OpenMW thread [Version 0.33 Release Video]

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OpenMW thread [Version 0.33 Release Video]

Post by OpenMW »

Fresh out of the Github oven, OpenMW 0.32! 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. New life has been breathed into NPCs with the implementation of mouth movement, eye blinking, and several other AI features. Over 100 issues have been fixed in this release, as we keep rolling on towards 1.0!

[youtube]h_EXok9BW0Y[/youtube]

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
See also:
Official Youtube Channel
For New Developers
OpenMW Homepage
Chat @freenode
Last edited by OpenMW on Thu Nov 20, 2014 1:24 am, edited 7 times in total.
OpenMW is an ambitious project and with your help we can help make it a reality. To join us head over to http://openmw.org/forum/ and register, announce yourself to the team and grab a coding assignment.
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Re: OpenMW release thread

Post by AlexeyKnyshev »

Great job!
Voltage Engine - boost your ogre project with realtime physics and interactive scripting!
OgreBullet & CMake - easy to use bullet physics integration.
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Re: OpenMW release thread

Post by TheSHEEEP »

I really love to read your updates. It's nice to see the project progressing steadily.
My site! - Have a look :)
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Re: OpenMW release thread

Post by OpenMW »

The OpenMW team is proud to announce the release of version 0.26.0! Grab it from our Downloads Page for all operating systems. This is the most violent release of OpenMW to date, with the implementation of Melee combat, Lyncanthropy, and Drowning. See below for the full changelog.

Known Issues:
  • Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
  • Polish version of Morrowind.esm makes OpenMW crash
Do not miss the release video by the mighty WeirdSexy.

Changelog:
  • Implemented Melee Combat
  • Implemented Lycanthropy
  • Implemented auto-initialization of AI Packages
  • Implemented Drowning
  • Implemented Data File installation in the Launcher (Mac and Linux only)
  • Implemented mouse wheel transitions between first/third person
  • Improvements to UI window sizing and input
  • Improvements to sliders in the enchanting window
  • Fixed already-dead NPCs not equipping clothing/items
  • Fixed missing terrain in Tamriel Rebuilt, South of Tel Oren
  • Fixed health calculation of NPCs, fixing Heart of Lorkhan acting like a dead body
  • Fixed strange behavior when leaving water
  • Fixed terrain rendering to more accurately emulate vanilla Morrowind
  • Fixed no clip players causing NPCs to leviate
  • Fixed door open/close sound not cutting itself
  • Fixed no clip player preventing doors from opening
  • Fixed keypress during startup freezing the game
  • Fixed combat magic stances being available prematurely during character creation
  • Fixed naked Dark Brotherhood assassins
  • Fixed Rest dialog showing "Until Healed" option when player has full stats
  • Fixed invisible equipped torches
  • Fixed sheath weapon sound playing when leaving magic stance
  • Fixed some boots not producing footstep sounds
  • Fixed FPS bar alignment
  • Fixed printscreen not working
  • Fixed being able to jump while sneaking
  • Fixed blank movie variables in Morrowind.ini crashing the game
  • Fixed dancing girls in "Suran, Desele's House of Earthly Delights" so they dance
  • Fixed repeating idle animations
  • Fixed sticking to certain surfaces, improves movement when swimming close to collidable objects
  • Fixed animation problem while swimming at the surface of water and looking up
  • Fixed capitalization of names in inventory
  • Fixed an issue with the spell effect area layout not updating properly
  • Fixed a Tamriel Rebuilt crash on load
  • Fixed rain sound persisting into new games
  • Various compilation fixes
OpenMW is an ambitious project and with your help we can help make it a reality. To join us head over to http://openmw.org/forum/ and register, announce yourself to the team and grab a coding assignment.
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Re: OpenMW release thread

Post by OpenMW »

The OpenMW team is proud to announce the release of version 0.27.0! Grab it from our Downloads Page for all operating systems. This release brings the first official release of OpenCS, the OpenMW team's efforts to bring an open source solution for editing content for OpenMW. OpenCS is in an early Alpha state, please take that into consideration when testing! See the full notes below.

Check out the release video by the indomitable WeirdSexy:
[youtube]6ea8NPedKsk[/youtube]

Known Issues:
  • PLEASE NOTE! There have been changes to the OpenMW config files. The game will not run with old configurations, but your configuration can be updated by simply running the Launcher. If you normally run OpenMW directly from the executable, please re-run the Launcher once to update.
  • Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)

