OpenMw NewEST Thread

Post » Sat May 28, 2011 6:22 pm

Hali.
All of my respect to y, for work on this project.
I gonna say to y my experienc with morrowind (i hope i can help), in thegraphical preformance part.

I monitoring the greatest negative effect did on fps, the some object number (can be any object its only depend on their numbers).
Example y make a stone wall from some small stone, and y stare that in the game, the fps will going down dramaticly.
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Jinx Sykes
 
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Post » Sat May 28, 2011 8:18 pm

Would it be possible to give us an indication of what will be new in v0.7?
The site is not providing information on that one.
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Assumptah George
 
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Post » Sat May 28, 2011 2:41 pm

I was looking at the mailing list and noticed a post about Dungeonhack and using some openmw code for their project as they are using almost all the same libraries, or whatever they are called, as openmw. I looked at it some more and it's an open-source project to create a large scale, open-ended role-playing game "forged in the Spirit of Daggerfall." I just thought that people would be interested in this sort of thing. I'm supposed to also start a rumor that one of them is dating Jennifer Love Hewitt because they are kind of keeping quite until a stable code release, but that will be very soon.
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Robert Jackson
 
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Post » Sat May 28, 2011 10:31 am

Hey, I have a good suggestion for you guys, you should include Oblivion's weather system. With it we could finally have genuine unique weather for "Oblivion realm" mods and such, and we could expand on the weather types, so that we could add subtypes and such.

If you need an example on how it works, any of you with OB and the OB cs, just open it up and go to the world menu > weather.

Of course I had an idea for a really cool but complex weather system, but for now, OB's weather system would work with Vanilla MW and is much simpler to make.

What do people think of this?
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Sophie Morrell
 
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Post » Sat May 28, 2011 1:24 pm

Ok, newest version of the title screen http://img5.imageshack.us/img5/8205/openmwtitlescreen02smal.jpg
Edit- What it might look like http://img27.imageshack.us/img27/3716/openmwtitlescreenmockup.jpg

Original resolution: 2560x1600, need to add the title still, crop for 4:3, and the actual menu stuff via xml and ect. Speaking of which: everyone liked your original logo better Starwarsguy, any chance of getting that one in a huge resolution, without the drop shadow please?

I think the background is too bright.

Am I missing something, or have the shadows been turned off in all the screenshots and vids?
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lucile davignon
 
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Post » Sat May 28, 2011 10:16 am

Well, I worked out the issue with the x axis being mirrored. Well, not quite. It turns out that a positive x is to the right of the screen. I am confused, but still haven't managed to fix the issue :(
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Tamika Jett
 
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Post » Sat May 28, 2011 11:59 am

can you enable more actors on screen, without the game lagging (right know the game crashes if i summon more than three creatures and is in battle with someone)
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Farrah Lee
 
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Post » Sun May 29, 2011 2:38 am

I want to marry you.
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michael flanigan
 
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Post » Sat May 28, 2011 11:31 am

:ooo: why?
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P PoLlo
 
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Post » Sun May 29, 2011 2:37 am

Wonderful, wonderful. I was hoping Bethesda would do something along these lines. I would personally pay for a technologically updated Morrowind. Thank you for your time working on OpenMW.
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Star Dunkels Macmillan
 
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Post » Sat May 28, 2011 8:57 pm

Don't have time to answer everything posted here, but here's a few at least :)

Hey, I have a good suggestion for you guys, you should include Oblivion's weather system. With it we could finally have genuine unique weather for "Oblivion realm" mods and such, and we could expand on the weather types, so that we could add subtypes and such.

If you need an example on how it works, any of you with OB and the OB cs, just open it up and go to the world menu > weather.

Haven't looked at the OB weather system, but weather is one area where there's literally no end to improvements you could make. A nice thing about weather is that it's pretty much independent of everything else, so there's nothing that prevents you from doing whatever you want.

A: Most people, including T-brick, seem to disagree, and like your original logo. To each their own.

I think the current logo fits very nicely to the current web page. The new one is also very nice, and might be just as good for an ingame logo (if we're not using the original that is.)

