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OpenMW (open source Morrowind) is recruiting (Forums : Recruiting & Resumes : OpenMW (open source Morrowind) is recruiting) Locked
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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:
C++
Qt
Ogre3d
Bullet physics library
Netimmerse/Gamebryo engine (especially Morrowind)
Bug hunting
Reverse engineering gameplay formulas

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):
Allow much greater modability: change game rules, create new spell effects, etc through advanced scripting.
Fix system design bugs, like the “dirty” GMST entries in mods, and the savegame “doubling” problem.
Continue improving performance
Improve the interface and journal systems.
(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, and all source code has been written completely from scratch. It is built on various other open source tools, most notably OGRE for graphics, and Bullet for collision (and possibly physics).

Development Status
OpenMW is in the intermediate stage. There is terrain, cell, and water rendering as well as collisions and animations. Some work has been done on playable elements and player movement. We are at the point where we can now begin implementing many skills, attributes, and abilities.

What Technologies Does OpenMW Use?
OpenMW is built with various open source tools and libraries:
Programming language: C++
Graphics: OGRE3d
Physics: Bullet
Sound: OpenAL and Audiere
GUI: MyGUI
Input: OIS

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!
(For an additional list of the technologies in use, see Development Environment Setup: Third-Party Libraries and Tools.)

How Do I Help?
Join the official OpenMW forum and visit our #openmw IRC channel at FreeNode. Tell your friends about our project! We always need programmers and passionate individuals! Checking out our Issue Tracker and submitting a patch for a bug is a good way to get started.

Where to Find Us:
Official Youtube Channel Youtube.com
OpenMW Homepage: Openmw.org
For New Developers: Openmw.org
Chat @freenode Freenode.net #openmw

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

Hello everyone,
OpenMW is proud to anounce version 0.17.0!
Over the past months we have experienced an amazing increase in activity and this is noticeable in the length it takes for new releases :D.
First of all a screenie of course! :)It's even more gorgeous then the original :D!
Isn't it gorgeous?

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 still can use all help we can get (which open-source project can't?) and are interested in all those who are interested :). We can use coders, maintainers, testers, spreaders, etc.
Want to be part of the team that made this project reality? Be sure to check out our Forums.

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.

Known Issues:

The launcher can crash on OS X versions < 10.8, this will be fixed in version 0.19.0
“Shaking screen effect” can occur on cell change

Changelog:

Implemented Level-Up dialog
Implemented Hide Marker, fixes big black blocks
Implemented Hotkey dialog
Implemented Keyboard and Mouse bindings, input system rewritten
Implemented Spell Buying Window
Added support for handling resources across multiple data directories
Implemented Object Movement/Creation script instructions
Initial AI framework implemented
Implemented eating Ingredients
Implemented Door markers on the local map
Implemented using Keys to open doors/containers
Implemented Loading screens
Implemented Inventory avatar image and race selection head preview (note that only default Dunmer male displays at the moment)
Fixed the size of Preferences menu buttons
Fixed Hand-to-hand always being 100
Fixes for NPC and character animation
Fix for sound coordinates
Fix for exception when drinking self-made potions
Fix for clothes showing up in 1st person
Fix for weird character on door tooltips
Collision fixes
Fix for “onOfferButtonClicked” crash

Interested to help in this project? Be sure to check out the original post for more information.

Hello everybody,

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.

[youtube]yw2ITfTzzg4[/youtube]

Known Issues:

  • Launcher crashes on OS X < 10.8
  • Extreme shaking can occur during exterior cell transitions for some users

Changelog:

  • Implemented sleep/wait
  • Further implementation for alchemy/potions
  • Implemented death
  • Implemented spell creation and spell creation window
  • Implemented travel and travel dialogue
  • Implemented first layer of global map
  • Implemented trainer window
  • Implemented skill increase from skill books
  • Implemented ESM/ESP record saving
  • Fix for Character shaking in 3rd person mode near the origin
  • Implemented gamma correct rendering (does not work without shaders)
  • Fix for fortify attribute effects on the last 3 attributes
  • Fix for NCC flag handling, fixes some collision issues
  • Sort birthsign menu alphabetically
  • Various fixes/cleanup for the launcher
  • Fix for sound listener position updating incorrectly
  • Implemented dynamically generating splash image list
  • Fix for markers interfering with raycasting
  • Fix for crash after picking up items from an NPC

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.

Known Issues:

    No sound when playing videos on OS X
    Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
    Launcher crash on OS X < 10.8

Changelog:

    Various dialogue, trading, and disposition fixes and improvements
    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.

Known Issues:

  • Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
  • Launcher crash on OS X < 10.8
  • Polish version of Morrowind.esm makes OpenMW crash

Check out the release video by the inexorable WeirdSexy.

Changelog:

  • Implemented Active Spell Icons
  • Implemented walking, running, and swimming animation
  • Implemented support for ESPs and multiple ESMs
  • Implemented proper collision shapes for NPCs and creatures
  • Implemented lights that behave more like vanilla Morrowind
  • Implemented importing BSA files as part of the settings imported by the config importer
  • Implemented zoom in vanity mode
  • Implemented potion/ingredient effect stacking
  • Implemented object movement between cells
  • Implemented closing message boxes by pressing the activation key
  • Implemented random persuasion responses
  • Implemented closing message boxes when enter is pressed
  • Use rendered object shape for physics raycasts
  • Improved the race selection preview camera
  • Class and Birthsign menus options are now preselected
  • Disabled dialog window until character creation is finished
  • Decoupled water animation speed from timescale
  • Changed underwater rendering to more closely resemble vanilla Morrowind
  • Hid potion effects until discovered
  • Finished class selection-dialogue
  • Re-factored Launcher ESX selector into a re-usable component
  • Various fixes and implementations for the script compiler
  • Fix for a keyboard repeat rate issue
  • Fix for errant character outline on water in 3rd person
  • Fix for duplicate player collision model at origin
  • Fix for dialogue list jumping when a topic is clicked
  • Fix to prevent attributes/skills going below zero
  • Fix for global variables of type short being read incorrectly
  • Fix for collision and tooltip on invisible meshes
  • Fix for CG showing in Options when it is not available
  • Fix for crash when Alt-tabbing with the console open
  • Fix for pick up sound playing when object cannot be picked up
  • Fix for moving left or right canceling auto-move
  • Fix for gender being swapped (woops!)
  • Fix for footless guards
  • Fix for waterfalls not rendering at a certain distance
  • Fix for crash in "Mournhold, Royal Palace"
  • Fix for not finding non-DDS textures
  • Fix for some meshes being invisible from above water in Bloodmoon
  • Fix for Messagebox causing assert to fail
  • Fixes for Launcher file path selection
  • Fixes for missing/incorrect UI graphical elements
  • Fixes for various transparency rendering issues
  • Fixes fo various character generation UI issues
  • Fixes for config import in Launcher
  • Fixes for various new issues discovered when handling mod content
  • Various code cleanup

see also:
*Official Youtube Channel*
*For New Developers*
*OpenMW Homepage*
[url=http://freenode.net/ #openmw]*Chat @freenode*[/url]

Edited by: OpenMW

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