Changelog:
  • Implemented Acrobatics
  • Implemented God Mode
  • Implemented torch extinguishing
  • Implemented breath meter color change when it is running low
  • Fixed polish language version of Morrowind crashing OpenMW
  • Fixed decimal numbers not displaying correctly in the UI
  • Fixed camera not lowering while sneaking
  • Fixed ambient sounds playing while the game is paused
  • Fixed being able to enter third person view with the mousewheel when it should be disabled
  • Fixed some CDs not working correctly with Unshield installer
  • Fixed a script instruction to allow the Quick Character Creation plugin to work
  • Fixed fatigue not regenerating when jumping
  • Fixed Laire dieing inexplicably in Beshara
  • Merged the --master and --plugin switches
  • OpenCS: Implemented a start dialogue
  • OpenCS: Implemented handling file paths so that files are saved only to the local data cirectory, and only with OpenMW extensions: omwgame/omwaddon
  • OpenCS: Implemented Saving
  • OpenCS: Implemented new ESX selector
  • OpenCS: Implemented enforcing single-instance mode since multiple projects can be open
  • OpenCS: Implemented record filtering
  • OpenCS: Implemented default record filters
  • OpenCS: Proper compiler configuration (currently used only for syntax highlighting)
see also:
Official Youtube Channel
For New Developers
OpenMW Homepage
Chat @freenode
OpenMW is an ambitious project and with your help we can help make it a reality. To join us head over to http://openmw.org/forum/ and register, announce yourself to the team and grab a coding assignment.
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Re: OpenMW release thread

Post by SomeFusion »

You guys are simply unbelievable! Awesome work. I can't wait to see whats next.
Summoning Wars is an open source role-playing game, featuring both a single-player and a multiplayer mode for about 2 to 8 players.
http://www.sumwars.org
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Re: OpenMW release thread

Post by OpenMW »

The OpenMW team is proud to announce the release of version 0.28.0! Grab it from our Downloads Page for all operating systems. This behemoth of a release includes many large features, such as Combat AI, Magic, Vampirism, terrain bump/specular/parallax mapping, and many other things. There's also a heap of bug fixes, many thanks to our relentless developers!

Check out the release video by the prodigious WeirdSexy.

[youtube]x9lTWjXAi9s[/youtube]


Known Issues:
  • Issue #416 Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
  • Issue #1041 Music playback doesn't work on OS X 10.9
Changelog:
  • Implemented Combat AI
  • Implemented spell casting, ranged, self, and touch magic
  • Implemented visual magic effects
  • Implemented Vampirism
  • Implemented terrain bump, specular, & parallax mapping
  • Implemented NIF record NiFlipController
  • Implemented soul gem recharging
  • Implemented enchanted item glow
  • Implemented Invisibility/Chameleon magic effects
  • Implemented Resist Magicka magic effect
  • Implemented GetLOS, so NPCs can calculate Line Of Sight
  • Implemented material controllers
  • Implemented mouse unlocking when in any menu
  • Implemented Vertex morph animation (NiGeomMorpherController)
  • Implemented NiBillboardNode handling
  • Implemented NIF texture slot DarkTexture
  • Various fixes for equipped torches and candles
  • Fixes for torches and shields being visible when casting spells
  • Fix for equipped items not updating right away, on characters and in the inventory
  • Fix for weather not changing correctly when changing areas
  • Fix for global map position marker not updating when changing interior cells, eg: Mages Guild teleport
  • Fix for some textures rendering black in Tamriel Rebuilt
  • Fix for activation distance to be from the player head instead of the camera
  • Fix for NPCs holding torches during the day
  • Fix for some hairs from Vvardenfell Visages Volume I not rendering
  • Fix for heads of Maormer race in mod by Mac Kom
  • Fix for walk key release not being handled during cell load
  • Fix for equipped inventory items not being updated on the HUD when they are changed in dialog
  • Fix for Launcher writing merged openmw.cfg files
  • Fix to enable discrete magnitudes for spells with multiple random magnitude effects
  • Fix to allow negative fatigue level
  • Fix for particle systems to handle the world space flag
  • Fix for crash caused by trying to update a model that is not rendered
  • Fix to not override dynamic stats set via console commands
  • Fix for equipped inventory icon not appearing immediately when equipped with a keyboard shortcut
  • Fix for crash when equipping light source with new character
  • Fix for segmentation fault when starting at Bal Isra
  • Fix for down arrow console history behavior
  • Fix for tooltip disappearing when clicking in the inventory
  • Fix for barter window item category not resetting to All correctly
  • Fix for replacement model in Graphic Herbalism mod having the wrong orientation
  • Fix for addon unchecking not being saved in the Launcher
  • Fix for controllers not affecting all objects in the hierarchy
  • Fix for being able to talk to NPCs who are in combat
  • Fix for crash when trying to load a mod with a capital .ESP filename extension
  • Fix for skills/attributes being capped when set via console
  • Fix for setting max health through the console to also set the current health
  • Fix for gameplay keyboard input echoing to the console input box
  • Fix for fall damage sometimes not applying immediately or correctly
  • Fix for persuasion window not showing in correct location after maximizing the game in windowed mode
  • Fix for player skill list forgetting scroll location when increasing experience
  • Fix for notification window not being large enough for skill level ups with long names
  • Fix for windows not scaling properly on resolution change
  • Fix for notification windows staying on screen permanently if too many are activated
  • Fix for used torches stacking with unused ones
  • Fix for crash on pickup of jug in Unexplored Shipwreck, Upper level
  • Fix for quick key menu not picking suitable replacement tool when it is used up
  • Fix for loading TES3 header data: convert characters to UTF8
  • Fix for damaged weapon value
  • Fix for being able to talk to characters with "locked" dialogue
  • Fix for water effects obscuring spell effects
  • Fix for animation playing when casting exhausted once-per-day abilities
  • Fix for Cure Disease potion removing all effects from the player, not just disease
  • Fix for OpenMW binaries linking to unnecessary libraries
  • Fix for water not negating fall damage
  • Fix for drawing a weapon increasing torch brightness
  • Fix for merchants selling stacks of gold
  • Fix for incorrect handling of color codes in character names
  • Fix for NPCs spawning with 0 skill values instead of calculated values
  • Fix for particles rendering too large
  • Fix for crash caused by AIWander
  • Fix for crash when revisiting dock where the starting ship was
  • Fix for scripts on items in inventory stopping when the containing object crossed a cell border
  • Fix for merchants equipping items with negative enchantments
  • Disallowed view mode switching while performing an action due to animation constraints
  • Code maintenance to unify OGRE initialization
  • OpenCS: Implemented Info-Record tables
  • OpenCS: Fix for not being able to open Journal table from the main menu
see also:
Official Youtube Channel
For New Developers
OpenMW Homepage
Chat @freenode
OpenMW is an ambitious project and with your help we can help make it a reality. To join us head over to http://openmw.org/forum/ and register, announce yourself to the team and grab a coding assignment.
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Re: OpenMW release thread

