The OpenMW team is proud to announce the release of version 0.28.0! Grab it from our Downloads Page for all operating systems. This behemoth of a release includes many large features, such as Combat AI, Magic, Vampirism, terrain bump/specular/parallax mapping, and many other things. There's also a heap of bug fixes, many thanks to our relentless developers!
Check out the release video by the prodigious WeirdSexy:
Known Issues:
- Issue #416 Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
- Issue #1041 Music playback doesn't work on OS X 10.9
Changelog:
- Implemented Combat AI
- Implemented spell casting, ranged, self, and touch magic
- Implemented visual magic effects
- Implemented Vampirism
- Implemented terrain bump, specular, & parallax mapping
- Implemented NIF record NiFlipController
- Implemented soul gem recharging
- Implemented enchanted item glow
- Implemented Invisibility/Chameleon magic effects
- Implemented Resist Magicka magic effect
- Implemented GetLOS, so NPCs can calculate Line Of Sight
- Implemented material controllers
- Implemented mouse unlocking when in any menu
- Implemented Vertex morph animation (NiGeomMorpherController)
- Implemented NiBillboardNode handling
- Implemented NIF texture slot DarkTexture
- Various fixes for equipped torches and candles
- Fixes for torches and shields being visible when casting spells
- Fix for equipped items not updating right away, on characters and in the inventory
- Fix for weather not changing correctly when changing areas
- Fix for global map position marker not updating when changing interior cells, eg: Mages Guild teleport
- Fix for some textures rendering black in Tamriel Rebuilt
- Fix for activation distance to be from the player head instead of the camera
- Fix for NPCs holding torches during the day
- Fix for some hairs from Vvardenfell Visages Volume I not rendering
- Fix for heads of Maormer race in mod by Mac Kom
- Fix for walk key release not being handled during cell load
- Fix for equipped inventory items not being updated on the HUD when they are changed in dialog
- Fix for Launcher writing merged openmw.cfg files
- Fix to enable discrete magnitudes for spells with multiple random magnitude effects
- Fix to allow negative fatigue level
- Fix for particle systems to handle the world space flag
- Fix for crash caused by trying to update a model that is not rendered
- Fix to not override dynamic stats set via console commands
- Fix for equipped inventory icon not appearing immediately when equipped with a keyboard shortcut
- Fix for crash when equipping light source with new character
- Fix for segmentation fault when starting at Bal Isra
- Fix for down arrow console history behavior
- Fix for tooltip disappearing when clicking in the inventory
- Fix for barter window item category not resetting to All correctly
- Fix for replacement model in Graphic Herbalism mod having the wrong orientation
- Fix for addon unchecking not being saved in the Launcher
- Fix for controllers not affecting all objects in the hierarchy
- Fix for being able to talk to NPCs who are in combat
- Fix for crash when trying to load a mod with a capital .ESP filename extension
- Fix for skills/attributes being capped when set via console
- Fix for setting max health through the console to also set the current health
- Fix for gameplay keyboard input echoing to the console input box
- Fix for fall damage sometimes not applying immediately or correctly
- Fix for persuasion window not showing in correct location after maximizing the game in windowed mode
- Fix for player skill list forgetting scroll location when increasing experience
- Fix for notification window not being large enough for skill level ups with long names
- Fix for windows not scaling properly on resolution change
- Fix for notification windows staying on screen permanently if too many are activated
- Fix for used torches stacking with unused ones
- Fix for crash on pickup of jug in Unexplored Shipwreck, Upper level
- Fix for quick key menu not picking suitable replacement tool when it is used up
- Fix for loading TES3 header data: convert characters to UTF8
- Fix for damaged weapon value
- Fix for being able to talk to characters with "locked" dialogue
- Fix for water effects obscuring spell effects
- Fix for animation playing when casting exhausted once-per-day abilities
- Fix for Cure Disease potion removing all effects from the player, not just disease
- Fix for OpenMW binaries linking to unnecessary libraries
- Fix for water not negating fall damage
- Fix for drawing a weapon increasing torch brightness
- Fix for merchants selling stacks of gold
- Fix for incorrect handling of color codes in character names
- Fix for NPCs spawning with 0 skill values instead of calculated values
- Fix for particles rendering too large
- Fix for crash caused by AIWander
- Fix for crash when revisiting dock where the starting ship was
- Fix for scripts on items in inventory stopping when the containing object crossed a cell border
- Fix for merchants equipping items with negative enchantments
- Disallowed view mode switching while performing an action due to animation constraints
- Code maintenance to unify OGRE initialization
- OpenCS: Implemented Info-Record tables
- OpenCS: Fix for not being able to open Journal table from the main menu
see also:
Official Youtube Channel
For New Developers
OpenMW Homepage
Chat @freenode
Nice work guys!
Fantastic! Keep up the great work!
Awesome!
implemented magic. YES!
Updates, yay!
It gets better and better.
Bethesda games always lacked multiple load orders.
Could you make mod loading like for Doom? With shortcuts?
Or like with Quake. This way you can load as much mods as you wish, away from each other in case there are conflicts.
This is/will be handled by the loader.
good job
Can't wait for this!
Really good gob
Great job!
looking great, impressive progress!
You're doing the lords work, son.
I need a mod that implements Oblivions blocking system!
Werent this some sort of
reasonable improvement as well?
Well, does this need morrwoind addons?
And will u add HDR and Physics?
What about a enhanced dialogue system, i hate those quiet dialogs in morrwoind!
Will there be a new Weapon/Attack system without muddy percentage system?
What about the main System, will it be more stable then the old laggy system?
thx alot :)
> Well, does this need morrwoind addons?
No, but they are supported
> And will you add HDR and Physics?
Maybe
> What about a enhanced dialogue system, i hate those quiet dialogs in morrwoind!
I don't get what you want to enhance. This seems to be related to mods, not to the engine.
> Will there be a new Weapon/Attack system without muddy percentage system?
See previous question.
> What about the main System, will it be more stable then the old laggy system?
You don't seems to understand what is OpenMW.
well i have to try the current version then ^^
To try and sum it up for anyone asking for new features. OpenMW is an entirely new engine for Morrowind. It overhauls performance, code etc. It doesn't add new gameplay features however. But, because it's open (hinted by the name OpenMW), you can pretty much mod it to all your hearts content.
Well i tried to play but i cant find my morrowind game anymore XD its lost somewhere in my room or so... i think i will buy the collectors edition with all the addons too in it!
much aprochied
Excellent works guys. This project has come a very long way!
Guys, you're awesome! I became Morrowind fan back in 2003 and never since have I forgotten this game. So much proud of our community. You rock!
This comment is currently awaiting admin approval, join now to view.