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:

  • Be a full-featured reimplementation of the Morrowind engine
  • Run natively on Windows, Linux and MacOS X.
  • Support all existing content, including Tribunal, Bloodmoon and all user created mods (in case they don't use external programs).
  • Allow much greater modability: change game rules, create new spell effects, etc through scripting.
  • Fix system design bugs, like save-game “doubling” problem.
  • Improve the interface and journal system.
  • Improved graphics by taking advantage of more modern hardware.
  • Support to improve game mechanics, physics, combat and AI. (
  • (Possibly) Support to implement multiplayer.

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:

  • non-blocking
  • multi-threaded
  • multi-document support
  • multi-view support
  • high scalability
  • customisable GUI

OpenMW/OpenCS is released under the GNU General Public License version 3.

Please consider visiting our forums and our wiki page

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

5 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  (20 - 30 of 85)
KOYK_GR
KOYK_GR Jan 19 2014, 9:51am says:

it is possible to add drivable "vehicles" ? like a ship? or horse cart?

0 votes     reply to comment
AFellowStalker
AFellowStalker Jan 20 2014, 3:23am replied:

Correct me if I'm wrong, but open means open. As in you can literally make anything, and not a hackey version like you can in the regular games. Like turn the games into RTS MMO FPS' if you really feel like it.

+1 vote     reply to comment
OpenMW Creator
OpenMW Jan 20 2014, 9:11am replied:

That's true. To be able to add features you have to have a good understanding of the code though. That is why the OpenMW team will try to keep the code as easily understandable and hackable as possible.

+1 vote   reply to comment
KOYK_GR
KOYK_GR Feb 3 2014, 5:17am replied:

so that means we just need a person to do it? mmm good ideas love to fall. lol

+1 vote     reply to comment
Mongolranger
Mongolranger Dec 1 2013, 2:35pm says:

I would vote this for mod of the year, but it's not a mod.

+11 votes     reply to comment
lgs
lgs Dec 2 2013, 7:18am replied:

Second.

+3 votes     reply to comment
Blue_Dust
Blue_Dust Dec 7 2013, 4:44am replied:

Engine of the year 2013.

+5 votes     reply to comment
booman
booman Dec 10 2013, 12:52pm replied:

Yes, I would definitely vote as Engine of the year!

+3 votes     reply to comment
dady977
dady977 Nov 20 2013, 10:24am says:

You Accept Donations ?

+2 votes     reply to comment
OpenMW Creator
OpenMW Dec 3 2013, 5:33pm replied:

No. But you can donate to Ogre :)

+3 votes   reply to comment
Guest
Guest Nov 10 2013, 8:09pm says:

This comment is currently awaiting admin approval, join now to view.

DaVince21
DaVince21 Nov 29 2013, 5:28pm replied:

I think somewhere in 2014 is an estimate they're making. Good times.

+1 vote     reply to comment
Killer12280
Killer12280 Sep 17 2013, 12:00am says:

Would it be possible to implement stealth kill animations?

+1 vote     reply to comment
OpenMW Creator
OpenMW Nov 6 2013, 8:04pm replied:

OpenMW is an engine, not a mod. It will allow modders to add custom animations.

+4 votes   reply to comment
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