Post by OpenMW »

The OpenMW team is proud to announce the release of version 0.29.0! Grab it from our Downloads Page for all operating systems. This release includes the first implementation of the Save/Load feature, which catapults OpenMW closer to being completely playable. Please bear in mind that the save file format is not yet finalized and we cannot guarantee forward compatibility of save files until OpenMW 1.0. Some aspects of the game state, such as player controls being enabled/disabled, weather, some creature state including all magic (also used by NPCs), movement of objects between cells (except for the player), and fog of war are not currently saved. Other new features include more combat AI, blocking, area magic, and disease. OpenMW is becoming a hazardous place to be!

Check out the release video by the irrepressible WeirdSexy:
[youtube]VoeIaYkc0Do[/youtube]

Known Issues:
  • Issue #416 Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
  • Slaughterfish fly. You read that right.

Changelog:
  • Implemented most of the Load/Save GUI
  • Implemented Knockdown
  • Implemented fatigue decrease when doing physical activities
  • Implemented melee blocking
  • Implemented area magic
  • Implemented combat and combat AI for creatures
  • Implemented Damage/Restore Skill/Attribute magic effects
  • Implemented Resistance/Weakness to normal weapons magic effect
  • Implemented Slow Fall magic effect
  • Implemented auto-calculating NPC spell list
  • Implemented Disease contraction
  • Implemented blood particles
  • Implemented the rest of the player death feature
  • Implemented sleep/rest being interrupted
  • Implemented inventory equip scripts
  • Implemented display of the version/build number in the launcher window
  • Implemented a large portion of the Save/Load feature
  • Implemented AI Packages:Activate, Follow, FollowCell
  • Implemented levelled creatures
  • Implemented missing journal backend features
  • Improved handling of creature Weapons/Shields
  • Linked movie volume to Master instead of Music volume control
  • Fix for excess vram usage
  • Fix for footsteps in first person
  • Fix for Ascended Sleeper animation issues, related to determining the root animation node
  • Fix for AI related FPS drop
  • Fix for music issues on OS X ]= 10.9
  • Fix for inventory paperdoll obscuring armour rating and rating text display when window is shrunk
  • Fix for 0/0 charge stat bar display
  • Fix for werewolf change handling
  • Fix for NIF filters not working properly with some mods
  • Fix for invalid orientation crash
  • Fix for invisible weapons when re-entering an area with NPCs engaged in combat
  • Fix for magicka depleting when casting an uncastable spell
  • Fix for creatures not being able to run
  • Fix for activators working as collision objects
  • Fix to not reset water level when loading a plugin with no water level record
  • Fix for AI packages growing exponentially when adding an AI package
  • Fix for Vivec Informants quest
  • Fix for bug allowing the player to get unlimited gold
  • Fix for bug of only receiving 1 gold when picking up stacks of gold
  • Fix for Dwemer crossbows not being held correctly
  • Fix for quick keys being able to be configured during character generation
  • Fix for a crash when equipping the lockpick in the Census & Excise Office
  • Fixes for errors in .desktop files
  • Various fixes for script instructions
  • Various message box fixes
  • OpenCS: Implemented a referenceable record verifier
  • OpenCS: Implemented script verifier
  • OpenCS: Implemented Drag & Drop
  • OpenCS: Implemented record cloning
  • OpenCS: Fixed broken code for loading objects
  • OpenCS: Fixed tables to sort case-insensitively
OpenMW is an ambitious project and with your help we can help make it a reality. To join us head over to http://openmw.org/forum/ and register, announce yourself to the team and grab a coding assignment.
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Re: OpenMW release thread

Post by Kojack »

Awesome work as usual.

