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OpenMW
Jun 7, 2015 21:37:41 GMT
Post by loriel on Jun 7, 2015 21:37:41 GMT
This is a continuation of the " Open Source Morrowind" thread - on reflection, the old name was potentially misleading, as the package under discussion is primarily an open source program on which Morrowind can be run, rather than an Open Source replacement for Morrowind itself. The short term target is to replicate fairly closely the existing Morrowind Game Engine (but thankfully without the crashes), and make it available on other operating systems (Linux, OSX etc). Stage 2 will add features. OpenMW is not compatible with MWSE, and rather than making it compatible the intention is that it should provide similar features. Similarly it will probably acquire optional fixes akin to those in the Morrowind Code Patch. A separate, and probably longer term, intention is to use it as the engine for non-Morrowind games (this appears to be the prime motivation of the lead developer). One example is "Ashes of Apocalypse" which is appears to be a never-completed post-apocalypse total conversion for Morrowind. If all the Morrowind resources are completely replaced, engine plus game should be completely independent of Bethesda. Current status: Lots of bugs, but few are critical and it's definitely playable. I believe the Main Quest can be finished, but haven't got that far yet. Many mods work. Framerate poor at times - should be mostly cured by conversion/replacement of the graphics engine which is well advanced. Construction Set is advancing fast - missing a few minor features like dialog Loriel
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gabrielman
Kind of A Big Deal
I live in a tent in Morrowind, next to a Mead Hall... I win
Posts: 73
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OpenMW
Jun 22, 2015 2:35:17 GMT
Post by gabrielman on Jun 22, 2015 2:35:17 GMT
OpenMW is something I am very excited for! From what I've seen, when it's done there will be better performance, and more mod options such as custom skills that actually work and show up in the player menu. I look forward to this engine opening up many opportunities for mods. I have done a bit of asking around and they said many things may very well be possible, albeit hard to implement, such as seasons, water in places that are above sea level, and better animations, and the ability to make chairs activators so you can actually sit in them! Now that's something big IMO. Along with that, there might very well be better AI... something the game needs badly One thing that people ask for a lot, and they said could be possible, is the ability to mod in multiplayer. This is a bit of a divided issue, however. Some people, like myself, wouldn't mind a LAN 2-4 person multiplayer (with the host being the main character and the others custom made companions), however others want some sort of MMO for some reason... that would not be very good for Morrowind IMO... Morrowind with a friend or two, great, Morrowind with a bunch of strangers who spawn camp people... not so much. However, multiplayer in and of itself doesn't truly fit into Morrowind.
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Post by loriel on Feb 12, 2016 5:27:39 GMT
A quick update. Graphics engine has switched from OGRE to OSG, with significant improvement in performance. Outdoors framerate roughly comparable to vanilla MW, indoor framerate roughly double. Current development on that front is "preloading", which should eliminate the long wait when you enter a new cell, which features in the latest experimental release. Bug-fixing continues, but unfortunately there are still two significant problems for me: - OpenMW is too strict in checking for legitimate names of objects and scripts, and tends to disallow names used by Emma - so no Laura, Morganna, Laurenna etc. I'm currently using Domehome, where I have converted names to comply with OpenMW's current restrictions (which reminds me - I need to report some bugs in it to Emma...).
- Respawning isn't implemented - or to be pedantic it's implemented, but only after an excessive delay. I'm currently using a temporary workaround where respawning is immediate on re-entering a cell.
Development work is concentrating on the CS, which is mostly feature-complete, but apparently some of the "camera" features in it are missing or not working satisfactorily. Loriel
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OpenMW
Feb 12, 2016 18:19:32 GMT
Post by jgf on Feb 12, 2016 18:19:32 GMT
Sounds interesting. But unless it is fully compatible with the existing Morrowind world I fear its appeal will be more for new players than to us old fogeys with a long list of "essential" mods we do not wish to play without; and at this stage it is doubtful many of those mod creators are still active in the community, much less interested in updating them.
"...checking for legitimate names of objects and scripts" Exactly what I am talking about - if it runs in Morrowind it should run in OpenMW, otherwise I'm not interested.
