Project Name: OpenMW
OpenMW is an open source GPL v3 reimplementation of the game engine for Elder Scrolls III: Morrowind. Work began in 2008 by Nicolay Korslund. Our motivation is to create a cross platform (linux, Mac, Windows) game engine, that improves performance, and fixes design problems and bugs that were unaddressed in the original engine. We are currently at version 0.11.0. You need to own a copy of Morrowind to play the game. (Morrowind is on sale at steam today 2/9/2012 for 10 bucks).
Feature list for the upcoming 0.12.0 release.
Key
I: fully implemented
NC: nearly complete implementation (missing a few minor bits, but mostly functional)
P: Partial (some stuff works, some stuff doesn't)
E: Early (a beginning)
0.13.0 planned features can be found here
Future Plans
Get Involved: OpenMW is a mighty undertaking. We need developers who know C++, especially those with experience working with bullet physics and Ogre3d. Beginning with 0.13.0 the game should to a point where we'll need bug testers. The game is in pre-alpha, but it's still fun to start messing around in Morrowind. You can also help promote the project by updating websites and creating videos showcasing our latest developments.
License and Libraries
Where to Find Us:
OpenMW is an open source GPL v3 reimplementation of the game engine for Elder Scrolls III: Morrowind. Work began in 2008 by Nicolay Korslund. Our motivation is to create a cross platform (linux, Mac, Windows) game engine, that improves performance, and fixes design problems and bugs that were unaddressed in the original engine. We are currently at version 0.11.0. You need to own a copy of Morrowind to play the game. (Morrowind is on sale at steam today 2/9/2012 for 10 bucks).
Feature list for the upcoming 0.12.0 release.
Key
I: fully implemented
NC: nearly complete implementation (missing a few minor bits, but mostly functional)
P: Partial (some stuff works, some stuff doesn't)
E: Early (a beginning)
- Runs on Windows, Linux, OS X: I
- Game launcher: NC
- Players can interact with most objects: I
- The HUD: E
- Implemented Physics: P
- NPC rendering and animations: NC
- NPC dialogue window: E
- Cell loading/unloading, switching between cells: I
- Sky rendering (highly provisional): E
- Character creation (mostly activated in console): NC
- Music player: I
- GUI elements and Journal: E
0.13.0 planned features can be found here
Future Plans
- Allow greater modability: change game rules, create new spell effects, etc through scripting.
- Fix system design bugs, like the "dirty" GMST entries in mods, and the savegame "doubling" problem
- Improve the interface and journal system
- (possibly) improve game mechanics, physics, combat and AI
- (possibly) support multiplayer
- (possibly) improve graphics
Get Involved: OpenMW is a mighty undertaking. We need developers who know C++, especially those with experience working with bullet physics and Ogre3d. Beginning with 0.13.0 the game should to a point where we'll need bug testers. The game is in pre-alpha, but it's still fun to start messing around in Morrowind. You can also help promote the project by updating websites and creating videos showcasing our latest developments.
License and Libraries
- OpenMW is released under the GNU General Public License version 3, and all source code has been written completely from scratch. It also builds on various other open source tools, most notably OGRE for graphics, MYGUI, OPENAL, and Bullet for collision (and possibly physics).
Where to Find Us:
Some you may have missed, popular articles from the last month:
9 comments
Just a little more bug fixing and some code writing for build automation (which will speed up future releases) and we'll have 0.12.0 out the door. The code is in [B]lgro's[/B] trustworthy and clean hands (they are frequently washed). 0.12.0 includes [B]Jhooks1[/B] 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
[LIST=1]
[B]Dialogue GUI![/B] GUS has done a lot of work on this feature already, but there is some broken backend stuff. [B]Zini[/B] will work on broken things/backend stuff after finishing equipping item task.
Water rendering. You'll have more to explore and look at soon. Jhooks1 did an awesome job once again.
[/LIST]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 to identify bugs. More new code released at one time means more to sort through to find the culprit(s) that are causing problems.
[B]Yacoby[/B] 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 if we can't port over parts of it to OpenMW. He's already been able to fix the falling through floor bug.
ElderTroll wrote an [URL='http://freegamer.blogspot.com/2012/02/morrowind-open-source-pngines-who-they.html']article[/URL] for freegamer about open source morrowind engines.