Well, except for the cliff racers. :)
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Re: OpenMW release thread

Post by OpenMW »

Greetings,

It's been way too long since our last update. OpenMW is alive and has had another release (two actually). We're getting closer all the time to version 1.0. If you have experience optimizing code or want to help us build our Qt based editor, we'd love to gain additional experienced support. A user on our forums, Sandstranger, has been experimenting with porting OpenMW over to android. He's got the game running with terrible frame rates, but it's interesting days nonetheless. Sandstranger's working on touch based controls currently. In the future it could be quite interesting to run OpenMW on Android tv, fire tv, nvidia shield, etc. Stop by the OpenMW forum to find out more or to get involved. You'll find videos and full change logs for the last two releases below.

[youtube]aST2MJd2Tis[/youtube]
  • Version 0.31

    Known Issues:

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

    Implemented periodic cleanup/refill
    Implemented precipitation and weather particles
    Implemented dialogue merging
    Implemented saving missing creature state
    Implemented saving fog of war state
    Implemented NPCs and creatures fighting each other
    Implemented murder crime
    Implemented Sneak skill enhancements
    Implemented item restock handling
    Implemented save game levelled creature handling
    Implemented modFactionReaction script instruction
    Implemented animated main menu support
    Implemented saving walk/run toggle state
    Implemented save game naming changes
    Implemented a delete button on the load game menu
    Implemented using journal while in dialog
    Implemented battle music while in combat
    Implemented follower fast travel
    Implemented disposition and distance based aggression
    Fixed clouds and weather to better match vanilla Morrowind
    Fixed local map not showing objects that span multiple cells
    Fixed CenterOnCell behavior to better match vanilla Morrowind
    Fixed local and world map display issues
    Fixed water being luminescent at night
    Fixed launcher not supporting non-latin paths on Windows
    Fixed background tracks repeating
    Fixed door animation behavior when leaving a cell
    Fixed disabled stronghold statics showing on the world map
    Fixed excessive vram usage after extended play
    Fixed dead body collision behavior
    Fixed several character creation issues
    Fixed various issues with jumping
    Fixed delay on reflection effects
    Fixed being able to interact with the world during Wait/Rest dialog
    Fixed being able to drop items inside walls and ceilings
    Fixed corpses changing orientation when re-entering a cell
    Fixed several footstep sound issues
    Fixed several dialog link issues
    Fixed broken dialog topics in Russian version
    Fixed summoned creature duration issue
    Fixed crimes against hostile NPCs issue
    Fixed creature run speed formula
    Fixed weakness to fire not working with fire damage in the same spell
    Fixed NPCs killing each other while attacking the player
    Fixed Bittercup script not working on ‘Take’ option
    Fixed case sensitivity for .bsa files
    Fixed crash when loading a save after being killed
    Fixed jumping not being disabled when showing message boxes
    Fixed binding keys to uncommon characters
    Fixed container selection changing based on mouse pointer position
    Fixed a load/save issue with dynamic records
    Fixed double paste into console
    Fixed crash with D3D9 shaders
    Fixed incorrect slope climb allowing the player to skip chargen
    Fixed slaughterfish detecting player when player is out of the water
    Fixed error when loading Animated Morrowind
    Fixed NPC footsteps persisting after killing a moving NPC
    Fixed previously equipped items not shown as unequipped after attemping to sell them
    Fixed actors ignoring vertical axis when deciding to attack
    Fixed blank toggle option for shadows in options menu
    Fixed Ashlands being visible during new game loading process
    Fixed guards prompting with punishment options after player resists arrest with another guard
    Fixed a gate activation in TR
    Fixed dependent files not getting disabled in launcher when parent is disabled
    Fixed several code fragments
    Fixed incorrect voice type playing on sleep interrupt
    Fixed save games not showing in menu in certain cases
    Fixed lights without a model not working
    Fixed Animation Compilation mod not working properly
    Fixed third party SL_Pick01.nif not working
    Fixed being unable to exit dialog after stealing in front of Sellus Gravius
    Fixed installs to /usr/local not working
    Fixed failure to load save if one of the content files is disabled
    Fixed crash on loading Siege at Firemoth
    Fixed Arkngthand door not opening
    Fixed Segfault when modifying view distance in options
    Fixed apostrophe and dash characters not displaying in French version
