Openmw's PR team !
We have a lot of guys who have been using the vanilla editor for years so they know what is important to add. I've heard plans on the forum to be able to load the cell you're working on with the engine . I'm not sure about the in-game editing. But hey, it's open-sourced, so I'm sure somebody will implement it eventually :).
It's the beginning of the custom editor we're making for OpenMW.
This editor is made by modders for modders, we're not trying to mirror the vanilla editor like we do with the engine.
Let us hope for the miracle of EA open-sourcing their engine, so that we can customize as we please!
I guess waiting for Godot would be more plausible...
It's a pity though :(
Ah well, I guess it's the way I play it. I always play fun matches which are typically only big battles. I always thought Rohan to be less powerful because their horses can be countered fairly easy. They also don't really have any AoE spells/skills and every hero requires vast knowledge to manage properly. Isn't it so that the health and strength of the heroes is quite low compared to other faction heroes? I guess mounted gorkil is one of the strongest anti-hero heroes, his armor penetration is insane. I'm just rambling all that comes up about the game now :D.
Anyhow, I'm sure that serious MP matches will put balancing in a complete new perspective.
Also, a serious thanks to your team for this wonderful mod, it's insane how many hours it has entertained me, and everytime I seem to discover something new (partly because I dont speak german and I get to know skills the hard way ;) )
What about making something called "OpenSAGE" ;)
I think every race is OP in it's way, except for Rohan.
Are there any performance optimizers on the market? Because whenever I play online (tunngle/gameranger) with some friends the game starts to lag whenever there are a lot of units on the field. This is especially so when playing with races that use trash-units. Our PC's are very good and we already put our graphics on the lowest so this is probably caused by the game or the connection., any tips?
That wouldn't be a problem. It's not even close to it's limitations :).
Try to see it as this: any mechanic that is already implemented shall be customizable and any mechanic that isn't implemented can be implemented. Ragdoll physics would be cool!
You know what i'd like to see in the not too far future?
OpenMW feat. trancemaster_1988! (and I'm not talking about a duet with us two)
Go, go go trancemaster!
Here you go!
It's being worked on, but it's not progressing as fast as we would like to. We're planning on showing the editor as soon as it's presentable. In the meantime you can check out it's progression (and that of the engine) on this page: Bugs.openmw.org
To put it shortly: OpenMW is fully customizable, nothing is hardcoded, anything in the code can be changed by anybody, it's supported by modern systems and lacks the known bugs of the vanilla engine, and probably much more.
I suggest to watch this FAQ video of OpenMW: Youtube.com
It's important to understand that OpenMW is not a game but an engine. To be more correct it's going to be a modern open-source engine with enhanced custom editor based on the original Morrowind engine (v.1.0), post 1.0 versions will enhance the engine/editor in terms of extra modding capabilities, stability, etc. . you should watch this video for which covers also your question. Youtube.com
It doesn't seem to be possible to update both the game news and the engine news with the exact same update. But even so, the making of an OpenMW game page was actually a mistake from the previous PR guy for obvious reasons. I am going to update the page though with news of our example suite which is going to be a minigame in the style of Morrowind (although with public assets) to show the possibilities of our engine.
Great job, really looking forward to this!
I wonder whether the release of v4.0 is a matter of weeks or a matter of months, just to give us a rough estimate :).
Thanks for the updates trancemaster! We're having some problems with getting the news updates through so it's much appreciated you're helping us spreading the news. About the ragdolls, the OpenMW team itself will never bring out updates which will alter game mechanics of the game, we are aiming at making the engine/editor as customizable as possible to make things easier for modders who want to implement features like ragdoll physics etc.
At this moment we have already some devs who are planning to start there own project for OpenMW once v1.0 is out, and it could be that one of those projects is ragdoll physics.
We have problems getting our updates through, and seemingly most of them will never go online.
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.
A shitload of things :)
But we're moving forward !
I'm happy to say that you are completely wrong in your vision of openMW :).
We are striving for a 100 procent compatibility with Morrowind, tribunal, bloodmoon and all mods made! besides this OpenMW will be able to sustain more in-depth modding of the game. Part of this will be done by our team for post 1.0 version (v1.0 is supposed to be a copy of Morrowind engine), and partly by a whole new modding community we are hoping for. OpenMW wiki has a big list of game mechanics which should be optimized, but first we are working on v1.0.
There are a lot of people who don't really see what the purpose is of remaking the engine, and that's why we made this video, hope it helps :).
You can already try it in Mint :)
We are mainly GNU/Linux users :)
We have _many_ plans/ideas for post 1.0 ;)
The fact that it's opensource means that _you_ could make an android port :)