OpenMW is a new and modern engine based on the one that runs the 2002 Game of the Year, The Elder Scrolls 3: Morrowind. The engine (OpenMW) will come with its own editor (OpenCS) which will allow the user to edit or create their own games. Both OpenCS en OpenMW are written from scratch and aren't made to support any third party programs the original Morrowind engine used to improve its functionality.
To give you a better idea of what this project is about, here are some of the aims for the future of the OpenMW engine:
NOTE: Playing Morrowind with this engine still requires one to own the Morrowind data files.
OpenCS will support the editing of for all OpenMW features. We aim for the editor to stay fully up-to-date with the corresponding OpenMW version, allowing the user to edit any newly implemented feature. It will also support editor plugins, files that add to the engine code which can extend the editor's functionality and allow it to be used as a debugging tool for OpenMW content. The OpenCS is not based on the editing tool which came with the original Morrowind game, it is a program made by modders for modders.
Important properties of the OpenCS are:
OpenMW/OpenCS is released under the GNU General Public License version 3.
A reminder, we are an open source project fan project. If you have experience with Ogre3d, Bullet physics, C++, or Qt then please hop on over to our website and see how you can contribute to the project.
Partial Changelog (for the deluge of bug fixes check out our website):
Latest tweets from @openmw_org
Feb 17 2015, 1:10am
0.35.0 released! Go get your grubby mitts on it! T.co
Feb 16 2015, 4:53pm
@The__Nerevarine under sun and sky outlander, we greet you warmly!
Feb 16 2015, 12:53am
@GamerGiving thanks, much appreciated! - raevol
Feb 16 2015, 12:51am
Feb 15 2015, 9:14pm
Feb 15 2015, 9:09pm
@Sslaxx sorry, didn't have enough characters, and wanted to ping Zini on that one.
Dec 28 2014, 2:43pm
Happy Holidays from the OpenMW team!
Dec 24 2014, 3:07pm
OpenMW 0.34.0 is released!! Go get it! T.co
Dec 21 2014, 6:47pm