OpenMw NewERest Thread!

Post » Wed Sep 09, 2009 8:09 am

So, any signifigant progress since 0.6?
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Nicole M
 
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Post » Wed Sep 09, 2009 2:49 pm

No, Nicolay is looking for a job. He says progress will be slower for a while.
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Rowena
 
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Post » Wed Sep 09, 2009 3:27 pm

Think I should chime in and clearify a couple of things.

Yep, I've gotten a job now, which means I will have less time to work on my projects.

Now, I will still have spare time of course, and if OpenMW was my only project I doubt you would notice much difference from the way it's been now. However I sort of always have more than one thing going on. So in practice, the result will be that I work on OpenMW in some periods, but in between there'll likely be pauses with little or nothing happening. But that's just because I'm working on something else at the moment! I'm not leaving the project or anything like that.

Hope that clears it up :)
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DeeD
 
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Post » Wed Sep 09, 2009 10:03 pm

Not sure if this has been mentioned yet (it probably has), or where it would fall under (possible engine enhancements?), but could OpenMW address the issue of jitters the further you travel from cell 0,0? (For example, traveling to where Summerset Isles would be makes you play through what would be about a 15.0 on the Richter scale)
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Robyn Howlett
 
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Post » Wed Sep 09, 2009 9:33 pm

Not sure if this has been mentioned yet (it probably has), or where it would fall under (possible engine enhancements?), but could OpenMW address the issue of jitters the further you travel from cell 0,0? (For example, traveling to where Summerset Isles would be makes you play through what would be about a 15.0 on the Richter scale)

I think the jitters were just an artifact of the vanilla engine. I'll mention it in the mailing list.
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Sxc-Mary
 
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Post » Wed Sep 09, 2009 9:20 am

I think it's been talked about before, but the jitter will effect any engine, to some extent. The way OGRE/OpenMW handles it is by always centering the scene on the player (origin = pcpos), so there shouldn't be jitters. Distant objects would then jump, but not things. At least in theory. The problem stems from the lack of precision in floating point numbers, which is essentially unavoidable (you can't use perfect precision numbers, they don't exist for this kind of use, at least not in how an engine would need them). OpenMW should fix it, though, with a travelling origin.
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luke trodden
 
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Post » Wed Sep 09, 2009 10:20 pm

Yep, I've gotten a job now, which means I will have less time to work on my projects.


Congratulations on the job sir! Getting it done is more important that doing it fast, because doing nothing fast doesn't give you much. At least that's always been my theory.
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Red Sauce
 
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Post » Wed Sep 09, 2009 10:31 pm

Any news on this? The mailing list seems dead... please don't let this project die :<
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CHANONE
 
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Post » Wed Sep 09, 2009 1:35 pm

Any news on this? The mailing list seems dead... please don't let this project die :<


It's no dead, just a lot of boring programmer stuff going on, like OpenMw now being 64bit compatible. Oh, and a git repository is now available, isn't that terribly exciting?

Ok, so sarcasm doesn't work that well over text. Point is all the stuff being done isn't exactly exciting to show off.
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neen
 
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Post » Wed Sep 09, 2009 7:29 am

Correct me if I'm wrong, but everything going on now is organizational, is it not?
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Charity Hughes
 
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Post » Wed Sep 09, 2009 7:50 am

64-bit you say?
Yay for me.
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Solène We
 
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Post » Wed Sep 09, 2009 10:00 am

Hi guys, I know there hasn't been a lot of news lately. But T-brick was interviewed about OpenMw! See it http://freegamer.blogspot.com/2009/09/openmw-interview-with-nicolay-korslund.html
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naana
 
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Post » Wed Sep 09, 2009 5:35 pm

Yay! 64 bit! Oh and... GO OPENMW! I really ought to start contributing or something but I doubt I could get myself into it prior to making the actual RPG gameplaying rules...
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patricia kris
 
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Post » Wed Sep 09, 2009 9:16 am

Glad to see the project is alive.
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KIng James
 
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Post » Wed Sep 09, 2009 10:00 pm

How's about it? Any more boring programmer stuff going on?
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oliver klosoff
 
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Post » Wed Sep 09, 2009 5:46 pm

Anything new going on here?
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Tarka
 
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Post » Wed Sep 09, 2009 4:54 pm

Let's see...

