OpenMW Morrowind engine - [UPDATE: terrain plugin]

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brick
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Post by brick »

I just finished my other project, so very soon I will have much more time to spend on OpenMW again 8)

There's no real news yet, but there's been a couple of threads on the official Bethsoft forums, with tons of ideas and input:

http://www.bethsoft.com/bgsforums/index ... pic=866831
http://www.bethsoft.com/bgsforums/index ... pic=870223

The biggest news is that Bethsoft now knows about our project, and seem to have no legal problems with it.

@Lothar: Thanks for your support, but I hope you're not holding your breath :) Things take time, unfortunately. I don't think it's likely that we'll see a full version of OpenMW before next year, at least.
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Post by Sslaxx »

That's excellent news. Stuff like that will always be an issue. I know it's been brought up several times in the Exult project, for example.

Is anything of your other project of possible use for OpenMW?
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Post by Lothar »

brick wrote:@Lothar: Thanks for your support, but I hope you're not holding your breath :) Things take time, unfortunately. I don't think it's likely that we'll see a full version of OpenMW before next year, at least.
I know and I understand :-P But I just really like your project, it will be like a new life for Morrowind 8)
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Post by Pjstaab »

brick wrote:I just finished my other project, so very soon I will have much more time to spend on OpenMW again 8)
WOOOOT!!!!
brick wrote:I don't think it's likely that we'll see a full version of OpenMW before next year, at least.
Awwwww.
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Post by Sslaxx »

Pjstaab wrote:I really wish I knew anything that would allow me to help.
Learn D?

http://digitalmars.com/d/

Either their own D compiler or the GNU D compiler work with the OpenMW source code.

Under Linux/*ix, at least, Kate supports D highlighting and Emacs' C-mode supports it well enough.
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Post by Pjstaab »

Sslaxx wrote:
Pjstaab wrote:I really wish I knew anything that would allow me to help.
Learn D?

http://digitalmars.com/d/

Either their own D compiler or the GNU D compiler work with the OpenMW source code.

Under Linux/*ix, at least, Kate supports D highlighting and Emacs' C-mode supports it well enough.
I managed to botch displaying text in VB. By the time I understood D well enough this project would probably be as done as it would ever get.
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Post by Lothar »

Checked v 0.4 yesterday... over 350 FPS (best 2181, worst 23 (loading) :-P) at 1680x1050 with AAx6 :shock: Lights looks better than in original Morrowind. Works good with polish version 8)
I don't know why, but music scratches a little (mainly unofficial mp3s). Now I'm really excited 8)
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Post by brick »

Lothar wrote:Checked v 0.4 yesterday... over 350 FPS (best 2181, worst 23 (loading) :-P) at 1680x1050 with AAx6 :shock: Lights looks better than in original Morrowind. Works good with polish version 8)
I don't know why, but music scratches a little (mainly unofficial mp3s). Now I'm really excited 8)
Great that it worked! I focused on fixing the issues that you and others were reporting with 0.3. I've noticed the stuttering sound too and I hope it can be sorted out in the next version.
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Post by gmagno »

Hi,

Morrowind is great! I hope the best to your project! I would also like to ask if it will allow multiplayer.

It would be great to play Morrowind with other people around the world.
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Post by Praetor »

I feel like if such a big undertaking is being done, I'd love to see some attempt at Coop modes...
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Post by Lothar »

Coop modes... mmmm... I like xD
With source code it should be easy to add RakNET support = multiplayer modes - Arena battles, coop, some Warfare system (32vs32 team DM near Balmora :D) 8) I know, I'm ambitious, but I belive it will be possible 8)
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Post by Praetor »

Well just allowing two players in the world at once would be great, but I understand the challenges. Morrowind was designed to be single player, so allowing anything other than one main character and then a multiplayer tag-along (which would probably be fun too) might be hard. You have to make the game recognize multiple players.
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Post by gmagno »

Morrowind is an awsome RPG, however, sometimes I started feelling that was very alone in all that huge world. The same happens with Oblivion... :/

Multiplayer would be a perfect enhancement to OpenMW.

