Assets, Water, Activators, Worldspaces, all through the Editor. The beginning.
Drop in the thread and give your opinion and your help.
http://forum.openmw.org/viewtopic.php?f=3&t=3017&start=30#p36471
Assets, Water, Activators, Worldspaces, all through the Editor. The beginning.
Drop in the thread and give your opinion and your help.
http://forum.openmw.org/viewtopic.php?f=3&t=3017&start=30#p36471
Impressive... but as Oblivion uses SpeedTree and Havoc, will it even be possible to fully realize it in OpenMW, even if all other parts of the engine were adjusted to work with it?
Just the fact that someone is actually looking at this at this point is cool. Thanks for pointing it out because I've totally missed this. The openMW team has done such a fantastic job with Morrowind up to this point. I can't even say enough good things about them. I'd love to see this come to fruition. And I'm sure a few fallout fans would too, since it's most of the same obstacles. But even if it doesn't it's still pretty cool.
would mods be retro-compatible to a Open oblivion?
First, you have to assemble a group of developers that would finish all the necessary steps to turn OpenMW capable to be a real replacement to the Oblivion engine.
Second, the philosophy of OpenMW (version Morrowind) is support every mod created unless that ones that require external programs.
So, the assembled group will have to choose if will support the Oblvion Mods that requires things like script improvements dependent of external programs.
This is an excellent project! The Nine Divines should bless you and OpenMW!
So, mods which require OBSE or dll plugins will need a "revision" to work with the new engine. It makes sense. But an open source engine could allow those mods to break many previous limits!
Yeah, yeah, I know: it's hard to tell right now if a new Oblivion engine will ever see the light, considering the difficult to create equivalent (or even better) technologies to replace SpeedTree and Havok. Maybe using reverse engineering to replicate them could still be considered a violation (Stop right there, criminal scum!!!).
Also, I guess it's better to complete the OpenMW engine first, then create a branch for the OpenOB engine (which could reuse/recycle many parts from the OpenMW engine).
So far this was forked from the pre-OSG version, so it would still need to be moved over to use the current code base.
It's worth noting that openMW is completely playable at this point. You can view the open issues on their site. But I use it and the only really noticable thing to me is the water shaders. Morrowind had such great water.
From what I understood there is a major improvement in the OSG branch
As that is now the main codebase of OpenMW it should be better to fork the last codebase.
I know about the playability of OpenMW, and I still track weekly all the open issues
I installed it to play, but I don't have so much time to play ATM