Would it be possible to give us an indication of what will be new in v0.7?
The site is not providing information on that one.

I'll post something on the site when I'm more sure. Right now I'm looking into implementing NIF animation (which includes displaying creatures properly). Other than that I think 0.7 will be a bugfix release mostly.

can you enable more actors on screen, without the game lagging (right know the game crashes if i summon more than three creatures and is in battle with someone)

Well, it's just a matter of optimization. Most RTS games can handle a hundred fighting actors simultaneously, let's hope we can do better than three B)
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Katie Louise Ingram
 
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Post » Sun May 29, 2011 12:37 am

Well, it's just a matter of optimization. Most RTS games can handle a hundred fighting actors simultaneously, let's hope we can do better than three

thoes that mean that you can do it then?
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Daniel Lozano
 
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Post » Sat May 28, 2011 11:10 am

Pressing the block button (right mouse button) seams to open a menu but that's all for the moment.

Yes, this is the default keybinding in MW unless I remember very wrong?

Adding game file Morrowind.esm
Error: initializeSound() SoundException: Failed to initialize music device.

and then it crashes.

Several people are getting this. We might have fixed it - could you try downloading http://openmw.snaptoad.com/openal32.dll into the OpenMW dir and see if it helps?

Multiple World Spaces is desirable, yes precious.

Answered this one before, but the answer is yes :) No idea how it would work with the CS (make our own editor? :D) but it would be cool to do.
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stephanie eastwood
 
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Post » Sat May 28, 2011 7:54 pm

Oh, not you, Sasuke. The dude who makes this [censored], of course.
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Lauren Dale
 
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Post » Sat May 28, 2011 7:13 pm

ohh of course my bad :P
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Emily Jeffs
 
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Post » Sat May 28, 2011 5:30 pm

Oh, no worry. Atleast you're bright enough to post in the Morrowind Mods section : D
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Lakyn Ellery
 
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Post » Sat May 28, 2011 7:08 pm

Answered this one before, but the answer is yes :) No idea how it would work with the CS (make our own editor? :D) but it would be cool to do.


I think I suggested at some point the possibility of maybe having some kind of thing that copies the CS and all its files to the OpenMW folder then "patches" them to implement the new features. I'm not sure how possible that is, however. I'd assume it'd be okay to do given the fact that the "fixing the cogs" thing has been allowed to happen-although granted this would be quite a bit different. Still, I think it could maybe be easier than creating a CS-grade editor from scratch. Having no idea what would be involved in that, though, I really have no idea.
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Franko AlVarado
 
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Post » Sat May 28, 2011 3:38 pm

Several people are getting this. We might have fixed it - could you try downloading http://openmw.snaptoad.com/openal32.dll into the OpenMW dir and see if it helps?


It did help, it looks wonderful.
The blue font was a very nice touch.
And is it just me, or is the new sound engine making the soundtrack sound even better?
Keep up the good work.
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sally R
 
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Post » Sun May 29, 2011 2:03 am

The blue font was a very nice touch.

Actually, that's a bug with the GUI
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michael flanigan
 
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Post » Sun May 29, 2011 2:37 am

And is it just me, or is the new sound engine making the soundtrack sound even better?

It is.
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kelly thomson
 
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Post » Sat May 28, 2011 5:09 pm

Here is a couple of pictures I took whilst fooling around with OpenMW (now that I can finally get it to work!!!)

First is the Indoranyon Propylon Chamber: http://i43.photobucket.com/albums/e358/Greendogo/Morrowind/screenshot_000000.png
Second is a picture of a lava cave and a Bittercoast tree: http://i43.photobucket.com/albums/e358/Greendogo/Morrowind/screenshot_000001-1.png
The second one illustrates that OpenMW doesn't support transparency in textures yet and that the engine doesn't load graphics and mesh replacers.
If it did, it would look like this using my replacers: http://i43.photobucket.com/albums/e358/Greendogo/Morrowind/screenshot_000002.png

Also, still no mouse/cursor when you open the menu (by right clicking).

