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OpenMW: Porting Morrowind to an open source engine

Joined
May 6, 2009
Messages
1,876,040
Location
Glass Fields, Ruins of Old Iran
* Fixed a missing French character

wat

Nothing is random in Morrowind. It's one of the things I love about the game.

Morrowind uses randomized lists throughout the game to both randomize items and encounters and to scale the game to your character's level of competence. These leveled lists are defined in the mod files as leveled item lists and leveled creature lists. Each item (creature) list is simply a list of items (creatures) and/or other item (creature) lists, along with a specification at what player character level each item (creature) may appear.
 

IDtenT

Menace to sobriety!
Patron
Joined
Jan 21, 2012
Messages
14,390
Location
South Africa; My pronouns are: Banal/Shit/Boring
Divinity: Original Sin
i_want_to_believe.jpg
 

Bahamut

Arcane
Joined
Jul 11, 2008
Messages
1,196
* Fixed a missing French character

wat

Nothing is random in Morrowind. It's one of the things I love about the game.

Morrowind uses randomized lists throughout the game to both randomize items and encounters and to scale the game to your character's level of competence. These leveled lists are defined in the mod files as leveled item lists and leveled creature lists. Each item (creature) list is simply a list of items (creatures) and/or other item (creature) lists, along with a specification at what player character level each item (creature) may appear.

Yea, Morrowind has level scaling but its nowhere as fucked up as in Oblivious/Skyrim,

Only downside of MW's hand placed stuff is that, you know where the good stuff is placed on the next playtrough,
It would be nice if loot location was randomly generated once at new game
 

throwaway

Cipher
Joined
Dec 17, 2013
Messages
492
I encourage everyone to start testing OpenMW if they have the data files. Some of the bugs that were fixed in 0.32.0 were reported by yours truly.

It's playable enough that I've almost completed the main quest - currently I'm finishing the Telvanni Horator questline, and then it's off to Vivec.
How's performance?
 
Unwanted

QuestionMan

Unwanted
Joined
Oct 18, 2014
Messages
45
Is the developer of the engine present in here? If so, I'd like to ask how legal the project is. On the website it is said the source is all written by him, but what about the artworks, the music, the models, the icons? They are clearly not from him. But he simply writes on the website "that he doesn't own the rights to the game and those who have no legal copy of Morrowind are not allowed to download OpenMW" - bam! - is that all to make it legal? Sounds ridiculous.

Actually I'm planning to make a port of an old dungeon crawler to another game engine and probably as a collaborative project on github. Now I'm asking myself the same questions. Am I even allowed to do that? Lots of the original artwork would have to be uploaded, and made publicly available - only the source code would be completely written from scratch. Now could I simply claim the same as the guy from the OpenMW project to make it legal?
 
Unwanted

QuestionMan

Unwanted
Joined
Oct 18, 2014
Messages
45
Aaaah... OK, that means the collaborative online repository only consist of the source code and their own artwork, but never the original art assets. Therefore it requires everyone working on the same project to possess a legal copy of the original game, where he then should locally extract the specific files from the original version to some specific folders used in the project (using some tutorial or so). These art assets must never be uploaded to the online repository though. Now it makes sense.

Thanks guys, this helped me a lot in matters of legal terms. Seems like the only tricky thing is to make these assets to be imported at runtime, when the final build is released. Well I guess engines should be able to do this, but considering how tightly/closed some Game engines pack their final executable, it's definitely something that should be considered.

