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https://www.youtube.com/watch?feature=player_embedded&v=VoeIaYkc0Do
OpenMW the open source engine to play Morrowind on Linux has a brand new version finally includes a much needed save/load feature. The save feature is still in its infancy though and a lot of things aren't saved with it.

This is why I love open source because things like this happen, maybe with this in the future I could finally complete Morrowind.

Changelog:
QuoteKnown Issues:

Issue #416 Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
Slaughterfish fly. You read that right.
Changelog:

Implemented most of the Load/Save GUI
Implemented Knockdown
Implemented fatigue decrease when doing physical activities
Implemented melee blocking
Implemented area magic
Implemented combat and combat AI for creatures
Implemented Damage/Restore Skill/Attribute magic effects
Implemented Resistance/Weakness to normal weapons magic effect
Implemented Slow Fall magic effect
Implemented auto-calculating NPC spell list
Implemented Disease contraction
Implemented blood particles
Implemented the rest of the player death feature
Implemented sleep/rest being interrupted
Implemented inventory equip scripts
Implemented display of the version/build number in the launcher window
Implemented a large portion of the Save/Load feature
Implemented AI Packages:Activate, Follow, FollowCell
Implemented levelled creatures
Implemented missing journal backend features
Improved handling of creature Weaons/Shields
Linked movie volume to Master instead of Music volume control
Fix for excess vram usage
Fix for footsteps in first person
Fix for Ascended Sleeper animation issues, related to determining the root animation node
Fix for AI related FPS drop
Fix for music issues on OS X >= 10.9
Fix for inventory paperdoll obscuring armour rating and rating text display when window is shrunk
Fix for 0/0 charge stat bar display
Fix for werewolf change handling
Fix for NIF filters not working properly with some mods
Fix for invalid orientation crash
Fix for invisible weapons when re-entering an area with NPCs engaged in combat
Fix for magicka depleting when casting an uncastable spell
Fix for creatures not being able to run
Fix for activators working as collision objects
Fix to not reset water level when loading a plugin with no water level record
Fix for AI packages growing exponentially when adding an AI package
Fix for Vivec Informants quest
Fix for bug allowing the player to get unlimited gold
Fix for bug of only receiving 1 gold when picking up stacks of gold
Fix for Dwemer crossbows not being held correctly
Fix for quick keys being able to be configured during character generation
Fix for a crash when equipping the lockpick in the Census & Excise Office
Fixes for errors in .desktop files
Various fixes for script instructions
Various message box fixes
OpenCS: Implemented a referenceable record verifier
OpenCS: Implemented script verifier
OpenCS: Implemented Drag & Drop
OpenCS: Implemented record cloning
OpenCS: Fixed broken code for loading objects
OpenCS: Fixed tables to sort case-insensitively


Anyone tried it? I wonder how far in reality from a stable release it is? Article taken from GamingOnLinux.com.
Tags: Open Source, RPG
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12 comments

Radegast Mar 13, 2014
Amazing progress. I know they haven't stated any ETA for version 1.0 yet, but does anyone know what major features are still missing the engine?
Anonymous Mar 13, 2014
i'm wondering if it's not better to run it in wine? performance and stability wise?
DrMcCoy Mar 13, 2014
i'm wondering if it's not better to run it in wine? performance and stability wise?

No.

- Be a full-featured reimplementation of the Morrowind engine.
- Run natively on Windows, Linux and MacOS X.
- Support all existing content, including Tribunal, Bloodmoon and all user created mods (in case they don’t use external programs).
- Allow much greater modability: change game rules, create new spell effects, etc. through scripting.
- Fix system design bugs, like save-game “doubling” problem.
- Improve the interface and journal system.
- Improved graphics by taking advantage of more modern hardware.
- Support to improve game mechanics, physics, combat and AI.
- (Possibly) Support to implement multiplayer
- (Possibly) Support to run on mobile devices.

Also, you know, the OpenMW codebase is open and free/libre software, released under the terms of the GPLv3. Also a big plus.
edmondo Mar 13, 2014
Again a huge release of the OpenMW project! Awesome.

