OpenMw NewestER Thread (#4)

Post » Tue May 17, 2011 2:13 pm

Is that a rabbit I see there in that cage?
Well, let's hope OpenMW pulls through otherwise I... I'll... well, I'm gonna kill that sweet innocent 'lil rabbit there! :gun:
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RUby DIaz
 
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Post » Tue May 17, 2011 2:37 am

Is that a rabbit I see there in that cage?
Well, let's hope OpenMW pulls through otherwise I... I'll... well, I'm gonna kill that sweet innocent 'lil rabbit there! :gun:


Yeah it's a rabbit. I hope to include it in a quest whenever OpenMW supports dialogs etc. Something with saving the rabbit from an evil necromancer living in a crypt. (Or killing it and cooking it above a fire) The cage is there to test scripted events: you can open the door of the cage.
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Alada Vaginah
 
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Post » Tue May 17, 2011 8:03 am

I am very excited by the latest developments with this :)
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Jeff Tingler
 
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Post » Tue May 17, 2011 11:14 am

Any news on this?
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Monique Cameron
 
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Post » Tue May 17, 2011 1:14 am

They just released version 0.07 on Wednesday, so they are still hard at work.
http://openmw.com/forum/viewtopic.php?f=13&t=78
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kasia
 
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Post » Tue May 17, 2011 8:46 am

Woohoo! I can't wait until it's completely finished, though that seems to be a bit of a wait.

But no worries, I am patient. :)
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JLG
 
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Post » Tue May 17, 2011 6:15 am

I've been following OpenMW for a while, and it is quite promising. Morrowind is a beautiful game, but it has more bugs than a roach motel. Getting a more stable platform, with a better/less buggy render engine, that can/will be actively maintained, is an exciting prospect. With periodic updates to the engine, it could allow Morrowind to (more or less) live forever. With all the TR stuff, combined with the other province projects, it's quite possible that the modding community could create their own TES V - but with the whole continent!

That said, it's a huge project. I certainly don't want to dampen anyone's enthusiasm, but Bethesda has the benefit of a real development budget, skilled coders, and I suspect technical support for the third party stuff. I really hope these guys can pull this off, but I have to admit that I'm a bit skeptical. I will admit that simply recreating the engine is only a small portion of the entire game, though. They aren't tackling any of the art or music resources, so perhaps it's doable.

I'll be the first to admit that my prognosticating abilities are fairly poor, though. For example, I never thought this whole Linux thing would overtake BSD UNIX... ;)

PS - I would hope that the OpenMW team takes a look at all the stuff in the Morrowind Code Patch - and fixes all of that stuff from the get-go...
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Amanda Furtado
 
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Post » Tue May 17, 2011 7:44 am

Yep yep, still going. So get to downloading stuff and see if you notice any bugs!
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alicia hillier
 
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Post » Tue May 17, 2011 2:18 am

That said, it's a huge project. I certainly don't want to dampen anyone's enthusiasm, but Bethesda has the benefit of a real development budget, skilled coders, and I suspect technical support for the third party stuff. I really hope these guys can pull this off, but I have to admit that I'm a bit skeptical. I will admit that simply recreating the engine is only a small portion of the entire game, though. They aren't tackling any of the art or music resources, so perhaps it's doable.

Insofar as the OpenMW team is concerned, the recreation of the engine will be all that needs to be done to completely redefine Morrowind. The music and art (textures/models) have been increasing everytime someone releases a texture compilation or an improved mesh. The original meshes and textures, without any improvements can be made to look much better with only the new engine's future lighting and shaders. It's going to be a fun time!
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DAVId MArtInez
 
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Post » Tue May 17, 2011 3:59 am

And it will also have MOAR graphics requirements... woot?
But still, it looks amazing. Best of luck.
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Julie Serebrekoff
 
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Post » Tue May 17, 2011 1:51 am

And it will also have MOAR graphics requirements... woot?
But still, it looks amazing. Best of luck.


What? No, it should run much faster if you don't turn on any fancy stuff.
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Tiffany Castillo
 
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Post » Tue May 17, 2011 9:59 am

What? No, it should run much faster if you don't turn on any fancy stuff.

