OpenMw NewestER Thread (#4)

Post » Tue May 17, 2011 12:45 pm

OpenMW is an attempt to reimplement the popular role playing game Morrowind. It aims to be a fully playable, open source implementation of the game. You must own Morrowind to use OpenMW.

To give you a better idea of what this project is about, here are some of the aims for the future of OpenMW:

* be a full featured reimplementation of Morrowind
* run natively on Windows, Linux and MacOS X
* support all existing content, including Tribunal, Bloodmoon and all user created mods
* allow much greater modability: change game rules, create new spell effects, etc through scripting.
* fix system design bugs, like the "dirty" GMST entries in mods, and the savegame "doubling" problem
* improve the interface and journal system
* improve graphics to use more modern hardware
* (possibly) improve game mechanics, physics, combat and AI
* (possibly) support multiplayer at some point


http://www.gamesas.com/bgsforums/index.php?showuser=468902
http://openmw.com/wiki/index.php?title=Main_Page New!
http://openmw.sourceforge.net/jaws/index.php/photos/album/1
http://www.gamesas.com/bgsforums/index.php?showtopic=1002700
http://openmw.com/forum/ New!
http://www.moddb.com/mods/openmw

A little status update: Yes the project is still proceeding. It has, in fact been entirely re-written in C++ rather than the less well known D programming language, so get check out the new http://openmw.com/forum/viewtopic.php?f=13&t=78!

Faq:

Q: When will this come out?
A: Whenever it's done, don't expect it for a while though

Q: Will this be backwards compatible with all Morrowind mods?
A: That's the plan, though some mods that rely on weird scripts or third party programs might not be supported

Q: Wouldn't this be awesome, put in pleeease, it would make the game so much better!
A: The goal of this project is to support Morrowind with expansions and mod support, making the game better will have to wait until after the initial project is done

Q: Will my save game be compatible with this?
A: Probably. But until there's an actual, working way to port Morrowind save games over to OpenMW there's no way to be sure.

Q: Morrowind is ugly, how will the graphics be improved?
A: At the very least the rendering engine will be better, better lighting and distant land is already in and other shiny things should be forthcoming. However there is neither a plan nor a desire to improve textures, meshes, or animations.

Q: Will this work well with mods already created?
A: Most definitely yes! Not only should the game theoretically crash less, but mods should be easier to switch around, activate, deactivate, and ect.

Q: Will this allow new types of mods to be created?
A: Yes, with a new graphics engine, scripting language, and being fundamentally built on open source tools OpenMW should allow a wide new variety of mods to be created.

Q: Will this have a new construction set?
A: Possibly, the main goal however is to produce a running game

Lastly, if you have an idea for how to improve Morrowind, go ahead and post it. Also, if you think you can help with the project, please say so.
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Matthew Barrows
 
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Post » Tue May 17, 2011 4:11 am

I can't help but to think of all the cool new scripting functions that could be implemented! I think I remember it being said that the Monster Scripting language will be used? I've got a tab open right now, about to look up on it. I know it's preemptive, but I'm excited.
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LittleMiss
 
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Post » Tue May 17, 2011 2:44 am

I can't help but to think of all the cool new scripting functions that could be implemented! I think I remember it being said that the Monster Scripting language will be used? I've got a tab open right now, about to look up on it. I know it's preemptive, but I'm excited.

As are we all. We wait with bated breath.
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Lyndsey Bird
 
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Post » Tue May 17, 2011 2:09 pm

I've got to ask.

In it's current state, what sort of FPS do you get when walking around Vvardeenfell (if possible yet of course :))
And also, what sort of things that you plan to implement haven't been yet?
And don't worry im not nay saying, i am really eager to see the best game ever made with a shiny new engine :P
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Nichola Haynes
 
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Post » Tue May 17, 2011 2:29 am

Thanks for the update; have been keeping an eye on these threads, and will continue to watch. Great work so far!
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Ownie Zuliana
 
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Post » Tue May 17, 2011 6:48 am

Having used MGE for so long now, it just occurred to me to wonder, how is distant land going to work in OpenMw? The second video is amazing, but will view distance, texture quality, fog start/stop, static sizes, exceptions, etc. all be customizable or what?
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Kyra
 
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Post » Tue May 17, 2011 7:50 am

Having used MGE for so long now, it just occurred to me to wonder, how is distant land going to work in OpenMw? The second video is amazing, but will view distance, texture quality, fog start/stop, static sizes, exceptions, etc. all be customizable or what?

Yes probably. I haven't got a powerful enough gpu to be able to run it on anything but exceedingly low settings. This is probably good as it means that the terrain will at least run on a 5 year old chip (and it was bad 5 years ago, 8 year old cards outperform it).
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Chris Jones
 
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Post » Tue May 17, 2011 11:19 am

Hey guys, just wanted to give you a word of encouragement. This is a great idea and sounds like a fun challenge. I wish y'all the best in making this happen!
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Stacy Hope
 
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Post » Tue May 17, 2011 2:37 pm

I have an intermediate knowledge of C++ and am familier with the Ogre engine (slightly so), if there is anyway I can help, please feel free to ask me.
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Trent Theriot
 
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Post » Tue May 17, 2011 6:50 am

I have an intermediate knowledge of C++ and am familier with the Ogre engine (slightly so), if there is anyway I can help, please feel free to ask me.


