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OpenMW: Porting Morrowind to an open source engine

Barbalos

Learned
Joined
Jun 14, 2018
Messages
199
I am currently playing through Morrowind GOTY (from GOG) with OpenMW 0.43 (latest version). The only extra mod I downloaded was the Propylon Index one, which is an official mod. The main advantage I have noticed is that it is extremely stable, I have about 25 hours in so far, doing quests for many factions as well as being a bit into the main quest (going to Urshilaku camp) and it has never crashed. It's really fantastic since I had a lot of problems with crashing years ago when I first played Morrowind. And I'll leave it alt-tabbed for hours and come back, run other programs then come back, never had an issue. I have also not noticed any bugs, and have not had a broken quest yet.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
Seems OpenMW 0.44 will be released in the next days/weeks:



Always interesting to learn that some basic gameplay elements from vanilla are still being implemented only after all that years. This time: armor degradation.

Apparently there was also some forum drama surrounding the Github/Gitlab move (although there's no mention in the video). One of the devs was butthurt about how Microsoft has acquired Github and decided to use that as a reason to quit development of OpenMW and/or start a linux-only fork of OpenMW, which he apparently had hoped would happen anyway for OpenMW.
Admittedly, OpenMW does run better on Linux for me, so I would not actually mind that much, but it surely would not help visibility of the project.
 

Vorark

Erudite
Joined
Mar 2, 2017
Messages
1,357
One of the devs was butthurt about how Microsoft has acquired Github and decided to use that as a reason to quit development of OpenMW and/or start a linux-only fork of OpenMW, which he apparently had hoped would happen anyway for OpenMW.

Wow, a combo of typical modder and freetard. It's not for the weak of heart.
 

Invictus

Arcane
The Real Fanboy
Joined
Nov 3, 2013
Messages
2,786
Location
Mexico
Divinity: Original Sin 2
But if you could do that and then populate Morrowind with challenging opponents, it would probably be one of the best crpgs of all time.

Morrowind with a working "Radiant AI" (or similar) would have been one of the best crpgs of all time.

Feyd Rautha has obviously not played Morrowind.
They seem to be implementing some features and ideas from popular mods and the unofficial patch so maybe we will get lucky and get something like that... in any case every time I watch one of these videos I get an itch to replay Morrowind, but will probably wait until the 1.0 release
 
Self-Ejected

unfairlight

Self-Ejected
Joined
Aug 20, 2017
Messages
4,092
Is there any point to doing OpenMW anymore? I mean a laptop made within the last 5 years can run the game flawlessly at its highest settings and mods and fixes have pretty much covered all the “improvements”
I think the big draw for this was a smoother better running Morrowind but somehow it seems that it is rather pointless now
better performance
better stability
far, far, FAR more complex mods
native linux support
no need for mods to get running with HD displays and modern systems
ease of use due to not having to mod for basic gameplay
can be ported on essentially infinite platforms, some have ported it over to android phones and a raspberry pi
engine can be used as a future framework for people who want to port other gamebryo/bethesda games
engine can also just be used as a engine for their own game
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
10,421
Is there any point to doing OpenMW anymore? I mean a laptop made within the last 5 years can run the game flawlessly at its highest settings and mods and fixes have pretty much covered all the “improvements”
I think the big draw for this was a smoother better running Morrowind but somehow it seems that it is rather pointless now
better performance
native linux support
can be ported on essentially infinite platforms, some have ported it over to android phones and a raspberry pi
engine can be used as a future framework for people who want to port other gamebryo/bethesda games
engine can also just be used as a engine for their own game
Irrelevant.

better stability
far, far, FAR more complex mods
Citation needed. Call me when those far more complex mods actually exist.

no need for mods to get running with HD displays and modern systems
Yeah, no need for mods, just a complete rewrite of the game. LMAO

ease of use due to not having to mod for basic gameplay
If you have "trouble of use" with Morrowind you are probably retarded.

