Post by loriel on Aug 10, 2010 9:13:53 GMT
Continuation of the thread from the Tools and Utilities section of the old forum. Relevant parts of that thread are copied below:
Original post by Blockhead 10 August 2008:
Open source version of morrowind, including linux version.
openmw.snaptoad.com/
As it is an early version, I probably won't try it yet, but I know at least one linux person here (aside from myself) who would be fascinated by the idea of actually playing Mororwind without having to reboot into windows all the time.
Note - now moved to openmw.com
Reply by Neko 11 August 2008:
I stumbled across that one before, as well as a second sourceforge project which is attempting something similar (not sure if they're just different versions of the same code base).
It's certainly ambitious, but it'd be nice if they can make progress. Exult is really cool, and it started off as just a map viewer.
There's also the chance that the 3D renderer could be adapted for some sort of construction set like MWEdit, making it a feature-complete alternative to TESCS.
Comments by Loriel 12 September 2008:
First Impressions of OpenMW
Hijacking the thread back to its original topic, I'd like to give a very brief review of the program "OpenMW - the completely unofficial reimplementation of Morrowind", which attempts to provide an open source engine for Morrowind.
I took the "easy" route and downloaded the Windows version - not sure I wanted to face the problems of getting it to work with OGRE on Linux yet, but I've recently been experimenting with Worldforge which uses OGRE in its clients, so I'll give the Linux version a try later.
The README files are Unix-formatted - which means that Windows can't read the line-ends, so they display badly in the default application of Notepad.
Instructions are brief but adequate.
Installation excludes one specific DirectX file (copyright problems), leaving you to copy it from your Windows\System folder. My DirectX 9 installation was too old, so I had to download the current version, jumping through the WGA verification hoops en route, then copy and rename the requisite file to the OpenMW directory.
Morrowind must be installed on the same PC, but the program doesn't check for the Morrowind CD.
My Morrowind installation is in a non-standard location (C:\Games rather than C:\Program Files\Bethesda) so I needed to amend the OpenMW.ini file.
First run of OpenMW allows you to change various settings - principally video resolution. Also restarting with the -oc flags (ie run openmw -oc from a dos window) takes you to this "settings" screen.
Default starting point is within the Sud cavern - rather too dark to be an effective demonstration - so I tried again from a more suitable point - ie openmw "Balmora, Temple". There's no real interaction with the game, all you can do is to fly around a single sector in "God" mode, and no collision detection so you can fly through walls and floors. There doesn't appear to be any way to interact with doors, nor to move into "adjacent" sectors, and I've not yet found an outdoor sector which I can explore (needs a unique name).
The limited amount that's in the program so far works pretty well - installation is relatively straightforward and the graphics look similar to the "real" Morrowind ones. It's rather better than the typical "pre-alpha" release, but there's still a long way to go.
Comment by osiris 13 September 2008:
There is also another open source Morrowind engine in the working, which actually seems to be quite similar to OpenMW:
www.bethsoft.com/bgsforums/index.php?showtopic=876684&st=0&start=0
sourceforge.net/projects/crystalscrolls
crystalscrolls.sourceforge.net/
Comment by Loriel 13 September 2008:
OpenMW on Linux
Installation of OpenMW on Linux was fairly straightforward - instructions are aimed at Ubuntu (or any other Debian derivative), which suited me, but it shouldn't be difficult to adapt the procedure to any other distribution.
Brief comparison with crystalscrolls (as recommended by Osiris above):
They use completely different underlying technology (Crystal Space vs OGRE), so the requests that the two projects should be merged to make better use of resources are unlikely to be heeded.
Crystalscrolls is currently only available for Windows - Linux port should be available at some point in the future.
Installation is simple.
Current stage of development is a little more advanced - collision detection is enabled, and transfer between sectors works, so you can move around outdoors in a fairly conventional manner, unlike OpenMW's "God" mode.
Still no real interaction with the environment - you can't "click" on things to activate them, so no way to go through doors.
Performance in crystalscrolls seems rather poor - about 10 fps, against about 200 fps in OpenMW.
Not a fair comparison, as OpenMW test was indoors only, on better hardware and on Linux, but the difference is too large to ignore.
"Real" Morrowind is probably about the same speed as crystalscrolls on same hardware, and around a quarter of the speed of OpenMW on same basis.
Both are interesting projects, and I hope that they succeed.
Update:
OpenMW still seems to be under active development - currently being rewritten from D to C++, and subject to the rewrite it appears to have collision-detection and interior cells working, but not external cells, and loading of most file types (including mods), but much of the animation and interaction seems to be incomplete. Development is on Ubuntu Linux, which suits me, but some of the dependencies were rather obscure when I tried to install an updated version about a year ago. Must try it again sometime soon.
