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OpenMW: Porting Morrowind to an open source engine

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theSavant

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Lately I investigated Skywind and behold it looks good, it almost wants me to participate and help the project. Almost.

But then this fucking Gamebryo engine... nuh. I won't touch this fuck ever again, nor any game created in it. They can shove this engine up their asses. If the fans made the remake in another engine - then it would have been better, but this porting to Oblivion, then Skyrim is getting stupid. And when TES6 comes out, they probably start to port their unfinished port all over again... - instead of using an open game engine where everyone could enhance everything and you are not forever limited by the current state of the engine and specifically the creation kit.

Also when I look at the tools from the creation kit they look like fuck. How can anyone want to work with something like that? I don't get it.
 
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Akratus

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Skywind harkens back to Morroblivion. Will probably be a great success, just like that one. :greatjob:
 

DraQ

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Lately I investigated Skywind and behold it looks good, it almost wants me to participate and help the project. Almost.

But then this fucking Gamebryo engine... nuh. I won't touch this fuck ever again, nor any game created in it. They can shove this engine up their asses. If the fans made the remake in another engine - then it would have been better, but this porting to Oblivion, then Skyrim is getting stupid. And when TES6 comes out, they probably start to port their unfinished port all over again... - instead of using an open game engine where everyone could enhance everything and you are not forever limited by the current state of the engine and specifically the creation kit.

Also when I look at the tools from the creation kit they look like fuck. How can anyone want to work with something like that? I don't get it.
It's almost as if you wanted for some sort of OpenMW project to exist.
 
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Jick Magger

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Did they ever actually complete Morroblivion? Constantly hear it mentioned here and there, but never bothered looking much of it up myself.
 

Gord

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But then this fucking Gamebryo engine... nuh. I won't touch this fuck ever again, nor any game created in it. They can shove this engine up their asses. If the fans made the remake in another engine - then it would have been better, but this porting to Oblivion, then Skyrim is getting stupid. And when TES6 comes out, they probably start to port their unfinished port all over again... - instead of using an open game engine where everyone could enhance everything and you are not forever limited by the current state of the engine and specifically the creation kit.
It's almost as if you wanted for some sort of OpenMW project to exist.

Modding a game using an existing construction set and a comparatively modding-friendly engine is relatively easy.

Of course, if the motivation of half your contributors is "Me want to play Morrowind with shiny graphics" (as opposed to other improvements like e.g. easier modding, better gameplay [questionable given Bethesdas dumbing-down of TES], or better stability), you will likely never finish the project - as you pointed out - since the next TES iteration with even shinier graphics is always just around the corner.

In comparison projects like OpenMW demand much more dedication and knowledge - while modding can be done by almost anyone with some dedication and patience, engine development can not.
 

Azazel

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Did they ever actually complete Morroblivion? Constantly hear it mentioned here and there, but never bothered looking much of it up myself.

Nope, they just ported all their work over to Skyrim when it came out, ignoring the glaring and inherent flaws in that piece of shit which exist at an immutable mechanical level. At least Tamriel Rebuilt had the sense to stay with Morrowind once they realized that Oblivion was decline.
 

Akratus

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It's really coming together now. I wonder how comparable the performance is. They have the advantage of 10+ years of better software and technology, so I would expect quite a bit of improvement.

Although it's the most requested change, for my part the combat can remain unchanged. Though I wonder whether the designers of OpenMW themselves will implement any additional programming changes, such as a combat overhaul, post 1.0.
 

sea

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It's really coming together now. I wonder how comparable the performance is. They have the advantage of 10+ years of better software and technology, so I would expect quite a bit of improvement.

Although it's the most requested change, for my part the combat can remain unchanged. Though I wonder whether the designers of OpenMW themselves will implement any additional programming changes, such as a combat overhaul, post 1.0.
I tested it a version or two ago and performance was... not great, probably inferior to the original, and turning on some of the special effects would kill framerate. But I assume that it will be further optimized down the line, as personally one of my biggest wishes for this project is to be able to run lots of graphics mods without the game engine buckling.

I wouldn't mind a few small gameplay changes just for convenience, like improved NPC follower AI. It doesn't have to be exactly the same as the original if something in the original wasn't that great or had issues.