PS: wow, a huge list of osgameclones... will crawl through the list in brief.
 

throwaway

Cipher
Joined
Dec 17, 2013
Messages
492
https://openmw.org/2014/openmw-0-33-0-released/
Known Issues:

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

  • Implemented font colors importing from fallback settings
  • Implemented Death and LevelUp music
  • Implemented console targetting on player
  • Implemented red pain effect when hit
  • Implemented spellcasting for non-biped creatures
  • Implemented the RA (Reset Actors) console command
  • Fixed extraneous characters from keypresses showing in console when console is bound to a character key
  • Fixed issues with book and scroll content display
  • Fixed NPCs reacting from too far away
  • Fixed PC spawning on top of followers when going through doors
  • Fixed tall PCs getting stuck in staircases
  • Fixed how the spawn point is determined for certain problematic doors and areas
  • Fixed executable icon in Windows
  • Fixed third person Eeyore rain effect
  • Fixed thunder and lightning still playing while the game is paused
  • Fixed jump behavior to better match vanilla
  • Fixed being able to rest on water while water walking
  • Fixed Cancel button consistency issues
  • Fixed compile error in Less Generic Nerevarine mod
  • Fixed unhandled ffmpeg sample formats
  • Fixed resizing the map not staying centered
  • Fixed attacking NPCs already in combat being reported as a crime
  • Fixed a crash on load with Morrowind Acoustic Overhaul
  • Fixed knocked out actors still colliding and speaking
  • Fixed soul trap success sound not playing
  • Fixed missing sound effect for enchanted items with an empty charge
  • Fixed handling the “MagicItems” vendor category
  • Fixed Launcher not starting if a file listed in launcher.cfg has the wrong case
  • Fixed goblins killed while knocked down remaining in the knocked down pose
  • Fixed CellChanged events triggering when crossing an exterior cell border
  • Fixed Spriggans being killed instantly if hit while regenerating
  • Fixed Magic Menu text not dimming when going from a spell to item as the active magic
  • Fixed unlit torches procuding a burning sound
  • Fixed being able to type text into the price field in the barter window
  • Fixed equipped items not emitting sounds
  • Fixed Draugr Lord Aesliip remaining non-hostile when attacking
  • Fixed bounty and crime not resetting immediately when going to jail
  • Fixed getdistance behavior for targets in an inactive cell
  • Fixed potential infinite recursion when an area effect spell is reflected
  • Fixed bound gear equipping behavior
  • Fixed followers on the Establish The Mine quest
  • Fixed exceptions with adding local scripts
  • Fixed a crash caused by teleportation spells
  • Fixed bound item checks not using GMSTs
  • Fixed NPCs moving load doors
  • Fixed Attacked flag being set when the actor is already in combat with the attacker
  • Fixed AiTravel accepting destinations further than 7168 units away, to match vanilla
  • Fixed world map arrow not adjusting to interior player facing
  • Fixed Ulyne Henim disappearing when game is loaded inside Vas
  • Fixed alchemy not correctly handling effects with zero magnitude/duration
  • Fixed levitation permissions not being saved in save games
  • Fixed NPCs not using magic
  • Fixed named cells that overlap with Morrowind.esm not showing, for Tamriel Rebuilt
  • Fixed magic effects not being overwritten by mods that change magic effects
  • Fixed stacks of items being worth more when sold individually
  • Fixed Launcher not listing addon files if the base game file is renamed to a different case
  • Fixed incorrect reading of global map state in some cases when the map size changed
  • Fixed Mercantile skill gain
  • Fixed OnPcHitMe triggering for friendly hits
  • Fixed considering actors as followers if they are also in combat with the follow target
  • Fixed Journal scrolling indefinitely with the mouse wheel
  • Fixed followers not leaving the party when a quest ends
  • Fixed unbound input action behavior
  • Fixed spell merchants selling racial bonus spells
  • Fixed a segfault when loading saves
  • Fixed jump sound to be controlled by footstep volume slider
  • Fixed player suffering silently when taking damage from lava
  • Fixed Dwarven Sceptre collision area not being removed after being killed
  • Fixed indirect followers not being teleported when using a door
  • Fixed East Empire Company faction rank after completing the questline
  • Fixed zero strength causing the player to be permanently overencumbered, even with no weight
  • Fixed shrine blessings in Maar Gan
  • Fixed enchanted items not recharging
  • Fixed Dagoth Ur dying from Ash Vampire deaths
  • Fixed a dialog loop in The Code Book quest for the Fighter’s Guild
  • Fixed “root bone” to be treated as the animation root if it exists
  • Fixed number of Alchemy ingredients not removing from potion window
  • Fixed mouse-over text not showing for spells the player can’t afford
  • Fixed crash when entering Ruinous Keep, Great Hall in Tamriel Rebuilt
  • Fixed extra string arguments to ShowMap breaking script compilation
  • OpenCS: Implemented a special case for top-level windows with a single sub-window
  • OpenCS: Implemented sub-windows reusing settings
  • OpenCS: Implemented opening sub-views in a new top-level window
  • OpenCS: Implemented magic effect table
  • OpenCS: Implemented path grid table
  • OpenCS: Implemented sound gen table
  • OpenCS: Implemented requesting UniversalId editing from table columns
  • OpenCS: Implemented terrain rendering
  • OpenCS: Implemented CellRef global variable column
  • OpenCS: Implemented using ESM::Cell’s RefNum counter
  • OpenCS: Implemented running OpenMW with the currently edited content list
  • OpenCS: Fixed subviews being deleted on shutdown instead of when they are closed
  • OpenCS: Fixed ReferenceableID behavior when dragging to references record filter
  • OpenCS: Fixed content files being able to be opened multiple times from the same dialog
  • OpenCS: Fixed “Edit Record” context menu button not opening subview for journal infos
  • OpenCS: Fixed record edits resulting in duplicate entries
  • OpenCS: Fixed some characters not being able to be used in addon names
  • OpenCS: Fixed preferences window appearing off screen
  • OpenCS: Fixed record filter title position
  • OpenCS: Fixed region field for cell record in dialogue subview not working
  • OpenCS: Fixed label “Musics” to be “Music”
  • OpenCS: Fixed status bar not updating when record filter is changed
  • OpenCS: Fixed documents not being removed when closing the last view
  • OpenCS: Fixed File->Exit only checking the document it was issued from
  • OpenCS: Fixed script compiler member variable access
The list of implemented features is much less impressive so I assume they're close to release state. Possible release within the first half of 2015?