You should join the mailing list and mention your offer to them in their google group. Most of them probably don't check this forum.
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Adam Porter
 
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Post » Tue May 17, 2011 2:00 am

Hey Trunksbomb, I had a quick look at your test cell so far. It looks like you have a start. Keep it up and post some progress reports if you can! I might try working on a similar one, but only for practice. It seems there will be some tricky things to deal with. Harumph.
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Eliza Potter
 
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Post » Tue May 17, 2011 5:52 am

That's for sure. I just saw the thread on Dirnae's Animations. If those are complete, I'll swap out for those. Then I just need to figure out about the whole jumping-straight-to-the-game thing.
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Rozlyn Robinson
 
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Post » Mon May 16, 2011 11:09 pm

Ok, so I messed around with the Arched Tileset (using a retexture by clavis - his E03) and I found it to be pretty nice. I did notice, however, that it doesn't include any doors to use, so the default morrowind doors are supposed to be used with it, I guess. And that's against our guidelines, so I went looking and clavis has some doors with meshes and textures here called http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5164. Also, I http://s5.photobucket.com/albums/y196/Clavis/Morrowind/C02/ at Clavis' http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4802 and I have to say that I'm impressed with the balconies and openness of the spaces you can create. Clavis is actually still around (last post Feb 23 in the MW modding forums), so I'm happy we still have such a talented modder among us.

Anyway, so I'd suggest using these for the building statics if you aren't too deep into it:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7344&id=4801 - This is one of Clavis' many retextures of Oom Fooyat's Arched Tileset - http://s5.photobucket.com/albums/y196/Clavis/Morrowind/E03/
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5164 - A door pack by Clavis - http://s5.photobucket.com/albums/y196/Clavis/Morrowind/Doors/

We'll need to find some furniture packs, do you have anything in mind yet? Clavis has some rugs, but I believe there are A TON of rug and tapestry resources, so we don't need to rush that. We'll also need some clutter (like silverware and dishes) and we'll need several kinds of light sources.

Oh yeah, why didn't you pack the textures of all used mods in the first version you posted? For instance, the race is texture-less.
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Hayley Bristow
 
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Post » Tue May 17, 2011 4:15 am

I'm a meshless/textureless modder, really. I never make new models nor new textures, so I've never needed to include those in my releases. Being so, I'm surprised that I only left one thing out!

I haven't looked for the furniture or clutter yet because of the whole "Hey, you don't need a main menu" problem.
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Matthew Warren
 
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Post » Tue May 17, 2011 1:54 am

Nooooo someone cast a shrink on target spell on me!

http://www.youtube.com/user/nkorslund#p/u/5/1ugvFIlcm4M


Ha ha ha, is lookin really good though
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Chrissie Pillinger
 
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Post » Tue May 17, 2011 2:29 pm

Any updates Trunksbomb?
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Tiffany Carter
 
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Post » Tue May 17, 2011 6:05 am

So hey guys, this project now has it's own forums and Wiki. They're not really complete, and no one knows how well they'll work out. But if you want to check them out here:

http://openmw.com/forum/
http://openmw.com/wiki/index.php?title=Main_Page

To modify the wiki you'll have to:
first join the easy-to-access
group through the forums. This can change, based on community input,
but I figured that it was the best way to go about things to prevent
bot access. To join:
- Register on the forums.
- Enter your User Control Panel.
- Select the Usergroups tab.
- Select the "Wiki" group, and click "submit" with "join selected"
matched in the dropdown box.


Obviously these will be a great help for when ya'll are discussing the heck out this when it's finally released :laugh:
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hannah sillery
 
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Post » Mon May 16, 2011 11:04 pm

I can't believe no one has wooted this yet.

OpenMW has FORUMS people, get a little excited why don'tcha?
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Isabel Ruiz
 
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Post » Tue May 17, 2011 7:31 am

This is looking awesome. :)
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Anne marie
 
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Post » Tue May 17, 2011 3:50 am

I can't believe no one has wooted this yet.

OpenMW has FORUMS people, get a little excited why don'tcha?



*cough, cough* *ahem* .....................*clears throat* WOOOOOOOOOOOOOOOOOOOOOOOOOT!!!!!!!!!!!!!!!!!!! :P
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JeSsy ArEllano
 
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Post » Tue May 17, 2011 2:04 am

Ah thanks for the bump, I didn't know they have a forum now! :celebration:
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katsomaya Sanchez
 
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Post » Tue May 17, 2011 7:57 am

I can't believe no one has wooted this yet.


Well, that's explainable: many members are skeptical and suspicious ? there are zillions of nice and promising unfinished projects (games, game engines, mods, etc.) on the web. How many team members are working on the OpenMW project itself (not on wiki/forum web pages)? 1-2-3? Than they could get bored, RL and so on. Could you imagine the amount of work they are facing? Ogre is not a game engine, it is a 3D rendering engine (yes, there are libraries that incorporate few other elements of game engine like sound). In any case it is a huge-huge work for skilled professionals-programmers.

I wish the project success but I would be not surprised that we'll never see the results in a final stage (ad minimum MW "copy" as they planed).

:)
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HARDHEAD
 
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Post » Tue May 17, 2011 2:12 am

Well, at least superficially, it looks as if it is going pretty well. And I signed up for the forums when they were first mentioned in this thread. *chuckle*
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Jacob Phillips
 
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Post » Tue May 17, 2011 7:15 am

Yes, they did a great job!
I am ashamed that I do not posses skills to provide any valuable help for the project.

:blush:
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Stephanie I
 
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Post » Tue May 17, 2011 3:47 am

PVDK over at the new OpenMW forums is trying his hand at creating some debug cells. Here's a link:
http://openmw.com/forum/viewtopic.php?f=2&t=32&start=0
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Life long Observer
 
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