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 Report abuse Latest News: OpenMW v0.29.0 released! (Morrowind engine reimplementation)

About OpenMW with 12 comments by OpenMW on Mar 15th, 2014

The OpenMW team is proud to announce the release of version 0.29.0! Grab it from our Downloads Page for all operating systems. This release includes the first implementation of the Save/Load feature, which catapults OpenMW closer to being completely playable. Please bear in mind that the save file format is not yet finalized and we cannot guarantee forward compatibility of save files until OpenMW 1.0. Some aspects of the game state, such as player controls being enabled/disabled, weather, some creature state including all magic (also used by NPCs), movement of objects between cells (except for the player), and fog of war are not currently saved. Other new features include more combat AI, blocking, area magic, and disease. OpenMW is becoming a hazardous place to be!

Check out therelease video by the irrepressible WeirdSexy:

Known Issues:

  • Issue #416 Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
  • Slaughterfish fly. You read that right.

Changelog:

  • Implemented most of the Load/Save GUI
  • Implemented Knockdown
  • Implemented fatigue decrease when doing physical activities
  • Implemented melee blocking
  • Implemented area magic
  • Implemented combat and combat AI for creatures
  • Implemented Damage/Restore Skill/Attribute magic effects
  • Implemented Resistance/Weakness to normal weapons magic effect
  • Implemented Slow Fall magic effect
  • Implemented auto-calculating NPC spell list
  • Implemented Disease contraction
  • Implemented blood particles
  • Implemented the rest of the player death feature
  • Implemented sleep/rest being interrupted
  • Implemented inventory equip scripts
  • Implemented display of the version/build number in the launcher window
  • Implemented a large portion of the Save/Load feature
  • Implemented AI Packages:Activate, Follow, FollowCell
  • Implemented levelled creatures
  • Implemented missing journal backend features
  • Improved handling of creature Weapons/Shields
  • Linked movie volume to Master instead of Music volume control
  • Fix for excess vram usage
  • Fix for footsteps in first person
  • Fix for Ascended Sleeper animation issues, related to determining the root animation node
  • Fix for AI related FPS drop
  • Fix for music issues on OS X ]= 10.9
  • Fix for inventory paperdoll obscuring armour rating and rating text display when window is shrunk
  • Fix for 0/0 charge stat bar display
  • Fix for werewolf change handling
  • Fix for NIF filters not working properly with some mods
  • Fix for invalid orientation crash
  • Fix for invisible weapons when re-entering an area with NPCs engaged in combat
  • Fix for magicka depleting when casting an uncastable spell
  • Fix for creatures not being able to run
  • Fix for activators working as collision objects
  • Fix to not reset water level when loading a plugin with no water level record
  • Fix for AI packages growing exponentially when adding an AI package
  • Fix for Vivec Informants quest
  • Fix for bug allowing the player to get unlimited gold
  • Fix for bug of only receiving 1 gold when picking up stacks of gold
  • Fix for Dwemer crossbows not being held correctly
  • Fix for quick keys being able to be configured during character generation
  • Fix for a crash when equipping the lockpick in the Census & Excise Office
  • Fixes for errors in .desktop files
  • Various fixes for script instructions
  • Various message box fixes
  • OpenCS: Implemented a referenceable record verifier
  • OpenCS: Implemented script verifier
  • OpenCS: Implemented Drag & Drop
  • OpenCS: Implemented record cloning
  • OpenCS: Fixed broken code for loading objects
  • OpenCS: Fixed tables to sort case-insensitively
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Post comment Comments  (40 - 50 of 75)
WeeGee9000
WeeGee9000 Nov 17 2012, 4:51pm says:

hey, was the combat improved? i mean, can you actually HIT you enemies?

+2 votes     reply to comment
OpenMW
OpenMW Nov 30 2012, 12:09pm replied:

We're first recreating the original game (v1.0), after that we'll be changing game mechanics ourselves (post v1.0). Because everyone has a different vision on mechanics, we're also hoping for a good modding community which shall do give the player a wide variety of game mechanics to chose from.

+4 votes     reply to comment
TehCourtJester
TehCourtJester Jun 29 2013, 12:36am replied:

Love this. I can't wait to see what I'll be able to change. What's going on in regards to editing tools?

+2 votes     reply to comment
Necrod
Necrod Oct 2 2012, 6:44am says:

Aren't new assets needed for the example suit?

+2 votes     reply to comment
OpenMW
OpenMW Nov 6 2013, 8:07pm replied:

Indeed. Feel free to contribute ;)

+1 vote     reply to comment
D2v0n
D2v0n Jul 19 2012, 8:13pm says:

I am tracking this and I love what you are doing it's very good coding practice.

P.S
I know it says "maybe" support multi but I have both my fingers crossed for it.

+2 votes     reply to comment
Stickyboard
Stickyboard Jul 5 2012, 9:07am says:

Just Awesome.

+4 votes     reply to comment
TiberFCSL
TiberFCSL May 29 2012, 8:46pm says:

Already downloaded ;)

+3 votes     reply to comment
booman
booman May 31 2012, 3:40pm replied:

Agreed, open source Rebirth would be an amazing game! I'll definitely wait for that one!

+2 votes     reply to comment
deadrawkstar
deadrawkstar May 29 2012, 10:32pm replied:

That would be the image of perfection!

+3 votes     reply to comment
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