OpenMW is a new engine for 2002's Game of the Year, The Elder Scrolls 3: Morrowind. It aims to be a fully playable (and improved!), open source implementation of the game's engine and functionality.

You will still need the original game data to play OpenMW. OpenMW will run on Windows, Mac OS X and Linux.To give you a better idea of what this project is about, here are some of the aims for the future of OpenMW:

  • be a full featured reimplementation of Morrowind
  • run natively on Windows, Linux and MacOS X
  • support all existing content, including Tribunal, Bloodmoon and all user created mods
  • allow much greater modability: change game rules, create new spell effects, etc through scripting.
  • fix system design bugs, like the "dirty" GMST entries in mods, and the savegame "doubling" problem
  • improve the interface and journal system
  • (possibly) improve game mechanics, physics, combat and AI
  • (possibly) support multiplayer at some point
  • (possibly) improve graphics to use more modern hardware

OpenMW is released under the GNU General Public License version 3.
There has been a change and now we are using C++. Some source code has been ported from the D version, but essentially  has been written completely from scratch. It also builds on various other open source tools, most notably OGRE for graphics.
At this point in time we are looking for active developers to help us achieve our 1.0 goals;

a bug free Morrowind that can run natively on Windows, Linux and Mac. 

Please consider visiting our forums and our wiki page

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Blog RSS Feed Report abuse Latest News: OpenMW 0.14 Released!

About OpenMW with 15 comments by pchan3 on May 8th, 2012

The OpenMW team is proud to announce the release of version 0.14.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This release brings many notable features, including terrain and water rendering!

A video highlighting many of the new changes in this release made by our very own WeirdSexy.


Please note:

  • There is a regression in the Launcher in this release, from which you will observe that the rendering subsystem will default to OpenGL regardless of what was previously selected. This will be fixed in the next release. This can be overcome by setting the rendering system explicitly from the launcher each time, or running the OpenMW binary directly from the command line, which will select the renderer that has been set in your config file.
  • There is a known issue where a crash may occur underwater with the underwater effect enabled on OS X

Change Log:

  • Fix for meshes rendering with the wrong orientation
  • Fix for better grabbing of small objects
  • Fix to enable toggling of collision rendering
  • Updates to be compatible with Ogre 1.8.0 RC1
  • Fix for Wireframe mode applying to HUD and Console
  • Fix for terrain crashing when moving away from predefined cells
  • Fix to allow OS X Launcher to handle spaces in the binary path
  • Fix to support TGA textures
  • Fix to support wireframe mode in water
  • Added water rendering
  • Added terrain rendering
  • Added ability to render Path Grid
  • Added Factions support
  • Added Local Map
  • Added Compass/Mini-Map
  • Added Clothing/Armour rendering
  • Added Window Pinning
  • Added Auto-Equip.
  • Added support for containers tracking changes to their contents
  • Added several NPC Dialogue Window improvements
  • Added backend for a game settings manager
  • Added backend for a Spell List and selected spell
  • Added backend for NPC holstered/drawn state
  • Added a Morrowind.ini Importer (not yet included in the binary packages)
  • Refactored the Sound code
  • MyGUI updated to version 3.2.0

Note: Keep in mind that here on Moddb it can take some time to be updated, follow us on our own website Openmw.org and get weekly reports!We have news and other important information in several different languages.A BIG thanks to all our supporters and users.

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Comments  (0 - 10 of 20)
pchan3
pchan3 May 10 2012, 7:39am says:

@KOYK_GR

There is no need to be as extremely offensive as you are being. There are many people giving lots of their free time to implementing this engine. Hard-working people. Please next time make a constructive post, which does not have abusive language in it, Less your comments be deleted again.

To answer your abusive statement of "implement multi now, [expletive deleted]". Multiplayer and other features that were not in the original game, maybe implemented at a later stage well after the big '1.0'. Not before.

If you want the feature by all means download our source code and implement it yourself.

+1 vote     reply to comment
KOYK_GR
KOYK_GR May 15 2012, 3:25am replied:

pffff if i whas a programer yes but i am not so i CANT implementet by my self. sorry for the "abuse" but its pointles to make this if you dont planing to add a multyplayer coop style gameplay. whats the point? better graphics? or better moding capabilitys? coz i can just play oblivion with mods. so be clear about the multy thing or dont make me dream with fulse or unclear promises like "(possibly) support multiplayer at some point" coz that sucks

+1 vote     reply to comment
Eagle12687
Eagle12687 Mar 12 2012, 1:46am says:

Morrowind is one of the greatest games of all time! The first two Elder Scrolls games are now freeware, so this is a good idea.

John 3:16 "For God so loved the world, that he gave his only begotten Son, that whosoever believeth in him should not perish, but have everlasting life."

+2 votes     reply to comment
figalot
figalot May 8 2012, 11:09pm replied: Online

what...

0 votes     reply to comment
plumo
plumo May 9 2012, 6:14am replied:

He means: Arena and Daggerfall are freeware now.

+1 vote     reply to comment
Neurological
Neurological Jul 17 2011, 12:29pm says:

Simple question, when this got released can we pick it up to develop our own RPG based on that engine, but releasing it standalone? Obiviously with the entire art part redone, not using morrowind assets.

Also, are you going to develop a new costruction set?

+1 vote     reply to comment
pchan3
pchan3 Jul 27 2011, 5:06am replied:

We will at some stage begin development of a new Construction set, which can be used natively on all platforms. This whole project is open-source, so it is free to be used anyway someone likes. If anyone who reads this has any experience with C++, Ogre and Terrain Algorithms, please consider dropping by our forums.

Earlier this month we had an attack on our forum and wiki, subsequently our wiki was lost. We will at some point rebuild it.

thanks for your time

+1 vote     reply to comment
Renay
Renay Jan 25 2011, 8:33pm says:

this looks interestin, tracking

+1 vote     reply to comment
L1ttl3P1x
L1ttl3P1x Feb 12 2011, 11:06am replied:

Okay..

We want to make a game, in something like 20 months.. because we are working on several projects, the only thing is that we dont know which engine we shall use.. the other problem is, that my team only speaks VB C++... but we have a good programmer which is learning it at the moment..

But there is also another engine in which we are intressted.. its called UDK Engine.. also for RPG Games and also for free..

-2 votes     reply to comment
andrewreeses
andrewreeses Jul 17 2011, 11:58am replied:

UDK is not an engine. It is a free tool for developing on the unreal 3 engine.

+1 vote     reply to comment
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