For those of you that might be interested. OpenMW is a community effort to write a new, open source, engine that replaces The Elder Scrolls III: Morrowind's original one. The engine uses several middle-ware, most notably, OGRE 3D for graphics rendering and Bullet Physics for collision. It compiles on Windows, Mac OS X, and Linux and has native 32 and 64-bit packages. You have to have a copy of the "Data Files" that has all of the art assets and game data from Morrowind on your computer to play using OpenMW.
The project is also developing a new editor for the game that will allows modders to do alot more than they could with the original, but that is early in development.
Cool idea, but I don't see the point. Maybe for Linux and OS X users, but for Windows this is unnecessary. There are enough engine improvements, as well as recreations (like Morroblivion, which is 100% completable).
I concur, regular Morrowind.exe patched with Morrowind Code Patch and rebuilt with Morrowind EXE Optimizer works like a charm. New project written from scratch can just introduce new bugs.
I concur, regular Morrowind.exe patched with Morrowind Code Patch and rebuilt with Morrowind EXE Optimizer works like a charm. New project written from scratch can just introduce new bugs.
Thanks for the info on these - first time I heard of them
Cool idea, but I don't see the point. Maybe for Linux and OS X users, but for Windows this is unnecessary. There are enough engine improvements, as well as recreations (like Morroblivion, which is 100% completable).
ya I think even Epsilon did some modding too if I remember correctly. Anywho figured I'd just post this for those who were interested.
Cool idea, but I don't see the point. Maybe for Linux and OS X users, but for Windows this is unnecessary. There are enough engine improvements, as well as recreations (like Morroblivion, which is 100% completable).
Except Oblivion's engine is a piece of shit too and I don't think Morrowind mods work with Morroblivion.
Launcher crashes on OS X < 10.8
Extreme shaking can occur during exterior cell transitions for some users
Changelog:
Implemented sleep/wait
Further implementation for alchemy/potions
Implemented death
Implemented spell creation and spell creation window
Implemented travel and travel dialogue
Implemented first layer of global map
Implemented trainer window
Implemented skill increase from skill books
Implemented ESM/ESP record saving
Fix for Character shaking in 3rd person mode near the origin
Implemented gamma correct rendering (does not work without shaders)
Fix for fortify attribute effects on the last 3 attributes
Fix for NCC flag handling, fixes some collision issues
Sort birthsign menu alphabetically
Various fixes/cleanup for the launcher
Fix for sound listener position updating incorrectly
Implemented dynamically generating splash image list
Fix for markers interfering with raycasting
Fix for crash after picking up items from an NPC
Originally Morrowind had static pre-modeled character and equipment shadows so every shield or armor and weapon type shared the same shadow model.
(And all characters had the same shadow, monster types might have been more individual.)
There was a way to disable this and make it fully dynamic but it was so horribly optimized it easily cut framerate in half or worse, unsure how it is on Nvidia hardware but it still can't be enabled on modern computers without a massive performance penalty.
(Which makes the game nearly unplayable even without MGE or such utilities.)
With over 180 solved issues and a plethora of new features, this release is on par with the enormous 0.46.0 release we had last year. Brace yourself for object paging which allows OpenMW to finally display distant statics, proper support for groundcover mods, an improved lighting system, more efficient and robust physics, the new, optional over-the-shoulder camera, and much, much more!
In addition, countless bugs have been solved — both for the vanilla game and for a variety of mods to ensure even better mod compatibility in the new version.
yeah that guide isn't for OpenMW, which fixes a ton of bugs you otherwise have to fix using mods / tools.
If i ever play MW again i'll use OpenMW.. i hate that glitch in the original engine where it stops and has to load, even if it's very short.. i'm guessing openmw deals with that (not sure, been ages since last tried it).
Yeah because having the face in the corner is such a new thing for YT videos, never seen that before
Who cares, i guess it adds some personality more than just having a voiceover. You must be new to the world of "there are people who shows their face openly in media"?
If i ever play MW again i'll use OpenMW.. i hate that glitch in the original engine where it stops and has to load, even if it's very short.. i'm guessing openmw deals with that (not sure, been ages since last tried it).
tried it now, and no, OpenMW does not have completely seamless loading. Disappointed, i think this is a main issue with the original game/engine, something that really makes it feel dated. Other than that it runs beautifully with way better FPS.
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