|OpenMW (open source Morrowind) is recruiting||Locked|
|Jun 15 2012, 2:45am Anchor|
OpenMW is a new game engine for the role playing game Morrowind. It is open source, cross platform (currently supporting OS X, Linux, and Windows), and written in pure c++. We are designing an engine that runs faster and is vastly more modifiable. We want to preserve Morrowind and provide modders a better engine and tool kit for creating their works. While Bethesda will not release the Morrowind's formulas to us, they encourage our project and we in turn actively encourage our users to purchase Morrowind on Steam. So don't worry; we're not out to destroy Bethesda Softworks.
We are seeking individuals who are familiar with:
Primary Goal: Our initial goal is to create a functioning engine for playing Morrowind, Tribunal, Bloodmoon, and all user created mods. This will be version 1.0 of OpenMW and it is our team's most important goal. We are past the halfway point to 1.0.
Future Goals (post 1.0):
What Technologies Does OpenMW Use?
The ESM/ESP and BSA loading code was written from scratch, but with much help from available community-generated documentation.
Likewise, the NIF (proprietary 3D mesh) loading code was written with the help of available online information. Special thanks to the NIFLA / NifTools gang!
How Do I Help?
If you have experience with C++ and want to join a fast moving project with a lot of potential, then please follow the links above to get started with us.
Edited by: OpenMW
|Sep 29 2012, 10:53am Anchor|
This looks amazing, great job guys, definitely will check out the forums.
|Sep 29 2012, 10:55am Anchor|
The release video:
And a FAQ video:
So, as you can see this project is becoming reality really quick now and will be a major milestone for the Morrowind community.
We hope to be hearing from you soon,
The openMW team.
And we're here again, for the release of version 0.18.0!
This version introduces a myriad of new features, including Level-Up, Key re-binding, Spell buying, eating ingredients, using Keys to open things, and much more. Read on for the full changelog, and check out our release commentary video.
The launcher can crash on OS X versions < 10.8, this will be fixed in version 0.19.0
Implemented Level-Up dialog
Interested to help in this project? Be sure to check out the original post for more information.
Version 0.19.0 has just been released! Release packages for Ubuntu are now available via our . Release packages for other platforms are available on our Download page. This version introduces Sleeping, Potions, DEATH!!, Spell Creation, Travel, and many other features.
The OpenMW team is proud to announce the release of version 0.21.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This release introduces video playback, improvements to cell load time, and parsing for escape sequences in dialogue and message boxes.
Check out WeirdSexy's release video.
Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
Launcher crash on OS X < 10.8
Torch flickering improved to better match vanilla Morrowind
Fix for attribute fluctuation when infected with Ash Woe Blight
Adjusted activation range to better match vanilla Morrowind
Fixes for the Journal UI
Fixed crash caused by Golden Saint models
Fix for beast races being able to wear shoes
Fix for background music not playing
Fix for meshes without certain node names not being loaded
Fix for incorrect terrain shape on inital cell load
Fix for MWGui::InventoryWindow creating a duplicate player actor at the origin
Added video playback
Added support for escape sequences in message box and dialogue text
Added AI related script functions, note that AI is not functional yet
Implemented fallbacks for necessary ini values in the importer, unused in OpenMW as of yet
Implemented execution of scripts of objects in containers/inventories in active cells
Cell loading performance improvements
Removed broken GMST contamination fixing mechanism
The OpenMW team is incredibly proud to announce the release of version 0.22.0! Release packages for Ubuntu are now available via our Launchpad PPA and for Debian in our Debian PPA. Release packages for other platforms are available on our Download page. This release introduces the long awaited animation feature, many thanks to everyone on the team who has worked to bring this to fruition. Another major feature implemented in this release is support for loading multiple ESM and ESP files. Prepare to travel to Mournhold, Bloodmoon, and beyond into Tamriel Rebuilt and other mods. Other features include the "Dispose of Corpse" button, lights that are more faithful to classic Morrowind, and working active spell icons. The bug fix list for this release is quite extensive, see below.
PLEASE NOTE: Starting with this release, you must run the ini importer at least once! This can be done automatically through the launcher.
Check out the release video by the inexorable WeirdSexy.
Edited by: OpenMW
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