OpenMw NewEST Thread

Post » Sat May 28, 2011 11:33 pm

Huh-hai, Strange that beth hasnt had anything against this project yet >) But Good work!


Gstaff has posted in this thread (the previous thread to this) and he is the direct linkage between this website and Bethesda SoftWorks. So they know what we're doing. As long as we need the CD to run it, it's perfectly legal. I just can't figure out how the hell to freakin run OpenMW! :brokencomputer:
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Scott
 
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Post » Sat May 28, 2011 11:25 am

Running it through the terminal? What's that mean? What is a "terminal"?


Haven't tried OpenMW yet, so can't help you more than saying that the terminal is called "Command prompt" in XP, found under Start -> All Programs -> Accessories. It's where you type commands to the OS instead of click on things :-)
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Dale Johnson
 
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Post » Sat May 28, 2011 1:55 pm

tes96, do you have the DLL pack installed?
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Sakura Haruno
 
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Post » Sat May 28, 2011 4:33 pm

No.... http://www.intelsoftwaregraphics.com/?lid=2224&siteid=32 is an example. The full glory of ray tracing can't really be seen with most games though. Ray tracing is mathematically perfect rendering, and all other methods are shortcuts. Virtually all of the hollywood computer animated movies use ray tracing with lots of polygons and high resolution textures. The problem is these movies require huge server farms and take ages to render each frame. Real-time ray tracing requires huge processing power.


Real time ray tracing is still a ways off I think... Give it about 10 years (though that might be when openMW is completed :))
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Paula Rose
 
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Post » Sat May 28, 2011 8:57 pm

Real time ray tracing is still a ways off I think... Give it about 10 years (though that might be when openMW is completed :))


Real-time ray tracing for a game like Morrowind is probably a lot sooner. My guess is about 3 years before it becomes possible on mainstream cards. Larrabee will come out next year, but that would be considered high-end not mainstream.

As for OpenMW's release date, things have been happening steadily and quickly. Also, since it is open source we will have the opportunity to contribute and beta test all the way up until release. We can actively speed up the process!
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Cash n Class
 
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Post » Sat May 28, 2011 11:53 am

One of my biggest gripes with vanilla Morrowind is the rendering engine itself. Specifically, it seems to use a sort of "back-to-front" rendering method without Occlusion Culling/Hidden Surface Removal, forcing the system to draw many unnecessary polygons. Furthermore, the continued efforts of modders to provide quality textures, additional content, and third-party apps to change graphics settings combine to make this weakness ever more glaring. My own limited research has found technical references to Ogre incorporating these sorts of features, though the details rest beyond my comprehension, and I wonder if OpenMw will include them?

Either way, this project looks like it will vastly improve everyone's Morrowind experience and I can't wait to load the finished version onto my Linux desktop. Thanks in advance and best of luck with the project.
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Umpyre Records
 
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Post » Sat May 28, 2011 11:22 am

New thread time already? Coming up! http://www.gamesas.com/bgsforums/index.php?showtopic=1002700
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Kelvin
 
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Post » Sun May 29, 2011 1:51 am

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lacy lake
 
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