But I like turning on all the fancy stuff... Running around with 10 FPS in Balmora reminds me of playing Morrowind for the first time on my old computer, only 100x as pretty now, good memories! :whistling:
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BEl J
 
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Post » Tue May 17, 2011 12:45 am

But I like turning on all the fancy stuff... Running around with 10 FPS in Balmora reminds me of playing Morrowind for the first time on my old computer, only 100x as pretty now, good memories! :whistling:

You're not playing it unless it is 10 FPS.
http://bethblog.com/index.php/2010/02/24/the-day-quake-shook-the-gaming-world-carmack-et-al-share-their-qtest-memories/

(MGE must add a turtle check too. :turtle: :P)
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David Chambers
 
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Post » Tue May 17, 2011 4:55 am

A while since I posted in this thread!

We've just started http://openmw.com/forum/viewtopic.php?t=103&p=821 over at the OpenMW forums about things we DON'T like about the Morrowind engine (and should therefore fix, naturally ;)) We all have those small things that irritate us about the game, be it bugs or things that just could have been done better. These kind of lists really help us developers to focus what we're going to work towards OpenMW 1.0 and after.

I'd sure love the input of the MW community at large too (not that these threads aren't chock full of great suggestions already) so I thought I'd give a heads up. And more people from here are of course always welcome on the OpenMW forum.
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Liv Brown
 
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Post » Tue May 17, 2011 11:31 am

An obvious one that is probably already planned:

The item system needs to work differently so that stealing one copy of an item doesn't mark all copies of that item as stolen.

And as mentioned in that thread, improved loading times. The initial loading isn't so bad but reloading after death takes forever.
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Vickey Martinez
 
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Post » Tue May 17, 2011 1:17 am

It needs to recycle ram better, so as to avoid OOM (out of memory, not mana!) crashes, which seems to occur quite frequently when heavily modded.
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Horse gal smithe
 
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Post » Tue May 17, 2011 1:17 pm

I have no idea if this is possible to fix or not or what even causes it, but every now and then I will just fall through any static I am walking when I get to a seam, as in where 2 statics connect I think. This mostly seems to happen in Vivec. Thats good however because there is water there and I dont fall on the ground.
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mimi_lys
 
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Post » Tue May 17, 2011 11:35 am

Another idea: Footstep sounds based on the ground you walk on. Right now everything sounds the same, no matter if you're walking on grass, rocks, metal or snow. There should be different sounds for the things you walk on, like in Oblivion, Fallout 3 and many other games.
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Tiffany Carter
 
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Post » Tue May 17, 2011 1:54 am

Companion AI. I don't want them to run between me and the target like great big meat shields with death wishes.
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Sian Ennis
 
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Post » Tue May 17, 2011 2:58 pm

Go OpenMW! :D

http://openmw.com/forum/feed.php?mode=news Always handy. Apparently 0.08 was released 2 weeks ago.
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Emzy Baby!
 
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Post » Tue May 17, 2011 6:32 am

Hmmm, I think the issue about morrowind rendering everything in a cell every frame wether visible or not would be a great one (if complicated) to fix.
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Smokey
 
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Post » Tue May 17, 2011 7:18 am

I downloaded this a few weeks ago, but could only do ghost mode in some cave. Is this hosted anywhere other than sourceforge?
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Cathrine Jack
 
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Post » Tue May 17, 2011 6:21 am

@Wiz1: You can use the coc function in the console (push F1) to teleport to other interior cells.
For example: coc "Balmora, Guild of Mages"
The input is case sensitive until later versions.

The majority of information about progress can be found on openmw.com, either on the forums or on the wiki.

Currently the main thrust of work is towards character creation and some other interesting things, which you can read about on the Roadmap page of the Wiki: http://openmw.com/wiki/index.php?title=Roadmap

Also, the newest release is version 0.08
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louise tagg
 
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Post » Tue May 17, 2011 1:04 am

Hey, I know you're abandoning the use of D, but think you could maybe link me to some places/starting points to get more information on how to program with that language? I've been interested in it for a little while now, but due to its newness there isn't a whole lot of information about it compared to older, more established languages, so any and all bits of info would be nice.
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Hazel Sian ogden
 
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Post » Tue May 17, 2011 1:51 pm

How is OpenMW different from Project Aedra?
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Sandeep Khatkar
 
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