OBLIVION running through OpenMW

Post » Tue Jan 19, 2016 11:36 pm

Assets, Water, Activators, Worldspaces, all through the Editor. The beginning.


Drop in the thread and give your opinion and your help.


http://forum.openmw.org/viewtopic.php?f=3&t=3017&start=30#p36471

User avatar
Juliet
 
Posts: 3440
Joined: Fri Jun 23, 2006 12:49 pm

Post » Tue Jan 19, 2016 3:48 pm

Note that this is still very early days. The fork of OpenMW's editor used for all this has not (as of time of typing) been folded back into the main source code branch. OpenMW itself cannot run Oblivion, and has no support for the features in the branch of OpenMW-CS used.

It also needs mentioning that this is not a mod (nor intended to become one) for Morrowind; this is not like certain projects that should not be named on these forums, in any way or shape or form.

If anything comes of this, it would be that (like with Morrowind now) OpenMW could run Oblivion stand-alone, cross-platform. But anything like that is still a fair way down the road, not least of which because it was not (and still is not) an intended goal of the OpenMW team.
User avatar
Jonathan Egan
 
Posts: 3432
Joined: Fri Jun 22, 2007 3:27 pm

Post » Tue Jan 19, 2016 11:49 am

Impressive... but as Oblivion uses SpeedTree and Havoc, will it even be possible to fully realize it in OpenMW, even if all other parts of the engine were adjusted to work with it?

User avatar
Red Bevinz
 
Posts: 3318
Joined: Thu Sep 20, 2007 7:25 am

Post » Tue Jan 19, 2016 11:04 am

Quite possibly not. SpeedTree stuff is generated on the fly, and contained in binaries. You could emulate it perhaps, but it wouldn't be identical. Havok physics would probably be a little easier to replicate, but not much.
User avatar
Inol Wakhid
 
Posts: 3403
Joined: Wed Jun 27, 2007 5:47 am

Post » Tue Jan 19, 2016 1:57 pm

If the obstacles could be overcome, this could be fantastic, finally allowing Oblivion to be played without the stutter and lag you get from the original poorly optimized 32 bit engine when you overload it with LOD, AI, etc.
User avatar
Jordyn Youngman
 
Posts: 3396
Joined: Thu Mar 01, 2007 7:54 am

Post » Tue Jan 19, 2016 6:57 pm

Just the fact that someone is actually looking at this at this point is cool. Thanks for pointing it out because I've totally missed this. The openMW team has done such a fantastic job with Morrowind up to this point. I can't even say enough good things about them. I'd love to see this come to fruition. And I'm sure a few fallout fans would too, since it's most of the same obstacles. But even if it doesn't it's still pretty cool.

User avatar
Jason King
 
Posts: 3382
Joined: Tue Jul 17, 2007 2:05 pm

Post » Tue Jan 19, 2016 4:35 pm

would mods be retro-compatible to a Open oblivion?

User avatar
Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Tue Jan 19, 2016 6:15 pm

First, you have to assemble a group of developers that would finish all the necessary steps to turn OpenMW capable to be a real replacement to the Oblivion engine.



Second, the philosophy of OpenMW (version Morrowind) is support every mod created unless that ones that require external programs.



So, the assembled group will have to choose if will support the Oblvion Mods that requires things like script improvements dependent of external programs.

User avatar
carrie roche
 
Posts: 3527
Joined: Mon Jul 17, 2006 7:18 pm

Post » Tue Jan 19, 2016 1:16 pm

This is an excellent project! The Nine Divines should bless you and OpenMW!



So, mods which require OBSE or dll plugins will need a "revision" to work with the new engine. It makes sense. But an open source engine could allow those mods to break many previous limits!


Yeah, yeah, I know: it's hard to tell right now if a new Oblivion engine will ever see the light, considering the difficult to create equivalent (or even better) technologies to replace SpeedTree and Havok. Maybe using reverse engineering to replicate them could still be considered a violation (Stop right there, criminal scum!!!).



Also, I guess it's better to complete the OpenMW engine first, then create a branch for the OpenOB engine (which could reuse/recycle many parts from the OpenMW engine).

User avatar
Kelly Osbourne Kelly
 
Posts: 3426
Joined: Sun Nov 05, 2006 6:56 pm

Post » Tue Jan 19, 2016 12:55 pm

It shouldn't be so difficult, after completing the engine, to support obse dependant mods. However obse dll plugins should be included natively in the code.
A scripting engine should not be so much difficult, respect to all the others.

For physics it should be possible to use an FOSS alternatives to the bugged havok. Or using the fisics engine of OpenMW.
P.S OpenSceneGraph IIRC has an higly capable physics
For speed tree, I don't know if FOSS compatible software exists. But in case I don't consider missing speedtree a blocking issue.

The good things is not only we could possibly include natively features of obse plugins (uncappers, AAV, SDR plugin, OBME, OR itself), but also include new features, some of them can be ported over OpenMW engine (for example native cast when used)

Also I agree with forli. This should be done post OpemMW 1 version. More Complete is OpenMW, probably less work should be done.
User avatar
Dj Matty P
 
Posts: 3398
Joined: Sat Jun 09, 2007 12:31 am

Post » Tue Jan 19, 2016 10:01 pm

So far this was forked from the pre-OSG version, so it would still need to be moved over to use the current code base.



It's worth noting that openMW is completely playable at this point. You can view the open issues on their site. But I use it and the only really noticable thing to me is the water shaders. Morrowind had such great water.

User avatar
Isabella X
 
Posts: 3373
Joined: Sat Dec 02, 2006 3:44 am

Post » Tue Jan 19, 2016 7:25 pm

From what I understood there is a major improvement in the OSG branch



As that is now the main codebase of OpenMW it should be better to fork the last codebase.



I know about the playability of OpenMW, and I still track weekly all the open issues


I installed it to play, but I don't have so much time to play ATM

User avatar
jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am


Return to IV - Oblivion