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OpenMW
Feb 12, 2016 19:41:56 GMT
Post by loriel on Feb 12, 2016 19:41:56 GMT
if it runs in Morrowind it should run in OpenMW, otherwise I'm not interested. In general, that is the target, but it's not yet been achieved. It's harder than you might expect. In a few cases the developers have been persuaded to change "errors" into "warnings", so that "old" mods will play correctly (or at least as correctly as they did in vanilla). In some cases the developers have decided not to perpetuate behaviour which is clearly wrong, so they have fixed the bug. This will obviously cause problems for mods which "relied" on this old behaviour. I'm currently looking at an example where the behaviour of the vanilla engine seems to be different from the documentation - an old mod (which I would be very unhappy to lose from my game) uses behaviour which according to the documentation won't work, but it does work in vanilla (and doesn't in OpenMW which disallows it...). I fear that there will be a few old mods that won't work in OpenMW, for various reasons. I hope that they are few enough in number (and importance) that we can manage without them. Loriel
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OpenMW
Feb 12, 2016 22:40:29 GMT
Post by jgf on Feb 12, 2016 22:40:29 GMT
Lol, I've paid my dues as beta tester (commercial and fan) and well realize the simplest project can become a massive can of worms before completion, so can imagine what this group has taken on.
My "must have" list is rather short (considering I have nearly 300 mods installed, and some of those being merged mods), though knowing my luck all will be incompatible - Better Bodies, GCD, NOM, Constance, and Passive Healthy Wildlife come to mind; most of the rest shouldn't be affected (head/hair/armor replacers, replacement textures, etc.) or could be relatively easily updated (leveled lists, armor/weapon stats, spell stats, etc.).
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OpenMW
Feb 12, 2016 23:27:05 GMT
Post by loriel on Feb 12, 2016 23:27:05 GMT
My "must have" list is rather short (considering I have nearly 300 mods installed, and some of those being merged mods), though knowing my luck all will be incompatible - Better Bodies, GCD, NOM, Constance, and Passive Healthy Wildlife come to mind; most of the rest shouldn't be affected (head/hair/armor replacers, replacement textures, etc.) or could be relatively easily updated (leveled lists, armor/weapon stats, spell stats, etc.). Better Bodies is fine (though there's a minor installation problem as I recall - it uses a Windows .exe to extract, so needs a bit of extra work to install onto a non-Windows system) I think GCD has some problems particularly for skills over 90 (which cause problems in vanilla too). I'm currently trying Madd's Leveller as an alternative in similar vein, and it's going well so far. NOM appears to be OK, though I don't use it myself. Constance will suffer from object/script naming restrictions (which should be fixed reasonably soon) Passive Healthy Wildlife - don't know, it's not one I use myself, and I've seen no reports on it. There's a summary at wiki.openmw.org/index.php?title=Mod_status though it's probably not up to date. I don't think there is any mechanism for creating a levelled list, but I assume it will be added sometime soon. The rest shouldn't cause any problems. Loriel
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OpenMW
Feb 13, 2016 0:44:09 GMT
Post by jgf on Feb 13, 2016 0:44:09 GMT
"...a non-Windows system"
Much as I detest, nay, loathe ... abhor, windows, I continue to use it; mainly because 99% of the software I want to use is "windows only", and while there are options to run such programs in Linux or Mac they are a major kludge which may or may not work and require the knowledge of an experienced systems engineer to comprehend (I have trouble tweaking DOSBox).
FWIW, I doubt there would be an issue with PHW, it merely adjusts the stats of all animals so they no longer attack on sight unless they are diseased/blighted.
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Post by darkelfguy on Mar 1, 2016 1:12:20 GMT
Well, since this thread is here, thought I might pop in and post the latest interview we did with Zini, the project lead on OpenMW. Pretty short interview overall, we cover a lot of the progress OpenMW has made over the last year, as well as the current multiplayer developments, OpenSceneGraph, and when we might expect the OpenMW 1.0 release.
Also worth pointing out that the OpenMW YouTube channel is now posting videos again. WeirdSexy has had to step down as video-producer, but the new guy, Atahualpa has started posting release commentaries, and they're actually really good. Here's the one for OpenMW 0.36 if anyone's interested:
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