:negative: I so want to replay MW on a decent engine... but this is moving so slow... but that's the way to do it right... but I so want to replay MW on a decent engine... but...
That's a result of how much effort goes into making a game engine from scratch, as well as the fact that there are a limited number of contributors working part-time. If you want to fund their full-time work on it, go right ahead. ;)
 
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That's a result of how much effort goes into making a game engine from scratch, as well as the fact that there are a limited number of contributors working part-time. If you want to fund their full-time work on it, go right ahead. ;)
I know, sea, I know. It's just that each video is such a massive tease. :(
It's the music, I tell you.
 
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I tested it a version or two ago and performance was... not great, probably inferior to the original, and turning on some of the special effects would kill framerate. But I assume that it will be further optimized down the line, as personally one of my biggest wishes for this project is to be able to run lots of graphics mods without the game engine buckling.

OpenMW uses Ogre3d renderer. Anyone with knowledge, to comment on quality of it ? Does it actualy can be faster than Morrowind with MGE ?

The most similar commercial games that use it are Venetica and Garshap and the most known one would be Torchlight.
So one could try to make an informed guess about performance and achievable graphic whoreism by comparison. Anyone played these games ? How do they run ?
 

Akratus

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All I know is that Torchlight 2 jerked every few seconds when the screen was scrolling across the level. I simply refused to play it. I doubt that's due to Ogre3d though.
 

DalekFlay

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That's a result of how much effort goes into making a game engine from scratch, as well as the fact that there are a limited number of contributors working part-time. If you want to fund their full-time work on it, go right ahead. ;)
I know, sea, I know. It's just that each video is such a massive tease. :(
It's the music, I tell you.

If you want to play it now just play it. I put 30 hours into Morrowind a month or so ago and had no issues whatsoever, the game runs fine on modern systems.
 

thesheeep

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OpenMW uses Ogre3d renderer. Anyone with knowledge, to comment on quality of it ? Does it actualy can be faster than Morrowind with MGE ?
Being a team member of the Ogre 3D engine (though only responsible for a rather minor part, MinGW), I might be slightly biased, but I would put it like this:

Ogre is definitely not the fastest engine out there, there is no real "default mode" (like you have for example in Unity) that you can "just use" and all is fine. Actually, there is, but it is fixed function pipeline, which is out of date since ~2004.
You have to run your own shaders, asset streaming, etc. if you want to do something that goes beyond fixed-function rendering (which was the standard when Ogre was created).
But Ogre is incredibly flexible (unmatched, IMO), so you actually can use it to do whatever you like.
Want Unreal 4 graphics? You can do it.
Want 5000+ objects on the screen? You can do it (we actually do that for our own project).
Nothing of that comes with Ogre, but you can use Ogre to achieve it.

Summary: Contrary to "one size fits all" engines, Ogre is as good as the graphics programmer using it.

There is version 2.0 of the engine upcoming, which will come with an actually usable default and many other serious improvements, but any current project will use Ogre 1.8 - 1.9.
 
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For a moment, I struggled to make sense of mouth animations. I have completely forgotten they existed in MW at all.
 

Bahamut

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And 0.32 is live

raevol said:
The OpenMW team is proud to announce the release of version 0.32.0! Grab it from our Downloads Page for all operating systems. This is one of the more magical OpenMW releases, bringing completed implementation of all magic effects as well as NPC AI for casting spells, using potions, etc. in combat. The implementation of mouth movement, eye blinking, and several other NPC AI features breathe more life into NPCs in this release as well. Over 100 issues have been fixed in this release, as we steamroll towards 1.0!

The tiresome affairs of real life have prevented our beloved WeirdSexy from creating a video for this release. We wish him the best in everything, and have our fingers crossed that he will work his magic for a 1.0 release video when the time comes!