Nicolay is rewriting the engine in C++ to be more amiable to more programmers. I think he wants to make it more modular. If you want to read the most up to date news, go to the google group: http://groups.google.com/group/openmw?hl=en&pli=1
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noa zarfati
 
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Post » Wed Sep 09, 2009 2:42 pm

Let's see...

Nicolay is rewriting the engine in C++ to be more amiable to more programmers. I think he wants to make it more modular. If you want to read the most up to date news, go to the google group: http://groups.google.com/group/openmw?hl=en&pli=1

I was wondering when this would happen.
Fantastic news.
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David John Hunter
 
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Post » Wed Sep 09, 2009 2:48 pm

I was thinking the other day about something that could use some improvements. Do you think it lies within the scope of (and is a possible addition to) OpenMW to fix the "running issue"? What I mean by that is, currently Morrowind just increases the speed at which you move your feet the higher your speed level is. To be more realistic, the speed at which your legs move back and forth should still increase in accordance with what your speed level is, but much less so; instead, the length of your stride should also increase.

So, instead of 100% leg speed as it is now, how about changing it to 50% leg speed and 50% stride length? Again, I'm not sure if this is possible.
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Kirsty Collins
 
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Post » Wed Sep 09, 2009 12:32 pm

I was thinking the other day about something that could use some improvements. Do you think it lies within the scope of (and is a possible addition to) OpenMW to fix the "running issue"? What I mean by that is, currently Morrowind just increases the speed at which you move your feet the higher your speed level is. To be more realistic, the speed at which your legs move back and forth should still increase in accordance with what your speed level is, but much less so; instead, the length of your stride should also increase.

So, instead of 100% leg speed as it is now, how about changing it to 50% leg speed and 50% stride length? Again, I'm not sure if this is possible.


Sure, just a blend between two different running animations as you level speed up.
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FITTAS
 
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Post » Wed Sep 09, 2009 11:32 am

My dream would be a Morrowind engine that doesnt stop for 1 sec everyime it loads a new cell, its kind of immersion breaking in a, otherwise, extremely immersive game :)
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Adam Baumgartner
 
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Post » Wed Sep 09, 2009 7:07 am

What is everyone looking forward to the most in the new engine?

Me:

Faster loading times. Right now I sometimes cheat to avoid dying, just because reloading takes forever. Even with 4 GB of ram. First it has to clear data, then reload data, then load area... Whereas Oblivion's reloading is pretty much instant for me if I reload in the same cell I was already in. I don't think I have any game that reloads slower than Morrowind, old or new.

Better performance. Morrowind was just badly optimized. Also the dialogue slows down A LOT once you've talked to many people. For me it takes 2 seconds for the game to load a topic/greeting, whereas it instantly pops up when I just started.

Stability. I'm still getting quite some CTDs.

Improved graphics, unlimited modding capabilities and all that other stuff is nice. Very nice. But I'm especially looking forward to the above improvements :)
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Jimmie Allen
 
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Post » Wed Sep 09, 2009 7:35 pm

I wonder if the OpenMW team is still going to write a scripting language of their own.
My dream would be a Morrowind engine that doesnt stop for 1 sec everyime it loads a new cell, its kind of immersion breaking in a, otherwise, extremely immersive game :)

Do you use threaded loading?
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dell
 
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Post » Wed Sep 09, 2009 10:56 am

Do you use threaded loading?


Yeah i have DontThreadLoad=0 i find it a little faster than =1, i've done extensive testing with both hehe.. I did a test with TCL and player->setspeed 10000 from the console to fly around and test in the same area from the same save file, and i prefered =0.
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Jack Walker
 
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Post » Wed Sep 09, 2009 6:08 pm

What is everyone looking forward to the most in the new engine?

Me:


to be somewhat finalized one day.


:)
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Steven Nicholson
 
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