I finished Morrowind twice and that's one of the games in my "Best Of All Times" list.
Heimdall Mar 13, 2014
Amazing progress. I know they haven't stated any ETA for version 1.0 yet, but does anyone know what major features are still missing the engine?

From what I can see they have to finish the Save/Loading system, most of it is implemented. They have basically finished the bows/arrows/marksman stuff but they were not (I believe) included in this release. They also have some AI stuff left to do and finish implementing all the functions so one can complete the main questline.

That said, they really don't have much stuff left to do before 1.0.
commodore256 Mar 14, 2014
Judging by the rate of progress, I estimate it well reach 1.0 in less than two years. (more than likely, 18 months) After that, I would love to see an OpenOblivion or an OpenCW for Capital Wasteland (Fallout 3) and maybe an OpenNV for New Vegas.
Heimdall Mar 14, 2014
Judging by the rate of progress, I estimate it well reach 1.0 in less than two years. (more than likely, 18 months) After that, I would love to see an OpenOblivion or an OpenCW for Capital Wasteland (Fallout 3) and maybe an OpenNV for New Vegas.

The developers disagree. Many have stated that they expect 1.0 before the end of this year. Given current development progress, I am almost certain they are right.
neffo Mar 14, 2014
i'm wondering if it's not better to run it in wine? performance and stability wise?
No.

Except the answer is currently, definitely yes. In 12 - 15 months that'll be a different story I suspect.

Morrowind was my favourite of the ES games, despite it's flaws it just seemed to be more immersive - but I might just be getting older. I have completed less and less of each successive ES game. I am a terrible person.
edmondo Mar 14, 2014
i'm wondering if it's not better to run it in wine? performance and stability wise?
No.
Except the answer is currently, definitely yes. In 12 - 15 months that'll be a different story I suspect.

Oh well, performance and stability wise right now would be better to run it on Windows, but that's another story.

The scope of OpenMW is not reduced to run Morrowind as is, but to open development possibilities for the game, that are difficult/impossible with the original engine. The scope to run it native on Linux and MacOS X is just one of many.
commodore256 Mar 14, 2014
Judging by the rate of progress, I estimate it well reach 1.0 in less than two years. (more than likely, 18 months) After that, I would love to see an OpenOblivion or an OpenCW for Capital Wasteland (Fallout 3) and maybe an OpenNV for New Vegas.
The developers disagree. Many have stated that they expect 1.0 before the end of this year. Given current development progress, I am almost certain they are right.

I said more than likely it's 18 months. That's a year and a half, not this year September 2015 and I'm fairly confident that OpenMW will reach 1.0 by March 2016.
Heimdall Mar 15, 2014
Judging by the rate of progress, I estimate it well reach 1.0 in less than two years. (more than likely, 18 months) After that, I would love to see an OpenOblivion or an OpenCW for Capital Wasteland (Fallout 3) and maybe an OpenNV for New Vegas.
The developers disagree. Many have stated that they expect 1.0 before the end of this year. Given current development progress, I am almost certain they are right.
I said more than likely it's 18 months. That's a year and a half, not this year September 2015 and I'm fairly confident that OpenMW will reach 1.0 by March 2016.

All I'm saying is that given what they have left to do, unless they have a huge drop off in development over the next year, they will finish this year.

They just added in workable ranged combat for the player character in the most recent Git snapshots. They really are very close. Now it is mainly optimization and bug squashing (other than getting the save/load feature finished).
OpenMW Mar 15, 2014
@Liamdawe: Thanks for updating this site with news about our update, all help is welcome!

@commodore256 and Heimdall: I'm no developer, so don't expect any release dates, but for some more information about our progress, check out the roadmap: https://bugs.openmw.org/projects/openmw/roadmap. If we are able to make as much progress as last year, OpenMW v1.0 won't be too far away. There is still a lot to do about the OpenCS but the team has always agreed that both don't have to be finished (meaning v1.0) at the same time.
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