    Fixed display issue with icon background for magic items
    Fixed display issue with coin icon on level up dialog
    Fixed Alt+F4 not working in Windows
    Fixed changing ring behavior
    Fixed robes hiding pauldrons
    Fixed button orientation on some shrine dialogs
    Fixed items floating in the air when dropped onto corpses
    Fixed forearms not rendering on Argonian females
    Fixed alchemy allowing making potions from two of the same item
    Fixed Max Sale button behavior
    Fixed rest until healed for characters with stunted magicka
    Fixed empty travel window displaying during new game sequence
    Fixed save game permission issue
    Fixed crash when loading The Underground 2 mod
    Fixed ignoring additional splash screens
    Fixed perpetual save load issue
    Fixed error with Skyrim: Home of the Nords
    Fixed many script instruction behaviors
    Fixed read skill books not being saved in save game
    Fixed unusable items being able to get bound to hotkeys
    Fixed text variables in journal topic list
    Fixed repeating swings on friendly NPC counting as additional crimes
    Fixed lack of punishment for stealing priceless items
    Fixed door marker at Jobasha’s Rare Books spawning PC in the air
    Fixed topic selection menu to be wider
    Fixed items dropped on rug being inaccessible
    Fixed crime for dropping and taking looted items
    Fixed location of dropped arrows and bolts
    Fixed security trainers offering acrobatics instead
    Fixed punishment dialog displaying instead of load when killed by a guard
    Fixed script error in SkipTutorial
    Fixed bad lighting when using morrowind.ini generated by MGE
    Fixed mobile Heart of Lorkan
    Fixed keybindings not saving
    Fixed apathetic Dura Gra-Bol
    Fixed Morrowind Patch preventing interior cell load
    Fixed item value on tooltip
    Fixed death count not storing in savegame
    Fixed submerged portion of weapon not rendering when partially submerged
    Fixed enemies attacking while dying
    Fixed ESM error with INFO
    Fixed projectiles shot at player ending up in inventory
    Fixed monsters respawning on top of each other
    Fixed dialog box opening on follower NPC when NPC is dead or game is paused
    Fixed floating paralyzed cliffracers
    Fixed message boxes not clearing when loading a different save game
    Fixed underwater sound sometimes playing when transitioning from an interior
    Fixed spell projectiles not colliding with water surface
    Fixed console error message when information is refused by an NPC
    Fixed being unable to remove arrow during Bloodmoon: The Ritual of Beasts quest
    Fixed being unable to talk to Carnius Magius in Bloodmoon
    Fixed crash when attempting to play a non-music file
    Fixed world map not being centered on player in certain cases
    Fixed arrow behavior in wait/rest dialog
    Fixed kills not filling werewolf hunger
    Fixed detect life behavior while a werewolf
    Fixed crash during The Shrine of the Dead mission in Tribunal
    Fixed selected text background color in the console
    Fixed handling extra arguments given to script instructions
    Fixed NPCs taunting after they are dead in An Assassionation Attempt quest
    Fixed game halt when attacked by Centurion Archers
    Fixed quest journal when completing The Missing Hand quest
    Fixed several issues with the Dome of Serlyn
    Fixed bounty being calculated from actual item value instead of highest value
    Fixed terrain turning invisible on top of Red Mountain
    Fixed steam appearance in Cave of the Hidden Music quest
    Fixed display issues when picking up a stack of items, holding enter, and moving the mouse
    Fixed Draugr and Riekling attacks
    Fixed Bonewolf animation
    Fixed particle effects being paralyzed when the player is paralyzed
    Fixed Crimson Plague quest not updating when Gedna Relvel is killed
    Fixed failed save game when saving in Old Mournhold: Forgotten Sewer
    Fixed segfault when making Drain/Fortify Skill spells
    Fixed case where game wouldn’t switch to fullscreen
    Fixed Morrowind Rebirth duplicate objects/vanilla objects not being removed
    Fixed case where paralysis and switching view modes would prevent death notification
    Fixed an alt+tab segfault
    Various code maintenace and cleanup
    OpenCS: Implemented object rendering in cells
    OpenCS: Implemented configuration setup
    OpenCS: Implemented threaded loading
    OpenCS: Implemented cell record saving
    OpenCS: Implemented body part table
    OpenCS: Implemented enchantment effect table
    OpenCS: Implemented deleting referenceables
    OpenCS: Fixed Combat/Magic/Stealth values for creatures are not displayed
    OpenCS: Fixed segfault after ‘new’ or ‘load’
    OpenCS: Fixed deleting Record Filter line not reseting the filter
    OpenCS: Fixed crash when drag and dropping text
    OpenCS: Fixed bogus filter being created when dragging multiple records to the filter bar of a non-applicable table