Known Issues:
  • Switching from fullscreen to windowed mode on Windows 7 or 8.1 while using the D3D9 renderer causes a crash

Changelog:
  • Finished implementing all magic effects, including Command, Elemental Shield, and Light
  • Implemented NPC AI for combat magic
  • Implemented NPC AI for friendly hits
  • Implemented NPC AI for fighting for the player if they are following
  • Implemented NPC mouth movement
  • Implemented NPC eye blinking
  • Implemented collision script instructions
  • Implemented magic effect get/mod/set functions
  • Implemented difficulty slider
  • Implemented custom map markers
  • Implemented script blacklisting
  • Implemented including the git revision number from the "--version" command line switch
  • Implemented mouse wheel scrolling for the journal
  • Implemented NiBSPArrayController to emit particles on random child nodes
  • Implemented sharing keyframe data
  • Implemented ignoring extra arguments being given to very few certain script functions where the use of stray arguments is most prevalent
  • Implemented double click on inventory window headers to close the window
  • Implemented targeted scripts
  • Fixed being unable to jump when facing a wall
  • Fixed summoned creatures not immediately disappearing when killed
  • Fixes for several script compilation issues
  • Fixed NPCs equipping weapons prior to fighting
  • Fixed Start Scripts which have been stopped not restarting on loading a game
  • Fixed paralyzed NPC corpses exhibiting strange behavior
  • Fixed abilities being depleted when interrupted during casting
  • Fixed NPC behaviors when facing the player
  • Fixed a missing French character
  • Fixed a memory leak with MyGUI
  • Fixed journal being inaccessible while in inventory
  • Fixed PC randomly joining factions
  • Fixed NPCs not switching weapons when exhausting ammunition
  • Fixed guards detecting creatures from too far away
  • Fixed several issues with The Siege of the Skaal Village quest in Bloodmoon
  • Fixed quotation mark character in books
  • Fixed doors colliding with dead bodies
  • Fixed display issue with very high bounties
  • Fixed NPC spell calculation formula
  • Fixed boats standing vertically in Vivec
  • Fixed issue with arrest dialogue when selecting "Go to jail"
  • Fixed strange NPC follow behavior in Hlaalu Ancestral Vaults
  • Fixed Persuasion dialog persisting after loading a game
  • Fixed "Goodbye" dialog option not being escapable
  • Fixed PC stats not updating immediately when changing equipment
  • Fixed non-aggressive creatures
  • Fixed crash when quick-loading with a container window open
  • Fixed order of validity checks when placing items into a container
  • Fixed item stacking for repaired weapons and armor
  • Fixed saving attacked state of NPCs
  • Fixed "Background" dialog topic ignoring rank condition
  • Fixed game starting on day 2
  • Fixed successful critical strikes on enemies who have spotted the player
  • Fixed fatigue not decreasing by the correct amount when running
  • Fixed a graphics issue with the minimap and local map
  • Fixed wrong button title on travel menu
  • Fixed criminal punishment for sleeping on a rented bed
  • Fixed NPCs turning towards the player even if invisible/sneaking
  • Fixed mouse still interacting with map when pinned and inventory closed
  • Fixed spell absorption not absorbing shrine blessings
  • Fixed journal topics sometimes displaying as quests
  • Fixed scroll behavior in scrolls
  • Fixed player enchanting requiring money and always being 100% successful
  • Fixed custom made potions not applying all effects
  • Fixed rain sound pausing in menus
  • Fixed Remesa Othril being hostile to Hlaalu members
  • Fixed a crash on load after death
  • Fixed blind effect not covering the entire screen
  • Fixed crash after load after creating an enchanted item
  • Fixed Retrieve the Scrap Metal quest dialog script issue
  • Fixed targets almost always resisting soultrap scrolls
  • Fixed no message being displayed when casting soultrap on an invalid target
  • Fixed chop attack not working when walking diagonally
  • Fixed world map explored terrain issue when alt-tabbing on D3D9
  • Fixed levitate causing the player to appear out of bounds when going through doors
  • Fixed setting a variable on an NPC from another NPC's dialog not working correctly
  • Fixed wait dialog not blacking out the screen properly
  • Fixed crash on sDifficulty GMST when using vanilla files without patches or expansions
  • Fixed sky rendering issue in Skies version IV
  • Fixed marksman weapons not degrading with use
  • Fixed battle music playing constantly
  • Fixed alt-tabbing while in inventory causing the paper doll to disappear temporarily
  • Fixed cost of training not being added to merchant's inventory
  • Fixed disposition changes not persisting if the conversation meny is closed by purchasing training
  • Fixed blight still being contractible after being cured of Corpus
  • Fixed crash when trying to access fog of war buffer before it is loaded
  • Fixed PC Magicka not recalculating when intelligence is boosted or drained
  • Fixed equipped torches disappearing when game is reloaded
  • Fixed soultrap fail message displaying when targetting NPCs
  • Fixed an issue with magicka cost for custom spells
  • Fixed Azura's Star disappearing when used to recharge an item
  • Fixed GetPCRank not handling ignored explicit references
  • Fixed string table overflow when loading TheGloryRoad.esm
  • Fixed Dagoth Uthol running in slow motion
  • Fixed incorrect values in the spellmaking window
  • Fixed icon for Master Propylon Index not being visible
  • Fixed Tavynu Tedran's corpse going invisible after being looted
  • Fixed health calculation when levelling up
  • Fixed some monsters blocking doors from behind
  • Fixed Ma'Rakha location in Less Generic NPC Foreign Quater mod
  • Fixed number of potion effects shown per Alchemy rank
  • Fixed encumbrance not updating while bartering
  • Fixed base Magicka multiplier
  • Fixed a torch in Addamasartus burning when it shouldn't
  • Fixed aquatic creature movement speed
  • Fixed "Rest until healed" showing with full Health and Magicka
  • Fixed Recalling while falling in an exterior cell changing Mark location
  • Fixed stutter caused by ActorId in AiFollow::getTarget not being cached
  • Fixed Dremora next to Gothren not sticking up for each other
  • Fixed button placement on the QuickChar mod
  • Fixed value and weight showing for keys
  • Fixed persuasion results not showing when using an unpatched Morrowind.esm
  • Fixed issue with Falura Llervu follow quest when loading a save
  • Fixed only guards reacting to theft
  • Fixed on-target spells being rendered behind the water surface
  • Fixed Galsa Gindu's house appearing as if it is on fire
  • Fixed an Ogre fatal exception on invalid parameters
  • Fixed Guards trying to talk to players corpse after killing the player
  • Fixed an infinite recursion in ActionTeleport
  • Fixed followers teleporting with the player into new cells after they are done following the player
  • Fixed typing "j" into the "Name" field opening the journal
  • Fixed text pasting into the console twice
  • Fixed "setfatigue 0" not rendering NPCs unconscious
  • Fixed being able to talk to unconscious actors
  • Fixed crash when player killed by own summoned creature
  • Fixed memory leak when OpenMW window is minimized
  • Fixed RefNum of objects not being reset when they are copied
  • Removed defunct option for building without FFmpeg
  • OpenCS: Implemented body part record verifier
  • OpenCS: Implemented improved keyboard navigation for scene toolbar
  • OpenCS: Implemented tooltips on all graphical buttons
  • OpenCS: Implemented handling resources like regular records
  • OpenCS: Implemented scene toolbar buttons for selecting element types to be rendered - most of the scene elements supported by these buttons are not implemented yet
  • OpenCS: Fixed not saving projects when the defaultfilters file has the wrong permissions