And as mentioned, less actual graphic features than MGXE offered for years.
 

roll-a-die

Magister
Joined
Sep 27, 2009
Messages
3,131
Is there any point to doing OpenMW anymore? I mean a laptop made within the last 5 years can run the game flawlessly at its highest settings and mods and fixes have pretty much covered all the “improvements”
I think the big draw for this was a smoother better running Morrowind but somehow it seems that it is rather pointless now
better performance
native linux support
can be ported on essentially infinite platforms, some have ported it over to android phones and a raspberry pi
engine can be used as a future framework for people who want to port other gamebryo/bethesda games
engine can also just be used as a engine for their own game
Irrelevant.
By no means is it irrelevant. Access for these other operating systems, with native compiled binaries is a gigantic step in the right direction. Windows is ass, and at somepoint it will break support for Morrowind probably via some obscure feature being deprecated. And having a source recreation like OpenMW, will allow many people to continue playing the game. Preservation matters.

better stability
far, far, FAR more complex mods
Citation needed. Call me when those far more complex mods actually exist.
https://www.nexusmods.com/morrowind/mods/44967/?
https://www.nexusmods.com/morrowind/mods/45125/?

Okay done.

no need for mods to get running with HD displays and modern systems
Yeah, no need for mods, just a complete rewrite of the game. LMAO
Just a complete rewrite of the game that is easier to install than MGEXE+MCP+FPSOPTIMIZER+4GBPATCH+LOADINGSCREENMODS+MAINMENUSCALINGMOD
ease of use due to not having to mod for basic gameplay
If you have "trouble of use" with Morrowind you are probably retarded.
There are some convenience features that OpenMW has that I rather like. As well as some future proofing in the toolset that makes it even more appealing..
And as mentioned, less actual graphic features than MGXE offered for years.
Shadows are on their way in the next two or three versions, Distant Land is janky as all get out, but they are working on improving it, shaders have been supported for a long time. Anything I'm missing?
 
Self-Ejected

Anomander Rake

Self-Ejected
Joined
May 4, 2017
Messages
627
The first 100 hours or so you spend playing Morrowind are all about figuring out which mods to use.

Good heaven no!, this isn't oblivians or skyrmjob, the game is perfectly fine out of the box, just play the damn thing and if you find something about it that bothers you, THEN you search for a mod.

The only mod I'd recommend getting for a first play trough is the one that delays Tribunal's DB assassins until you finish the main quest and the unofficial patches. Maybe Morrowind Graphic Extender and some HD texutres too if you really must please your inner graphix whore

If you don't like MW without mods, chances are you won't like it with them either, and you are just wasting your time.
Sorry, but I don't agree. I've got a few mods that I find essential to avoid getting frustrated (like mana regeneration, especially if I wish to go for a mage playthrough).

Or teleport if I reach a high proficiency in magic

or how about a +5 Level up modifiers to avoid powergaming and forgetting about levelling

or a mod to make hp retroactive, so I don't have to powerplay and always get Hp first


Little things that adds up.
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
10,421
Two or three versions, so in 2025? Nice.
And those mods don't offer anything that hasn't been done before or isn't worthless, the natural attributes growth with no levels was a part of Galshiah's Character Development years ago. Fucking play time?
 
Self-Ejected

unfairlight

Self-Ejected
Joined
Aug 20, 2017
Messages
4,092
Is there any point to doing OpenMW anymore? I mean a laptop made within the last 5 years can run the game flawlessly at its highest settings and mods and fixes have pretty much covered all the “improvements”
I think the big draw for this was a smoother better running Morrowind but somehow it seems that it is rather pointless now
better performance
native linux support
can be ported on essentially infinite platforms, some have ported it over to android phones and a raspberry pi
engine can be used as a future framework for people who want to port other gamebryo/bethesda games
engine can also just be used as a engine for their own game
Irrelevant.

better stability
far, far, FAR more complex mods
Citation needed. Call me when those far more complex mods actually exist.

no need for mods to get running with HD displays and modern systems
Yeah, no need for mods, just a complete rewrite of the game. LMAO

ease of use due to not having to mod for basic gameplay
If you have "trouble of use" with Morrowind you are probably retarded.

And as mentioned, less actual graphic features than MGXE offered for years.
Why is everything that comes out of your mouth fucking retarded?
 
Joined
May 6, 2009
Messages
1,874,408
Location
Glass Fields, Ruins of Old Iran
It's like talking to the Pointy-Haired Boss.

"Why do you want to make this change? You said we would have X"

"This change will allow us to do X"

"I'm not seeing any X"

"Yes, because we need to make the change first"

"But why? Make X happen first"

"The change is a necessary step for X to happen"

"I don't follow"
 

Makabb

Arcane
Shitposter Bethestard
Joined
Sep 19, 2014
Messages
11,753
So shadows should be in 0.45

screenshot181.png


screenshot206.png
 
Self-Ejected

unfairlight

Self-Ejected
Joined
Aug 20, 2017
Messages
4,092
Although I'd like a bit more soft shadowing. Reminds me of Doom 3 shadows in The Dark Mod, but The Dark Mod has some good soft shadowing now with 2.06.
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,359
Citation needed. Call me when those far more complex mods actually exist.
https://www.nexusmods.com/morrowind/mods/44967/?
https://www.nexusmods.com/morrowind/mods/45125/?