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
Project History now contains all our old changelogs. http://openmw.org/wiki/index.php?title=Project_History
We picked up a couple new Developers
[LIST]Mirrcceam94 joined us recently
Scrawl is a developer from the vdrift project where he works on graphics! OpenMW will wait 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.
[/LIST]
This release precedes Morrowind’s 10th Anniversary by 2 days!
Release packages for Ubuntu are now available via our [URL='http://launchpad.net/%7Eopenmw/+archive/openmw']Launchpad PPA[/URL]. Release packages for other platforms are available on our [URL='http://code.google.com/p/openmw/downloads/list']Download page[/URL].
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 [URL='https://www.youtube.com/watch?v=wNjlgg8yRe4']here[/URL].
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
Release packages for Ubuntu are now available via our [URL='https://launchpad.net/%7Eopenmw/+archive/openmw']Launchpad PPA[/URL]. Release packages for other platforms are available on our [URL='http://code.google.com/p/openmw/downloads/list']Download page[/URL].
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. Weirdsexy has made a demo video for your viewing pleasure.
View video on youtube.com
[LEFT]For 0.16.0 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 [URL='http://openmw.org/forum/viewtopic.php?f=6&t=755']forum post[/URL] and [URL='http://openmw.org/forum/viewtopic.php?f=2&t=766']this one[/URL] as well.[/LEFT]
[LEFT] [/LEFT]
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
A release video by our very own WeirdSexy can be viewed [URL='https://www.youtube.com/watch?v=ThfZrNVp5kQ&feature=player_embedded']here[/URL] :
View video on youtube.com
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 sytax
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 effets
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 corect 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
The release video:
View video on youtube.com
We also made a FAQ video:
View video on youtube.com
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:
-Implemented potion usage
-Implemented skill gain backend
-Implemented Drain/Fortify dynamic Stats/Attributes magic effects
-Reimplemented dropping items
-Implemented a Pause Menu
-Implemented Camera Modes and proper Player control
-Added support for objects crossing cell borders
-Added support for object rotation and scaling
-Fix for physics shapes and dark textures
-Fix for character normals
-Fix for laggy input on OS X
-Fix for NIF material sharing
-Fixes for various crashes and errors
-Fix for memory leaks
-Various improvements for console scripts
-Various improvements to the source code including cleanup, refactoring and redesign
We always welcome skilled and motivated programmers. Our implementation of bullet is a work in progress and we'd appreciate any help or advice we can get. Just working on a single feature would be a great assistance since making OpenMW is such a huge task. Think of it like Stone Soup: The Game or public works like a library or a park. You can always help the project by spreading the word. Posting info about us on other websites and telling friends who have the skills we are looking for.
Work has also begun on the second and third components of the project. The Example Suite and the Editor.
The Example Suite is a small standalone game and does not contain any Bethesda owned art assets. Therefore, those who do not own Morrowind will be able to play with OpenMW and test it.
The OpenMW Editor is necessary in order to implement the post 1.0 features that the original Morrowind engine isn't capable of. It's currently a one man project, but he could use some help. Here's the link.
Join Us:
OpenMW Homepage: http://openmw.org/
Official Youtube Channel: http://www.youtube.com/user/MrOpenMW
For New Developers: [URL='http://wiki.openmw.org/index.php?title=Contribution_Wanted']http://wiki.openmw.org/index.php?title= ... ion_Wanted[/URL]
Forums: http://openmw.org/forum/
Chat @freenode http://freenode.net/ #openmw
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, and check out our release commentary video.
View video on youtube.com
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
Interested to help in this project?
Join Us:
OpenMW Homepage: http://openmw.org/
Official Youtube Channel: http://www.youtube.com/user/MrOpenMW
For New Developers: [URL='http://wiki.openmw.org/index.php?title=Contribution_Wanted']http://wiki.openmw.org/index.php?title= ... ion_Wanted[/URL]
Forums: http://openmw.org/forum/
Chat @freenode http://freenode.net/ #openmw
Version 0.19.0 has just been released! 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.
View video on youtube.com
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
Join Us:
OpenMW Homepage: http://openmw.org/
Official Youtube Channel: http://www.youtube.com/user/MrOpenMW
For New Developers: [URL='http://wiki.openmw.org/index.php?title=Contribution_Wanted']http://wiki.openmw.org/index.php?title= ... ion_Wanted[/URL]
Forums: http://openmw.org/forum/
Chat @freenode http://freenode.net/ #openmw