There are remakes of old games that are still making lots of success, now I can remember of Open Transport Tycoon. Although is a very old game, it has a big community helping and playing it. I believe that OpenMW has everything to become another huge remake.

Good luck with it!
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Youtube videos, forum

Post by brick »

Hi guys! Latest updates on the project:

OpenMW 0.5 (to be released soon) will use the Bullet physics library. At first for collision detection, and later for full dynamic physics. Here are some videos of OpenMW + collision detection in action:

(EDIT: links now point to high quality versions)
http://www.youtube.com/watch?v=hECa3Nz7hJ0&fmt=6
http://www.youtube.com/watch?v=bHB46H37dsk&fmt=6
http://www.youtube.com/watch?v=1ugvFIlcm4M&fmt=6
http://www.youtube.com/watch?v=y5APakncjxM&fmt=6
http://www.youtube.com/watch?v=ly1LAm-KMF4&fmt=6

To get an early look at the 0.5 sources you can check it out with Subversion:
svn co https://openmw.svn.sourceforge.net/svnroot/openmw/trunk openmw

Also: There is a new forum/mailing list over at Google groups: http://groups.google.com/group/openmw
The forum has been active for a couple of weeks, you can browse the archives from the main page.
Last edited by brick on Fri Oct 03, 2008 1:48 pm, edited 1 time in total.
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Post by Nauk »

Very good job, the videos transport a great atmosphere :)

I recently developed a great interest in D too and I have a couple of questions:

What is the reason you choose gdc / gcc above dmd / dmc and would OpenMW work with Walters compilers too? Might it be because you get more support and resources for gdc / gcc?

How much effort is it to bind C++ libs to D and did you bind it yourself or did you use http://www.dsource.org/projects/bcd for it?

How would you rate the productivity increase many D users are talking about, compared to work with C++?

What is your current platofrm / ide / compiler setup like for the work on OpenMW and what can you recommend there?
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Post by brick »

Nauk wrote:Very good job, the videos transport a great atmosphere :)
Thanks :)

I'll try to answer your questions:
I recently developed a great interest in D too and I have a couple of questions:

What is the reason you choose gdc / gcc above dmd / dmc and would OpenMW work with Walters compilers too? Might it be because you get more support and resources for gdc / gcc?
The gdc requirement is only for Windows (I use dmd myself on Linux), and it's purely for technical reasons. DMD on Windows unfortunately uses an antiquated object format (OMF), which doesn't play well with modern C++ compilers (actually it doesn't play at all.) This means that linking DMD objects with C++ code in the same project is very hard. GDC on the other hand uses the same format as GCC (since they are the same compiler) and they work well together. On the C++ side, I chose MingW (gcc) because it's known to work with Ogre and it contains both compilers (C++ and D) in the same environment.
How much effort is it to bind C++ libs to D and did you bind it yourself or did you use http://www.dsource.org/projects/bcd for it?
I haven't really created any general bindings for these libraries in D. The interface between D code and C++ in OpenMW is at a much higher and application specific level than the general library API. For example, the entire set of Ogre functionality available to the D code consists of 20-something functions, you can see them here: https://openmw.svn.sourceforge.net/svnr ... bindings.d

I found this approach to be more sensible (and much easier) than creating a full API binding. Besides being easier it also forces you to create a clean interface between the graphics code and the rest, forcing you to think about what you're doing and also resulting in cleaner code in the end.
How would you rate the productivity increase many D users are talking about, compared to work with C++?
It's absolutely a real increase. I can't give you any numbers, but the time saved in not having to track down segfaults, memory overwrites, pointer bugs, memory leaks and the like is what does it for me. Sure, you can get those with D code too, but it's much easier to do defensive programming in D, there's garbage collection, there's several mechanisms to catch bugs (like automatic array bounds checking in debug mode) that help you out, and you can avoid pointers altogether in most cases. It's probably safe to say that I would never have come as far as I have with OpenMW if I had to do it in C++.