Also apprently there are attempts to port the project to Ogre 2.0 http://scrawl.bplaced.net/blog/ The tangible benefits to end-users are a bit hard to discern.
 

Bahamut

Arcane
Joined
Jul 11, 2008
Messages
1,196
https://openmw.org/2014/openmw-0-33-0-released/
Known Issues:

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

  • Implemented font colors importing from fallback settings
  • Implemented Death and LevelUp music
  • Implemented console targetting on player
  • Implemented red pain effect when hit
  • Implemented spellcasting for non-biped creatures
  • Implemented the RA (Reset Actors) console command
  • Fixed extraneous characters from keypresses showing in console when console is bound to a character key
  • Fixed issues with book and scroll content display
  • Fixed NPCs reacting from too far away
  • Fixed PC spawning on top of followers when going through doors
  • Fixed tall PCs getting stuck in staircases
  • Fixed how the spawn point is determined for certain problematic doors and areas
  • Fixed executable icon in Windows
  • Fixed third person Eeyore rain effect
  • Fixed thunder and lightning still playing while the game is paused
  • Fixed jump behavior to better match vanilla
  • Fixed being able to rest on water while water walking
  • Fixed Cancel button consistency issues
  • Fixed compile error in Less Generic Nerevarine mod
  • Fixed unhandled ffmpeg sample formats
  • Fixed resizing the map not staying centered
  • Fixed attacking NPCs already in combat being reported as a crime
  • Fixed a crash on load with Morrowind Acoustic Overhaul
  • Fixed knocked out actors still colliding and speaking
  • Fixed soul trap success sound not playing
  • Fixed missing sound effect for enchanted items with an empty charge
  • Fixed handling the “MagicItems” vendor category
  • Fixed Launcher not starting if a file listed in launcher.cfg has the wrong case
  • Fixed goblins killed while knocked down remaining in the knocked down pose
  • Fixed CellChanged events triggering when crossing an exterior cell border
  • Fixed Spriggans being killed instantly if hit while regenerating
  • Fixed Magic Menu text not dimming when going from a spell to item as the active magic
  • Fixed unlit torches procuding a burning sound
  • Fixed being able to type text into the price field in the barter window
  • Fixed equipped items not emitting sounds
  • Fixed Draugr Lord Aesliip remaining non-hostile when attacking
  • Fixed bounty and crime not resetting immediately when going to jail
  • Fixed getdistance behavior for targets in an inactive cell
  • Fixed potential infinite recursion when an area effect spell is reflected
  • Fixed bound gear equipping behavior
  • Fixed followers on the Establish The Mine quest
  • Fixed exceptions with adding local scripts
  • Fixed a crash caused by teleportation spells
  • Fixed bound item checks not using GMSTs
  • Fixed NPCs moving load doors
  • Fixed Attacked flag being set when the actor is already in combat with the attacker
  • Fixed AiTravel accepting destinations further than 7168 units away, to match vanilla
  • Fixed world map arrow not adjusting to interior player facing
  • Fixed Ulyne Henim disappearing when game is loaded inside Vas
  • Fixed alchemy not correctly handling effects with zero magnitude/duration
  • Fixed levitation permissions not being saved in save games
  • Fixed NPCs not using magic
  • Fixed named cells that overlap with Morrowind.esm not showing, for Tamriel Rebuilt
