Gamebryo is a flexible, cross-platform game development engine and toolset, optimized for current- and future-generation game development in any genre. Gamebryo accelerates your project, whether you’re creating your prototype or first-playable, streamlining your production pipeline, or targeting multiple consoles.

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Blog RSS Feed Post news Report abuse Related News: OpenMW 0.34~0.35.1 Release Video

About Morrowind with 6 comments by OpenMW on Apr 2nd, 2015

Hey Folks, the OpenMW team is back with a video release commentary covering our last three releases. Hundreds of bugs were fixed and many features were added. You can find the full change logs here and downloads here. If you are a fan of open source software you can donate to one of our main developers who contributes to many open source projects outside of just OpenMW. If you are a C++ developer with knowledge of either OpenSceneGraph or QT and want to join the team please head over here.

Version 0.35.1
Released March 15, 2015

  • implemented being able to dress corpses
  • Implemented checking Cmake sets correct MSVC compiler settings for release build
  • Implemented default values for mandatory global records
  • Implemented basic joystick support
  • Implemented a progress bar for Morrowind.ini import progress in the launcher
  • Implemented passage of time indicator when training or serving jail time

Version 0.35.0
Released February 16, 2015

  • Implemented Calm effect removing combat packages
  • Implemented first stages of ess-Importer, an importer for vanilla Morrowind save games, this feature is not complete
  • Implemented previous/next weapon and spell equipping hotkeys
  • Implemented XYZ rotation keys support
  • Implemented AI fast-forward
  • Implemented NPC drowning while knocked out
  • Implemented setting for exterior cell grid size
  • Implemented some leveled list script functions
  • Implemented testing dialog scripts with -script-all
  • Implemented NPC lookAt controller
  • Implemented handling initial state of particle system
  • Implemented a warning when loading a savegame that depends on non-existent content files
  • implemented conversion of global map exploration overlay for ess-Importer
  • Implemented command line option to load a save game
  • Implemented new display of load order problems in the Data Files tab of the launcher
  • Renamed "profile" to "content list" in the launcher
  • Added comments to the local/global openmw.cfg files to clarify their identity
  • OpenMW-CS: Implemented clicking on a script error in the report window to set the cursor in the script editor to the respective line/column
  • OpenMW-CS: Implemented deleting selected rows from result windows
  • OpenMW-CS: Fixed window opening issue when the config file doesn't exist
  • OpenMW-CS: Fixed skills to allow values other than 0 through 99
  • OpenMW-CS: Fixed an issue with not launching when another instance was falsely
    detected as running
  • OpenMW-CS: Cleanup for the Opening Window and User Settings Window

Version 0.34.0
Released December 22, 2014

  • Implemented ClampMode in NiTexturingProperty, fixes some floating plant textures
  • Implemented INI-importer for the launcher
  • Implemented "encoding" option in the launcher
  • Disabled third-person zoom by default due to usability issues
  • OpenCS: Implemented rendering cell markers
  • OpenCS: Implemented double-click functionality in tables
  • OpenCS: Implemented user settings dialog grouping, labeling, and tooltips
  • OpenCS: Implemented editing positions of references in the 3D scene
  • OpenCS: Implemented edit mode button on the scene toolbar
  • OpenCS: Implemented user setting for showing the status bar
  • OpenCS: Improved the layout of the user settings dialog
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Post comment Comments  (10 - 19 of 19)
delvolta Oct 23 2009 says:

wasn't fallout the Gek engine

-2 votes     reply to comment
invertus Jan 24 2010 replied:

No, it definitely wasn't. What you are thinking of is the GECK Construction Kit, which is just a visual editor to create content etc. but that is not the actual engine.

+6 votes     reply to comment
airmurder Oct 21 2009 says:

just shows how much variety this engine has.

+1 vote     reply to comment
bassi Feb 7 2009 says:

civ 4 and oblivion....riiight.

0 votes     reply to comment
Argoon Dec 21 2010 replied:

A game engine needs to be flexible and abstracted from the kind of game you will make on it, theres games that use a custum engine made for their particular game/gameplay, with a engine like that you would need to change the engine code and tools to make a diferante genre of game, but comercial engine like Gamebryo and any new engine for that matter are developed to be separated from the games, so you can use the engine to make a RPG a FPS a Race simulation a MMO, etc in the same engine using the same tools.

+2 votes     reply to comment
CoachShogun20 Apr 25 2009 replied:

Even though its not listed here, you'd be surprised to find out that this was the same engine that hosted Morrowind. Compare it and Fallout 3, major difference in graphics at least.

+3 votes     reply to comment
Hordecrusher Mar 20 2012 replied:

Though funnily enough they both have a considerable amount of brown.

+1 vote     reply to comment
Varsity Feb 7 2009 replied:

No joke. It's certainly remarkable how far apart they are for two games sharing the same technology!

+3 votes     reply to comment
Quadraxas Sep 6 2009 replied:

better say based-on the same technology, probably developers just based on gamebyro and developed over it.

+4 votes     reply to comment
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Released 2002
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Lowest Rated (2 agree) 1/10

Bad engine that is very bad.

May 28 2011 by MastG

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