Crystalscrolls appears to be stalled - last update on the website is dated November 2009
Loriel
Original post by Blockhead 10 August 2008:
Open source version of morrowind, including linux version.
openmw.snaptoad.com/
As it is an early version, I probably won't try it yet, but I know at least one linux person here (aside from myself) who would be fascinated by the idea of actually playing Mororwind without having to reboot into windows all the time.
Note - now moved to openmw.com
Reply by Neko 11 August 2008:
I stumbled across that one before, as well as a second sourceforge project which is attempting something similar (not sure if they're just different versions of the same code base).
It's certainly ambitious, but it'd be nice if they can make progress. Exult is really cool, and it started off as just a map viewer.
There's also the chance that the 3D renderer could be adapted for some sort of construction set like MWEdit, making it a feature-complete alternative to TESCS.
Comments by Loriel 12 September 2008:
First Impressions of OpenMW
Hijacking the thread back to its original topic, I'd like to give a very brief review of the program "OpenMW - the completely unofficial reimplementation of Morrowind", which attempts to provide an open source engine for Morrowind.
I took the "easy" route and downloaded the Windows version - not sure I wanted to face the problems of getting it to work with OGRE on Linux yet, but I've recently been experimenting with Worldforge which uses OGRE in its clients, so I'll give the Linux version a try later.
The README files are Unix-formatted - which means that Windows can't read the line-ends, so they display badly in the default application of Notepad.
Instructions are brief but adequate.
Installation excludes one specific DirectX file (copyright problems), leaving you to copy it from your Windows\System folder. My DirectX 9 installation was too old, so I had to download the current version, jumping through the WGA verification hoops en route, then copy and rename the requisite file to the OpenMW directory.
Morrowind must be installed on the same PC, but the program doesn't check for the Morrowind CD.
My Morrowind installation is in a non-standard location (C:\Games rather than C:\Program Files\Bethesda) so I needed to amend the OpenMW.ini file.
First run of OpenMW allows you to change various settings - principally video resolution. Also restarting with the -oc flags (ie run openmw -oc from a dos window) takes you to this "settings" screen.
Default starting point is within the Sud cavern - rather too dark to be an effective demonstration - so I tried again from a more suitable point - ie openmw "Balmora, Temple". There's no real interaction with the game, all you can do is to fly around a single sector in "God" mode, and no collision detection so you can fly through walls and floors. There doesn't appear to be any way to interact with doors, nor to move into "adjacent" sectors, and I've not yet found an outdoor sector which I can explore (needs a unique name).
The limited amount that's in the program so far works pretty well - installation is relatively straightforward and the graphics look similar to the "real" Morrowind ones. It's rather better than the typical "pre-alpha" release, but there's still a long way to go.
Comment by osiris 13 September 2008:
There is also another open source Morrowind engine in the working, which actually seems to be quite similar to OpenMW:
www.bethsoft.com/bgsforums/index.php?showtopic=876684&st=0&start=0
sourceforge.net/projects/crystalscrolls
crystalscrolls.sourceforge.net/
Comment by Loriel 13 September 2008:
OpenMW on Linux
Installation of OpenMW on Linux was fairly straightforward - instructions are aimed at Ubuntu (or any other Debian derivative), which suited me, but it shouldn't be difficult to adapt the procedure to any other distribution.
Brief comparison with crystalscrolls (as recommended by Osiris above):
They use completely different underlying technology (Crystal Space vs OGRE), so the requests that the two projects should be merged to make better use of resources are unlikely to be heeded.
Crystalscrolls is currently only available for Windows - Linux port should be available at some point in the future.
Installation is simple.
Current stage of development is a little more advanced - collision detection is enabled, and transfer between sectors works, so you can move around outdoors in a fairly conventional manner, unlike OpenMW's "God" mode.
Still no real interaction with the environment - you can't "click" on things to activate them, so no way to go through doors.
Performance in crystalscrolls seems rather poor - about 10 fps, against about 200 fps in OpenMW.
Not a fair comparison, as OpenMW test was indoors only, on better hardware and on Linux, but the difference is too large to ignore.
"Real" Morrowind is probably about the same speed as crystalscrolls on same hardware, and around a quarter of the speed of OpenMW on same basis.
Both are interesting projects, and I hope that they succeed.
Update:
OpenMW still seems to be under active development - currently being rewritten from D to C++, and subject to the rewrite it appears to have collision-detection and interior cells working, but not external cells, and loading of most file types (including mods), but much of the animation and interaction seems to be incomplete. Development is on Ubuntu Linux, which suits me, but some of the dependencies were rather obscure when I tried to install an updated version about a year ago. Must try it again sometime soon.
Crystalscrolls appears to be stalled - last update on the website is dated November 2009
Loriel