Okay done.

Is this some kind of sick joke? A mod to track playing time, and a mod that has barely any use?
Just a complete rewrite of the game that is easier to install than MGEXE+MCP+FPSOPTIMIZER+4GBPATCH+LOADINGSCREENMODS+MAINMENUSCALINGMOD

Is this the same forum where people shat on Beamdog for offering people a Baldur's Gate that didn't need mods of any kind, which required far more work and thought to install than just a handful of really basic mods?

1. Morrowind Code Patch.
2. MGE XE.
3. Patch for Purists.
4. Better Dialogue Font.
5. Modern User Interface.

Not to mention vanilla Morrowind is simply much, much better at the moment. OpenMW will be great in the future. So far the average Morrowind has no logical reasons to choose to play OpenMW over classic Morrowind. OpenMW's shaders aren't anywhere near as close to MGE XE's when it comes to quantity, and Distant Land is a pretty big deal for many players.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
After some typical modding/internetz-drama somewhere else, an interesting discussion is ongoing regarding OpenMW vs Vanilla + MWSE on the OpenMW forums and the current MWSE-guy is giving his view on the state of things:

NullCascade said:
We're not enemies, and in the long run OpenMW will become the defacto engine. I just think the project is many years out from this still, so there's plenty of time to get in modding without waiting.

But also:

NullCascade said:
I originally was going to contribute to OpenMW, but its dev environment was terrible on Windows and after a decade of waiting it still hadn't produced any significant new modding opportunities. Since taking over MWSE we have new save systems, enhanced pursuit, custom UIs, quick loot, mod config menus, weapon/shield sheathing, new mechanics for attributes, new combat mechanics, Window Glow replacements that are more compatible and performant than any mwscript mod can create, new skill categories, and more things that were never possible. I've gotten way more bang from my buck, so to speak, working on MWSE. I want to create and play with cool new mods. OpenMW doesn't let me do that yet, and wouldn't for some time even if I contributed to it. There's still quite a few years left before I think it'll be time to transition to OpenMW. Besides, the original engine limitations aren't as big as people think. We've dehardcoded so much already in the past 6 months.

I can relate to both sides here, those that think OpenMW without full support for existing mods being somewhat dead in the water and the other side saying that a "proper" new engine requires a clear cut at some point, losing compatibility with "band-aid" solutions like MWSE.
 

Santander02

Arcane
Joined
Sep 29, 2009
Messages
3,363
Sorry, but I don't agree. I've got a few mods that I find essential to avoid getting frustrated (like mana regeneration, especially if I wish to go for a mage playthrough).

Or teleport if I reach a high proficiency in magic

or how about a +5 Level up modifiers to avoid powergaming and forgetting about levelling

or a mod to make hp retroactive, so I don't have to powerplay and always get Hp first


Little things that adds up.

You'd really only know about those problems if you've played the game before for a while, which links back to my previous (months old) comment:

just play the damn thing and if you find something about it that bothers you, THEN you search for a mod

Ie there is no need to to spend days browsing and installing mods to even make this game playable like with Skyrim. Just fire it up and add stuff as you go along.

Also I really don't see the point "powergaming" in a game like this, eventually you'll become so powerful where you'll be able to one hit kill anything and face no challenge whatsoever, modding the game to make the levelling system more "efficient" will just ensure you reach said point faster, but whatever fits one fancy.
 

Siveon

Bot
Joined
Jul 13, 2013
Messages
4,508
Shadorwun: Hong Kong
I'll say this much, original Morrowind ran like dogshit on modern systems. With Open MW I can go 140 FPS and the loading times are instant. That already is a huge improvement that I don't think I could live without now.

I can switch tabs easily enough and no crashes as of yet. Morrowind used to crash like crazy on exit, which was grating.
 

JBro

Arbiter
Joined
Dec 12, 2016
Messages
650
Why would I want a crossplatform engine that runs better and supports more complex features in the future when I can install a bunch of janky bullshit and bandaid fixes right now?


Citation needed. Call me when those far more complex mods actually exist.

https://github.com/TES3MP/openmw-tes3mp

Have fun being a bunch of candyass luddites for now. Everyone knows you'll just make the switch eventually.
 

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