OpenMW (Morrowind engine replacement)
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SpykeZ




Posts: 23710

PostPosted: Mon, 27th Aug 2012 22:32    Post subject: OpenMW (Morrowind engine replacement)
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.

http://www.youtube.com/embed/uI0GP2p89rA
http://openmw.org/en/
Changelog:

  • Fixes for physics shapes and dark textures
  • Fix for character normals
  • Fix for laggy input on OS X
  • Added support for objects crossing cell borders
  • Re-implemented dropping items
  • Implemented a Main Menu
  • Implemented Camera Modes and proper Player control
  • Added support for object rotation and scaling
  • Fix for NIF material sharing
  • Implemented potion usage
  • Implemented skill gain backend
  • Implemented Drain/Fortify dynamic Stats/Attributes magic effects
  • Fix for various crashes and errors
  • Fixes for memory leaks
  • Various improvements for console scripts
  • Various code cleanup and improvements


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LeoNatan
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PostPosted: Mon, 27th Aug 2012 22:35    Post subject:
ATI cards can enjoy the dynamic shadows now too. Pffchh
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LeoNatan
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PostPosted: Mon, 27th Aug 2012 22:38    Post subject:
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).
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Guy_Incognito




Posts: 3434

PostPosted: Mon, 27th Aug 2012 22:39    Post subject:
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.
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Kyorisu




Posts: 671

PostPosted: Mon, 27th Aug 2012 22:40    Post subject:
I remember checking up on this numerous times. Neat.
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dog-god




Posts: 524

PostPosted: Mon, 27th Aug 2012 22:44    Post subject:
Guy_Incognito wrote:
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
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Raap




Posts: 956

PostPosted: Mon, 27th Aug 2012 22:45    Post subject:
For Daggerfall, yes please. For Morrowind? Wut? Why not just make a new game ^__^
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SpykeZ




Posts: 23710

PostPosted: Mon, 27th Aug 2012 23:02    Post subject:
LeoNatan wrote:
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.


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inz




Posts: 11914

PostPosted: Mon, 27th Aug 2012 23:28    Post subject:
LeoNatan wrote:
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.
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shroom




Posts: 240

PostPosted: Sun, 11th Nov 2012 17:16    Post subject:
https://openmw.org/2012/11/10/openmw-0-19-0-released/

Quote:
Known Issues:

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
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akvma
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Posts: 193

PostPosted: Sun, 11th Nov 2012 18:15    Post subject:
LeoNatan wrote:
ATI cards can enjoy the dynamic shadows now too. Pffchh


why couldn't they before?
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JBeckman
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Posts: 34972
Location: Sweden
PostPosted: Sun, 11th Nov 2012 18:38    Post subject:
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.)
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vurt




Posts: 13811
Location: Sweden
PostPosted: Mon, 15th Nov 2021 03:37    Post subject:
9 years since the last post, time for an update perhaps. Seems like it's very stable and complete now.

https://openmw.org/en/

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.


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M4trix




Posts: 9256
Location: Croatia, Adriatic coast (I can see ixi from here)
PostPosted: Mon, 15th Nov 2021 05:04    Post subject:
..


Last edited by M4trix on Fri, 29th Mar 2024 18:06; edited 1 time in total
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tonizito
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Posts: 51396
Location: Portugal, the shithole of Europe.
PostPosted: Mon, 15th Nov 2021 10:30    Post subject:
Using this for my latest run:
https://github.com/Sigourn/morrowind-sharp/blob/master/readme.md#morrowind-a-morrowind-modding-guide

And having a blast so far. The guy wasn't using openMW at the time though, just the gog version.


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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vurt




Posts: 13811
Location: Sweden
PostPosted: Mon, 15th Nov 2021 10:50    Post subject:
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).
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LeoNatan
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Location: Ramat Gan, Israel 🇮🇱
PostPosted: Mon, 15th Nov 2021 10:55    Post subject:
vurt wrote:
https://youtu.be/ylKh_60Q51A

Why is this utub clown's face plastered all over the video? Is he a model or something? Do women fall to his feet upon his gaze?
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vurt




Posts: 13811
Location: Sweden
PostPosted: Mon, 15th Nov 2021 11:23    Post subject:
Yeah because having the face in the corner is such a new thing for YT videos, never seen that before Laughing
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"?
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vurt




Posts: 13811
Location: Sweden
PostPosted: Thu, 18th Nov 2021 06:07    Post subject:
vurt wrote:

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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