But the progress is still staggering!!! This is the dawning of a new Morrowind Era, methinks...
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Anna Krzyzanowska
 
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Post » Sat May 28, 2011 2:19 pm

Have there been any thoughts on fixing the enchant success formula? The current formula is:
%Chance = Ench + .25*INT + .125*LCK - 2.5*[X]*[enchantment points]

X is 1 for on use and on strikes enchantments, but it is 2 for constant effect.


which gave a -93.75% chance of success when enchanting an ebony staff on strike with an enchant 100, intelligence 100 and luck 50. The best alternative I've come up with is:
[.6(ENCH) + .25(INT) - (2.5)(X)(SQRT[POINTS])] * .1(SQRT[LCK])


which gives a friendlier 43.334% chance for the same item and attributes. It also seems to work well enough with varying intelligence, enchant and luck stats. http://www.gamesas.com/bgsforums/index.php?showtopic=919599. It was just an impromptu formula I came up with for the thread though (yet seemingly far better than what gamesas spent years not doing), so I'm sure it could be improved on with a little in-depth testing.

EDIT: Also, when I try to run OpenMW0.6 I don't even get to set graphics settings, a command box pops up and disappears in a split second. Running Openmw.exe through the command prompt gives the error "cannot find script file config.mn", yet said file is sitting happily in the mscripts subfolder.
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Jesus Sanchez
 
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Post » Sat May 28, 2011 7:03 pm

Yay Spring Break! Booh my desktops cpu breaking!

To answer Mr. th3undon3on3's question: That's an awesome formula... that you will be free to implement in a mod as soon as is possible. But no mods, or at least no mods that change/add content, will be included in the official release. The only thing being considered is the excellent unofficial morrowind patch.

CS-grade editor from scratch. Having no idea what would be involved in that, though, I really have no idea.
Don't think of it as "impossible" as there are new editors being worked on all the time for OGRE, so it's not inconceivable for one to be created specifically for OpenMw.
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Cartoon
 
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Post » Sat May 28, 2011 2:59 pm

Have there been any thoughts on fixing the enchant success formula?

I didn't even know the old formula, so thanks for that. I'm open in principle for using a using a new formula if the old one really svcks, but until I've tested it more I'll have to agree with tomb' and say that this would work best as a mod. Also, my immediate math intuition says that a chance/probability formula should be mostly multiplications and not use addition or subtraction at all, but that's just me.

EDIT: Also, when I try to run OpenMW0.6 I don't even get to set graphics settings, a command box pops up and disappears in a split second. Running Openmw.exe through the command prompt gives the error "cannot find script file config.mn", yet said file is sitting happily in the mscripts subfolder.

That's weird. Unless you're running the exe from another working directory, that shouldn't be possible. Could you try setting the working directory manually just to be sure? (by making a link to the exe and setting properties, I think)

Don't think of it as "impossible" as there are new editors being worked on all the time for OGRE, so it's not inconceivable for one to be created specifically for OpenMw.

I fired up the CS for the first time in a while just to have a look. Basically, the CS is just:
  • A backend that loads ESM/ESPs and tracks changes. We already have a loader system, although it would have to be adjusted somewhat to be used as an editor. Also, writing an ESP is a very different task from reading one - it would have to be backwards compatible with the original engine too.
  • A render window: can just use the current OGRE renderer, with some adjustments
  • A GUI system: tabs, dialogs, huge list boxes - all are pretty standard GUI fare. I'm doing another project where I'm learning wxWidgets (a gui that works on Windows, Linux and MacOS X) - that should be good enough.

All in all, far from impossible :) But OpenMW itself should have first priority right now though.
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Emily Shackleton
 
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Post » Sat May 28, 2011 12:01 pm

If you weren't the one tasked with actually implementing what I am about to ask - how would you allow esps to be backwards compatible between OpenMW and vanilla while still allowing for increased functionality? Create a hyprid esp that contains information that vanilla wouldn't use? Or design a secondary "espx" file that would contain all the non-vanilla content? This question also extends to saved game files. This should be taken into consideration if you'd ever like to see things such as different mesh and image formats or texture/bump/parallax mapping, or any other newfangled technique or script that OpenMW as an opensource project could inject into this ancient game structure.
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Cesar Gomez
 
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