[youtube]QhdSOGlHjqc[/youtube]
  • Version 0.30

    Known Issues:

    Character generation can be skipped
    Some items can be stolen without raising an alarm
    Sound may be disabled on videos in Windows
    Changelog:

    Implemented Ranged Combat
    Implemented Sneaking Skill icon
    Implemented Crime and Punishment
    Implemented correct trader gold handling
    Implemented AIFollow package on summoned creatures
    Implemented run stance in the AIFollow package
    Implemented all NPCs in the area attacking the player when the player attacks one
    Implemented terrain threading
    Implemented correct GUI save/load progress bars
    Implemented saving the weather state in save games
    Implemented class creation form remembering previous changes
    Implemented quicksave, quickload, and autosave
    Implemented deleting saves
    Implemented bribe gold being placed into the NPCs inventory
    Implemented saving quick key bindings
    Implemented NPCs returning to their default position after pursuing the player for a crime
    Implemented vertical axis navigation for flying and swimming creatures
    Implemented functionality for NPCs to evade each other when walking around
    Fixed extreme shaking that could occur during cell transitions while moving
    Fixed crash when a non-existent content file is added to openmw.cfg
    Fixed OpenMW allowing resting/using a bed while in combat
    Fixed crime punishment in the Census and Excise Office at the start of a new game
    Fixed evidence chests not re-locking after new evidence is put in them
    Fixed NPCs still attacking after punishment is served
    Fixed taking items from a corpse being considered a crime
    Fixed some creatures not being able to get close enough to attack
    Fixed dead creatures dying again each time the player enters the cell
    Fixed input manager state not being handled correctly when loading a save
    Fixed crash when trying to get LOS of disabled NPC
    Fixed incorrect inventory behavior before inventory is activated in a new game
    Fixed NPCs not equipping torches in dark interiors
    Fixed mouse wheel scrolling too fast in race selection
    Fixed doors being blocked by NPCs
    Fixed repair/charge indicators not updating
    Fixed scribs not defending themselves
    Fixed creatures life bar not always being empty when they are dead
    Fixed creature and hand to hand attacks not increasing armor skill
    Fixed undead and mechanical creatures bleeding red blood
    Fixed Tarhiel never falling
    Fixed script variables not being saved
    Fixed custom class names not being handled properly in save games
    Fixed NPCs stuttering when walking indoors
    Fixed menu appearing when trying to skip intro movie
    Fixed NPCs getting stuck when they run into each other
    Fixed health bar showing permanently when running BTB-Settings
    Fixed guard killing PC when Khajiit race is selected when running BTB-Character
    Fixed HUD weapon icon showing a fist after loading a save, when a weapon is equipped
    Fixed guild rank not showing in dialogue
    Fixed flash of blue when sneaking and opening a container or the inventory
    Fixed incorrect level-up class image when using a custom class
    Fixed mis-aligned buttons on quit menu
    Fixed an NPC stuck hovering in a jumping animation
    Fixed crash when loading the Big City esm file.
    Fixed mis-aligned dialogue topic list when scrolling
    Fixed certain faction memberships not storing in saved games
    Fixed pasting text always inserting at the end of a text box, instead of at the cursor
    Fixed conversation loop when asking about “specific place” in Vivec
    Fixed Caius not leaving at the start of the “Mehra Milo and the Lost Prophecies” quest
    Fixed map markers not being saved in save games
    Fixed “ring_keley” causing exception
    Fixed open dialogues not being closed when loading a game
    Fixed some collision geometry cleanup
    Fixed a special case script instruction for the Athyn Sarethi mission
    Fixed an improper handling of a special NIF format case that caused problems with the Pluginless Khajiit Head Pack
    OpenCS: Implemented region map context menu
    OpenCS: Implemented region map drag & drop
    OpenCS: Implemented scene subview drop
    OpenCS: Implemented preview subview
    OpenCS: Implemented OGRE integration
    OpenCS: Implemented Dialogue Sub-Views
    OpenCS: Implemented lighting modes
    OpenCS: Implemented different camera navigation modes
    OpenCS: Refactored user settings
    OpenCS: Fixed failure when dropping a region into the filter of a cell subview
    OpenCS: Fixed exception when loading files
OpenMW is an ambitious project and with your help we can help make it a reality. To join us head over to http://openmw.org/forum/ and register, announce yourself to the team and grab a coding assignment.
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Re: OpenMW thread [Version 0.33 Release Video]

Post by OpenMW »

Greetings again, Ogre folk. The OpenMW team is announcing version 0.33.0

[youtube]bfq2j8bgQnM[/youtube]


There were a lot of newly implemented features in addition to another 100+ bugfixes.
Partial Changelog:
  • OpenMW: Implemented font colors importing from fallback settings
    OpenMW: Implemented Death and LevelUp music
    OpenMW: Implemented console targetting on player
    OpenMW: Implemented red pain effect when hit
    OpenMW: Implemented spellcasting for non-biped creatures
    OpenMW: Implemented the RA (Reset Actors) console command
    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
OpenMW is an ambitious project and with your help we can help make it a reality. To join us head over to http://openmw.org/forum/ and register, announce yourself to the team and grab a coding assignment.
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Re: OpenMW thread [Version 0.33 Release Video]

Post by scrawl »

I just wrote an >>Ogre wiki article<< detailing how Ogre has helped us achieve our visions.

Whoever is in charge of updating this thread must be sleeping :) . OpenMW 0.34 has been released a while ago and 0.35 will be released soon.
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Re: OpenMW thread [Version 0.33 Release Video]

Post by scrawl »

I have an announcement that may be a shock to some of you, but please read on for more detailed insight.

-----------------------------------------------------------------------------------

Ogre3D is the rendering engine used by OpenMW since our very first release. Now, the OpenMW team is announcing the move away from this engine.

Over the course of our alpha versions, Ogre3D has proven extremely useful, enabling rapid development. Thanks to Ogre3D, you can already play a more or less complete game of Morrowind in OpenMW, today, and that is an incredible feat in and of itself.

