open doors/containers
Implemented Loading screens
Implemented Inventory avatar image and race selection head preview (note that only default Dunmer male displays at the moment)
Fixed the size of Preferences menu buttons
Fixed Hand-to-hand always being 100
Fixes for NPC and character animation
Fix for sound coordinates
Fix for exception when drinking self-made potions
Fix for clothes showing up in 1st person
Fix for weird character on door tooltips
Collision fixes
Fix for “onOfferButtonClicked” crash
[url][/url][url][/url][url][/url][img][/img][img][/img][img][/img]

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Post Mon Oct 01, 2012 3:05 pm Send private message             Reply with quote                   up  
OpenMW
Member
09 Feb 2012



Hey everyone,

The OpenMW team is proud to announce the release of version 0.19.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This version introduces Sleeping, Potions, DEATH!!, Spell Creation, Travel, and many other features.

Check out our release video by WeirdSexy. If you like our videos, please subscribe to our Youtube channel and help spread the word.



Known Issues:

  • Launcher crashes on OS X < 10.8
  • Extreme shaking can occur during exterior cell transitions for some users


Changelog:
- Implemented sleep/wait
- Further implementation for alchemy/potions
- Implemented death
- Implemented spell creation and spell creation window
- Implemented travel and travel dialogue
- Implemented first layer of global map
- Implemented trainer window
- Implemented skill increase from skill books
- Implemented ESM/ESP record saving
- Fix for Character shaking in 3rd person mode near the origin
- Implemented gamma correct rendering (does not work without shaders)
- Fix for fortify attribute effects on the last 3 attributes
- Fix for NCC flag handling, fixes some collision issues
- Sort birthsign menu alphabetically
- Various fixes/cleanup for the launcher
- Fix for sound listener position updating incorrectly
- Implemented dynamically generating splash image list
- Fix for markers interfering with raycasting
- Fix for crash after picking up items from an NPC

Help us hunt down bugs so that we can give Tamriel Rebuilt the engine it is deserves!

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Making an Morrowind playable on Mac, Linux, and Windows.


Last edited by OpenMW on Tue Nov 13, 2012 5:43 am; edited 2 times in total
Post Sat Nov 10, 2012 4:16 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Cool. Any info on benchmarks using OpenMW vs vanilla?
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Post Sat Nov 10, 2012 6:59 pm Send private message             Reply with quote                   up  
OpenMW
Member
09 Feb 2012



We're still a ways from optimizing the engine. We still have a lot of systems to finish and even implement.
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Post Wed Nov 14, 2012 5:15 am Send private message             Reply with quote                   up  
OpenMW
Member
09 Feb 2012



The OpenMW team is proud to announce the release of version 0.20.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This release brings a near-complete implementation of the dialoque system, visual player race changes in character creation, and many other fixes and improvements.

Check out WeirdSexy's release video.

Known Issues:
  • Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
  • The disposition implementation is severely broken and will give wrong numbers in many cases
  • Entering a cell containing a Golden Saint model will crash the game
  • A journal regression causes journal updates to not display correctly


Changelog:
  • Implemented all missing dialoque filters
  • Implemented Mercantile skill
  • Implemented Persuasion dialogue
  • Initial implemetation of AI package classes
  • Implemented 2nd layer for Global map
  • Player race now changes visually during character creation
  • Fixed Cell reloading when using teleport doors that link to the same cell
  • Animations now stop when the game is paused
  • Fixed "0 a.m." to display as "12 a.m."
  • Fixed text persisting in the "name" field of the potion/spell creation window
  • Fixed starting date of new games
  • Fixed console window close behavior
  • Fixed container window formatting to better accomodate long item names
  • Fixed some topics not automaticaly being added to the known topic list
  • Fixed automove working despite DisablePlayerControls being set
  • Fixed rest dialogue opening again after resting
  • Fixed double removal of ingredients when creating potions
  • Various engine code and scripting improvements

Join us!

The OpenMW team is more then ever searching for new members to join in our project. We are especially in need of Qt developers and testers. But of course all kind of work can be done. If you've been following this project because you love what we're doing, why not visit our forums, sign up and be part of something we all want to see finished.

see also:
Official Youtube Channel
For New Developers
OpenMW Homepage
Chat @freenode

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Post Thu Dec 20, 2012 5:19 pm Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Yay! OpenMW update!

Will OpenMW allow us to play Morrowind if newer versions of Windows (or any other operating system) ever drops 32-bit support? I don't know much about the technical side of computers but I remember that being a possible issue with playing the game in the longterm future.

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Post Fri Dec 21, 2012 3:44 am Send private message             Reply with quote                   up  
ko2fan
Website Administrator
21 Aug 2003

Location: MO, USA

Microsoft dropping 32 bit support? I doubt it, maybe in 10 years time when Windows is no longer relevant.
Post Sun Jan 06, 2013 3:05 am Send private message             Reply with quote                   up  
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