OpenMW 0.13.0 Released

Mar 29, 2012 at 1:05am
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!

About OpenMW:
OpenMW is an open source and cross platform reimplementation of the The Elder Scrolls: Morrowind engine. Our project is quite ambitious and we can always use help programming. If you have worked C++, Ogre3d, or the bullet physics library please register on our forums and join our team. You need the original Morrowind game data to play OpenMW. Morrowind can be purchased on Steam (it goes on sale every couple of months for 5 or 10 dollars).

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/

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


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

Forum
http://openmw.org/forum/

Mar 29, 2012 at 1:39am
closed account (S6k9GNh0)
oooo.... Linux builds. I'll have to check it out.
Mar 29, 2012 at 7:24am
Please do and register on our bug tracker if you find any bugs!
Mar 31, 2012 at 9:46am
Good to see this project is still alive! MW was one of the best games ever, 'nuff said.
Apr 17, 2012 at 3:29am
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. http://openmw.org/wiki/images/8/89/014-8.png

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.

http://openmw.org/wiki/images/8/89/Openmw_0.11.1_2.png

http://openmw.org/wiki/images/4/4f/014-12.png

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
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
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
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
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...
Last edited on Apr 17, 2012 at 9:05am
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