  • Fixed magic effects not being overwritten by mods that change magic effects
  • Fixed stacks of items being worth more when sold individually
  • Fixed Launcher not listing addon files if the base game file is renamed to a different case
  • Fixed incorrect reading of global map state in some cases when the map size changed
  • Fixed Mercantile skill gain
  • Fixed OnPcHitMe triggering for friendly hits
  • Fixed considering actors as followers if they are also in combat with the follow target
  • Fixed Journal scrolling indefinitely with the mouse wheel
  • Fixed followers not leaving the party when a quest ends
  • Fixed unbound input action behavior
  • Fixed spell merchants selling racial bonus spells
  • Fixed a segfault when loading saves
  • Fixed jump sound to be controlled by footstep volume slider
  • Fixed player suffering silently when taking damage from lava
  • Fixed Dwarven Sceptre collision area not being removed after being killed
  • Fixed indirect followers not being teleported when using a door
  • Fixed East Empire Company faction rank after completing the questline
  • Fixed zero strength causing the player to be permanently overencumbered, even with no weight
  • Fixed shrine blessings in Maar Gan
  • Fixed enchanted items not recharging
  • Fixed Dagoth Ur dying from Ash Vampire deaths
  • Fixed a dialog loop in The Code Book quest for the Fighter’s Guild
  • Fixed “root bone” to be treated as the animation root if it exists
  • Fixed number of Alchemy ingredients not removing from potion window
  • Fixed mouse-over text not showing for spells the player can’t afford
  • Fixed crash when entering Ruinous Keep, Great Hall in Tamriel Rebuilt
  • Fixed extra string arguments to ShowMap breaking script compilation
  • OpenCS: Implemented a special case for top-level windows with a single sub-window
  • OpenCS: Implemented sub-windows reusing settings
  • OpenCS: Implemented opening sub-views in a new top-level window
  • OpenCS: Implemented magic effect table
  • OpenCS: Implemented path grid table
  • OpenCS: Implemented sound gen table
  • OpenCS: Implemented requesting UniversalId editing from table columns
  • OpenCS: Implemented terrain rendering
  • OpenCS: Implemented CellRef global variable column
  • OpenCS: Implemented using ESM::Cell’s RefNum counter
  • OpenCS: Implemented running OpenMW with the currently edited content list
  • OpenCS: Fixed subviews being deleted on shutdown instead of when they are closed
  • OpenCS: Fixed ReferenceableID behavior when dragging to references record filter
  • OpenCS: Fixed content files being able to be opened multiple times from the same dialog
  • OpenCS: Fixed “Edit Record” context menu button not opening subview for journal infos
  • OpenCS: Fixed record edits resulting in duplicate entries
  • OpenCS: Fixed some characters not being able to be used in addon names
  • OpenCS: Fixed preferences window appearing off screen
  • OpenCS: Fixed record filter title position
  • OpenCS: Fixed region field for cell record in dialogue subview not working
  • OpenCS: Fixed label “Musics” to be “Music”
  • OpenCS: Fixed status bar not updating when record filter is changed
  • OpenCS: Fixed documents not being removed when closing the last view
  • OpenCS: Fixed File->Exit only checking the document it was issued from
  • OpenCS: Fixed script compiler member variable access
The list of implemented features is much less impressive so I assume they're close to release state. Possible release within the first half of 2015?

