The OpenMW team announced two days ago the release of OpenMW v0.34.
For those of you who still don't know about it, OpenMW is an open source reimplementation of the Morrowind engine, the third game in the Elder Scrolls series. The final goal is to support vanilla Morrowind as well as all of its mods, including the famous "Tamriel Rebuilt", which aims to recreate all of the the Morrowind province, and not only the Vvarfendell zone that was depicted in the base game.
This new release is mostly about bugfixes, as where the last ones, and also improvements on OpenCS, the editor for the game.
I really hope we will soon see 1.0!
Changelog :
QuoteImplemented ClampMode in NiTexturingProperty, fixes some floating plant textures
Implemented INI-importer for the launcher
Implemented “encoding” option in the launcher
Disabled third-person zoom by default due to usability issues (can be re-enabled in settings file)
Fixed several launcher and installation issues
Fixed issue with BIK video/audio playback sync
Fixed NPCs ignoring player invisibility when engaged in combat
Fixed long class names being cut off in the UI
Fixed running while levitating draining fatigue
Fixed handling of disabled plugins
Fixed ToggleMenus not closing dialog windows
Fixed crash when calling getDistance on items in the player’s inventory
Fixed the Buglamp tooltip showing the item weight
Fixed slave crime reaction to PC picking up slave’s bracers
Fixed Dremora death animation
Fixed Mansilamat Vabdas’s floating corpse
Fixed bounty not being completely removed after the Larius Varro Tells A Little Story quest
Fixed silenced enemies attempting to cast spells
Fixed The Warlords quest
Fixed sneak attacks on hostiles causing a bounty
Fixed a crash caused by incorrect handling of getPcRank and similar defines
Fixed pause in Storm Atronach animation
Fixed a bug in TerrainGrid::getWorldBoundingBox
Fixed crash on exceptions while adding startup scripts
Fixed AiWander path finder hang when quickly changing cells
Fixed crash when playing OGG files
Fixed Dagoth Gares talking to the player even when he is not there
Fixed overflow exploit in bartering
Fixed a crash when maximizing the window with the race selection dialog open on D3D9
Fixed script command “Activate, player” not working
Fixed buttons only lighting on hover over their label
Fixed Slowfall effect being too weak
Fixed several skeleton/bone model and animation issues
Fixed script handling to treat the [ character as whitespace
Fixed a crash in character preview for non-existing meshes
Fixed abrupt transition when ash storms end
Fixed mouse movements being tracked during video playback
Fixed a crash on exit
Fixed being able to attack Almalexia during her final monologue
Fixed the frame time cap not being applied to Ogre’s ControllerManager
Fixed recalculation of Magicka to be less aggressive
Fixed Azura’s spirit fading away too fast
Fixed Magicka becoming negative
Fixed health so it drops to 0 if it goes below 1.
Fixed floating hairs in Westly’s Pluginless Head And Hair Replacer
Fixed some issues with mods that use conversation scripts to update the PC
Fixed graphical issues with Morrowind Grass Mod
Fixed issues with renaming profiles in the launcher
OpenCS: Implemented rendering cell markers
OpenCS: Implemented double-click functionality in tables
OpenCS: Implemented user settings dialog grouping, labeling, and tooltips
OpenCS: Implemented editing positions of references in the 3D scene
OpenCS: Implemented edit mode button on the scene toolbar
OpenCS: Implemented user setting for showing the status bar
OpenCS: Improved the layout of the user settings dialog
OpenCS: Fixed script compiler sometimes failing to find IDs
OpenCS: Fixed verifier not handling Windows-specific path issues when dealing with resources
OpenCS: Fixed display of combat/magic/stealth values
OpenCS: Fixed saving
OpenCS: Fixed exception caused by following the Creature column of a SoundGen record
OpenCS: Fixed MDL subrecord error
OpenCS: Fixed coordinate and rotation editing
OpenCS: Fixed several window and view handling issues
OpenCS: Fixed loading plugins with moved references, implementation of moved references still pending
OpenCS: Fixed a crash when closing cell render window on OSX
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9 comments
imho also worth to mention that one of the main openmw devs scrawl works fulltime on openmw
( see here: http://www.reddit.com/r/linux_gaming/comments/2q0lei/openmw_0340_released ).
would rock if many gol users would support scrawls amazing work
And congrats on new website, really slick to use on mobiles, and great on the desktop.
Morrowind was a great chapter in the only five-part (!) Elder Scrolls (Arena came out in '94, Daggerfall in '96, Morrowind in '02, Oblivion in '06, Skyrim in '11 (they haven't exactly been cranking the ES games out, over 23 years). It isn't quite as amazing to play as Oblivion or Skyrim, but it is certainly far, far better than the notoriously buggy Daggerfall and the incredibly difficult (at least at the start) Arena. It has a good main quest, and, of course, it allows you to roam hither and yon without touching the main quest. It does not have the player limitations of Skyrim in particular, which only awards skill points for action in combat, although Skyrim does allow upgrades during combat, instead of requiring the player to find a bed and sleep to upgrade.
It may not be quite as amazing-looking as the later games, but it was definitely a 21st-century game, and certainly looks great, especially in these days of 80s-style graphics. I've been following the OpenMW changelogs for some time now, and it is looking better and better. The great news to me is that they're allowing all the mods, even the really huge ones. I may dig out my old MW disks and go tramping in VVarvendell again; it's been quite a while since I did!