People stared to notice that pathfinding is horrid though, but there are signs it will be upgraded post 1.0
 

octavius

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So it will be finished in 2020.
Whenever it is, we will have an open source implementation of one of the best games ever, which in turn will ensure that in 200 years, someone will port OpenMW to the new Holodirectx 25 and we'll be holo-chimming like it's nobody's bussiness.....

...only to be raped by a Lich in a randomly generated spaghetti dungeon...
 

Drax

Arcane
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Messages
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Silver City, Southern Lands
So it will be finished in 2020.
Whenever it is, we will have an open source implementation of one of the best games ever, which in turn will ensure that in 200 years, someone will port OpenMW to the new Holodirectx 25 and we'll be holo-chimming like it's nobody's bussiness.....

...only to be raped by a Lich in a randomly generated spaghetti dungeon...
Nonono... Holoraped.

(And this ain't daggerfall brah)
 

octavius

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So it will be finished in 2020.
Whenever it is, we will have an open source implementation of one of the best games ever, which in turn will ensure that in 200 years, someone will port OpenMW to the new Holodirectx 25 and we'll be holo-chimming like it's nobody's bussiness.....

...only to be raped by a Lich in a randomly generated spaghetti dungeon...
Nonono... Holoraped.

(And this ain't daggerfall brah)

Fuck. Brainfart. :oops:
Was thinking of the Daggerfall remake, maybe because DF needs it more than MW.
 

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