There are really only few things missing atm, and the progress on the game itself slowed down though as they want to catch with the editor abit
 

granit

Scholar
Joined
Mar 1, 2013
Messages
128
What is the point of this project compared to running the actual Morrowind again?
 

Greatness

Cipher
Joined
Mar 17, 2007
Messages
288
Morrowind has some great content (Lore/World/Art/Sound) but it's plagued by the horrible engine (Character/Combat/NPC systems). If OpenMW allows modders to replace the latter with :obviously:'d versions (and if they actually do it), whilst expanding the world with things such as Tamriel Rebuilt, then the sheer amount of content will make it into the closest we can get of how TES would've been if Todd Howard/the decline never happened.
 

throwaway

Cipher
Joined
Dec 17, 2013
Messages
492
Apart from giving a breath of probably permanent new life to Morrowing I wonder if it'd be possible to build on OpenMW's work to reach OpenTESIV and OpenSkyrim.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
Apart from giving a breath of probably permanent new life to Morrowing I wonder if it'd be possible to build on OpenMW's work to reach OpenTESIV and OpenSkyrim.
I don't see much point in OpenTESIV, unlike other games Ob has no content to be salvaged, it would be much better to use any of the two remaining titles to implement proper Oblivion as mod, based on same basic premises, but with actual content (just Rumare, IC and planes of Oblivion but not scaled down so insultingly, maybe Kvatch as separate cell) and none of the retardation.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
What is the point of this project compared to running the actual Morrowind again?
At some point that might become problematic.

Besides, there are many things that MW needs fixed that are beyond mods' reach. Take AI, for instance - wouldn't MW be better if AI could jump, navigate properly, and use skills, spells and items rationally?
 

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
It's a win-win, people that care more about game mechanics can fix problems in that area, people that care more about graphics can implement better shaders, better ways to render the scene and, even more, having access to the source code means you can modify the way 3d models and skeletons are handled so you can replace the derpiness in the way people walk, you can make heads that don't look like a poligon, etc...
Basically once the engine is feature complete in relation to vanilla MW, there's nothing that can't be done, even making an entire new game using all the open-world mechanics already in place.
 

throwaway

Cipher
Joined
Dec 17, 2013
Messages
492
Wonder what happened to their video-making guy. Is it cause these latest releases are very much x.x.1s?
 

Turisas

Arch Devil
Patron
Joined
May 25, 2009
Messages
9,926
and they dont resolve any bug reports unless you harass the coders in person.

That's how it always works with coders, unless you bug (lolpun) them about it, it just goes to the bottom of the pile.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
Wonder what happened to their video-making guy. Is it cause these latest releases are very much x.x.1s?

I think I read in one of their blog posts that he had some real-life issues preventing him from making them.
However, someone else seems to have helped him out a bit or something and you can find vids for 0.32 and 0.33 if you look on their youtube channel.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
28,341
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
So, how playable is this?
 

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