However, to get OpenMW into a polished state and to add the last few missing features, we have difficult tasks ahead of us that would either require creating a fork of Ogre3D that behaves the way we need it to, or switch to a more suitable engine. After much discussion, we have settled on the second option.

Why switch?

There isn't one particular show-stopper, but rather the culmination of many different issues.

One blocker for our 1.0 release is the poor framerate compared to vanilla Morrowind. This comes down to scene management and render API bottlenecks in the Ogre3D 1.x series, which are well understood by the Ogre3D team and have since been addressed in the 2.x series. The original plan was to port OpenMW to use Ogre3D 2.x, which is a big undertaking since the programming interface changes are significant. However, we have some fundamental concerns about this port:
  • Tag points: We are using an Ogre3D feature called "Tag Points" to stitch together the various parts of Morrowind's segmented bodies. This feature is no longer supported in the 2.x series, so we would have to implement complicated workarounds.
  • OpenGL3 requirement: The Ogre3D 2.1 branch has dropped support for OpenGL2 hardware. Even though OpenMW was never meant to run on hardware that originally ran Morrowind, we concluded that it is still too early to drop OpenGL2 support, as it would affect a significant portion of our users.
  • Material system: Ogre 2.1 features a redesigned material system written with AZDO (Approaching Zero Driver Overhead) optimizations in mind, but at the cost of making custom materials difficult to write. We will be doing that extensively in OpenMW, especially considering user-authored modifications, so we would rather have a more flexible and easier to use material system.
On top of these concerns with the latest Ogre3D versions, we've also had some longstanding issues:
  • Resource system: Ogre3D forces the use of a global resource manager, but we need one resource manager per document in OpenCS. Another problem is that all resources are expected to have a unique name, which leads to some unnecessary work on our side, and could rarely cause user-defined resources to conflict with internal resources. This is also an issue well understood by the Ogre3D team, and a "Resource System Redesign" project addressing these points has been started in 2013, but is unfortunately not completed yet.
  • Material stencil support: The NIF format used by Morrowind can specify "stencil settings", but the Ogre3D material backend does not support these settings.
  • NPC width scaling: NPCs in Morrowind have a "weight" property, which should be scaling the NPC on its local X-axis. OpenMW currently ignores this property, because the Ogre3D 1.x skeleton system does not support non-uniform scaling.
A new engine

In light of these issues, we've looked around for alternatives and found the OpenSceneGraph, which appears a perfect fit for the features required by Morrowind and OpenMW, while also delivering high performance. We've carefully evaluated all needed features and verified that they can be found in the OSG source code, or can be easily added by a plugin. A detailed roadmap for the port will be posted in the near future, and updated regularly so you can follow along the progress.

One notable difference is OpenSceneGraph supporting OpenGL only. Ogre3D having inbuilt support for OpenGL and DirectX may be considered one of its strong points. In an ideal world this would result in greater choice for the user while requiring no extra effort from the OpenMW team. Unfortunately this is not quite true; writing shaders does not work in a render system agnostic way. In addition to that, we have found some OpenMW bugs only manifesting themselves when the Direct3D backend is used. So we are in fact happy about this change, as we do not have the manpower to maintain support for two different rendering systems, and most of our developers are working on Linux and thus unable to test the Direct3D renderer anyway.

Pre-emptive FAQ

Q: How long will the switch take?

The good news is that Ogre3D is a rendering engine and we're only using it as such. The OpenMW code is structured using different subsystems, and this change will, for the most part, affect only the "mwrender" subsystem. Rendering code makes up roughly 8% of our codebase.

Q: What will happen with OpenMW using OGRE in the meantime? Further development (new features), maintenance/fixes only, complete obsoletion?

We will continue developing the OGRE branch as usual, with new features and bugfixes, so long as the OSG port is still in development. We know that OpenMW already has lots of players despite its alpha state, so this is very important for us.

Q: What about the different OpenMW platforms (Linux, Windows, Mac OS X, Android)?

We will continue to support all these platforms.

Q: The gallery on the OpenSceneGraph website looks really basic. If this engine is so great, why are there no fancy games made with it?

In terms of features, OpenSceneGraph is every bit as powerful (or even more powerful in some aspects) as Ogre3D, so it surprised us to see there are not many games made with it. OSG founder Robert Osfield has his own theory on why this may be the case:
As a general note about Games and OSG vs Ogre, I suspect it's partly
down the roots of each project and the culture that grew up around it.
OSG grew from the vis-sim world and over the years grew into a
general purpose and highly portable scene graph library, with it's
community coming form the professional simulator, large scale
visualization, VR and scientific markets. Whereas Ogre from the start
was graphics API for Games, it too though can be used for more things
than games but and culturally games looks to have remained it's
heartland.
Q: I am worried about Direct3D support being dropped, because I get much higher framerates with the Direct3D renderer in OpenMW compared to the OpenGL renderer.

We are aware of this performance difference and know that it can be attributed to the poorly implemented OpenGL renderer in Ogre3D 1.x. Valve has shown that a proper OpenGL renderer can be every bit as fast as Direct3D, or even faster.

Final thank you note

We owe a great deal to Ogre3D and hope to have made up for it with the numerous patches we've contributed.

We want to thank all Ogre3D contributors for their great work, everyone on the Ogre3D forums for all the support and encouragement we've gotten from there, and a special thanks to Kojack for helping us debug a DDS texture issue.

-------------------------------------------------------------------------

Personal note

This doesn't mean I'm gone from the community. Ogre3D has been a huge part of my life and I will not give it up overnight. I will still stop by the forums occasionally and provide help where I can. Also I am still using Ogre3D in contracted projects, and hopefully I can use it again in a personal project one day.

Thanks again to everyone and see you soon.
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Re: OpenMW thread [Version 0.33 Release Video]

Post by frostbyte »

This doesn't mean I'm gone from the community.
:D :D :D
we've looked around for alternatives and found the OpenSceneGraph, which appears a perfect fit
recently, following some post i've visited OpenSceneGraph and was very much impressed...very proffesional code base...OSG looks like a good choise...

its true that Ogre 2.x is taking a whole new path, it seams like ogre is heading AAA and had to give up some flex in order to achieve that...
porting to 2.x way of doing things may be harder than porting to OSG so its understandable
adding this to the fact that you have your own artistic needs and code and want to support older hardware...

as for OpenSceneGraph being hyped only as a sim-engine, openMW OSG port can really make a difference here...

just 2 questions:
1)will there be any implication on mygui ogre support?
2)regarding your MIT terrain plugin, videoPlugin and shiny...will you still maintain this with ogre?
otherwise maybe we can create a repo on "Addons repositories" to be maintained by the community...
the woods are lovely dark and deep
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..

coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
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Re: OpenMW thread [Version 0.33 Release Video]

Post by scrawl »

1)will there be any implication on mygui ogre support?
I'm not sure i understand what you're asking.
2)regarding your MIT terrain plugin, videoPlugin and shiny...will you still maintain this with ogre?
Yes, I will continue maintaining my addons.
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Re: OpenMW thread [Version 0.33 Release Video]

Post by frostbyte »

I'm not sure i understand what you're asking.
sorry my mistake, i was under the impression that myGui development is attached to openMW but i guess its the other way around...
Yes, I will continue maintaining my addons.
great... :)
the woods are lovely dark and deep
but i have promises to keep
and miles to code before i sleep
and miles to code before i sleep..

coolest videos link( two minutes paper )...
https://www.youtube.com/user/keeroyz/videos
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Re: OpenMW thread [Version 0.33 Release Video]

Post by al2950 »

@scrawl
I have to say I am little surprised, but very interested in how you get on. It would be interesting if you could report back your experiences in OSG so we can have a better understanding of what should be concentrated on in Ogre.

As for the material system, I kind of feel your pain, but I am currently putting it down to my lack of understanding of the system. There are a couple of features that are missing from a high level point of view but its early days. I and hopefully the Ogre team would be interested in the areas you think it is lacking, especially as you are the author of Shiny :)

Anyway I wish you guys the best of luck, it might be interesting to see an engine with both OSG & Ogre front ends!
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Re: OpenMW thread [Version 0.33 Release Video]

Post by Kojack »

At least it's not going to Unity. :)
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Re: OpenMW thread [Version 0.33 Release Video]

Post by jacmoe »

Interestingly, I briefly toyed with the idea of porting Ogitor to OpenSG, not OpenSceneGraph, because it is even faster than OSG.
The odds in favor of OpenSceneGraph over OpenSG is the bigger community, though. OSG actually has a real forum.
However, now that dark_sylinc has taken Ogre in a new and brutal direction, and because we would have to change our name to OSGitor, we've decided to stay with the beast. :)

Good wind to the OpenMW project! :)
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OgreAddons - the Ogre code suppository.
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Re: OpenMW thread [Version 0.33 Release Video]

Post by stealth977 »

I wonder if there is a standalone example that inits, loads and display terrain with OpenMW's terrain engine?

Also, how hard would it be to modify it to work with OGRE 2.1?
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Re: OpenMW thread [Version 0.33 Release Video]

Post by jacmoe »

All you need to do is implement a storage class, like this one:
https://github.com/OpenMW/openmw/blob/m ... torage.hpp
I have created a stand-a-lone project here, but need to create the custom storage class:
https://bitbucket.org/jacmoe/shinyterrainmw
I will probably be using libnoise - once I figure out how the terrain data is organized.
Someone who is a better programmer than me will probably beat me to that, but the OpenMW terrain component is well made and self-contained so it should be fairly straight forward to implement. ;)
/* Less noise. More signal. */
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Re: OpenMW thread [Version 0.33 Release Video]

Post by scrawl »

It would be interesting if you could report back your experiences in OSG
Ask, and you shall receive. I wrote a blog post describing some of the design differences between OSG and Ogre.
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