Of course there are downsides to using a "new" language: few native libraries, less developers are familiar with it (so it's harder to get help on projects), and lack of compiler maturity - meaning that compiler bugs are still an issue, something that C++ developers don't have to worry much about anymore.
What is your current platform / ide / compiler setup like for the work on OpenMW and what can you recommend there?
I use Linux almost exclusively, and I edit with emacs and compile with dmd/gcc. Not really sure if I would recommend emacs though, it's an old habit more than a conscious choice :)
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Post by Nauk »

Thanks for the detailed answer, that clears up a lot for me, also gives me some very good pointers about the general direction to take :)

Oh and one more question, are you using phobos, tango or both as runtimes?
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Post by brick »

JustBoo: no shame in playing a good game :) People spend their whole life playing chess after all, and are declared geniuses for it.

As for the player height: Like I said elsewhere, maybe we should leave it like that, and rename it Midgetwind :wink:. But seriously, it's a side effect of the fact that I'm using a sphere as the collision mesh right now - if I make it taller, it will be too wide to pass through most doors. I'll make sure to change that before releasing 0.5.

Nauk: OpenMW uses phobos. The Monster library (the scripting language that all gameplay elements will eventually be written in) supports both libraries though, but that's a bit cumbersome to accomplish. Having two standard libraries is another downside with using D, unfortunately.
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Post by brick »

The wait is over, OpenMW 0.5 is finally done!

Download link: http://openmw.snaptoad.com/#download
Changelog: http://openmw.snaptoad.com/#changelog

The main news in 0.5 is integration with Bullet and collision detection / quasi-physics, as shown in the vids posted earlier. Not completely polished yet, but it's still one BIG step closer to creating a fully playable game, and one more major obstacle out of the way. Plus it opens the door for some interesting stuff later on (can you say ragdolls? :D)

For the next version we are looking into landscaping and exteriors. Yacoby is having great progress with the new Morrowind landscape plugin he's working on:

Image
Image

More shots here (latest shots are at the bottom).

Another thing I've started working on is binding OpenMW with my Monster scripting language.

I'm particularly passionate about this, because I think and hope Monster will be a perfect match for many other game projects too, especially games with high interactivity and strong OO-based design needs. It was never meant to be just for OpenMW, even if OpenMW is the perfect platform for developing and growing it.

If you have any suggestions for OpenMW, feel free to post them here :) There's been a lot of great discussion here already!
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Post by jacmoe »

I haven't had much time to browse this topic, but I can't help express my utmost Kudos to you guys!
Morrowind is my absolute favourite game! :D
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Post by Lothar »

Every release I'm more and more impressed. Reborn of Morrowind Scene is closer than ever 8)
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Post by gwathlobal »

Some bug reports concerning version 0.5.
- Music is still stuttering.
- Light from some sources seems to turn on only when the player moves close to it. Best seen in default Assu, when you come to the kind of camp and the far wall of it is suddenly lighted when you get closer to it.
- As I got it does not support Cyrillic names of cells. Probably too early to ask for this, but still :)
- Player size needs to be tweaked. Player tends to bumb into everything.

But overall, everything is great. Keep it up! :)
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Post by brick »

gwathlobal wrote:Some bug reports concerning version 0.5.
- Music is still stuttering.
- Light from some sources seems to turn on only when the player moves close to it. Best seen in default Assu, when you come to the kind of camp and the far wall of it is suddenly lighted when you get closer to it.
- As I got it does not support Cyrillic names of cells. Probably too early to ask for this, but still :)
- Player size needs to be tweaked. Player tends to bumb into everything.
Thanks for the bug reports!

I will try to fix some of these for the next release.

BTW, I've just made a bug tracker for OpenMW at http://bugs.snaptoad.com/?project=2.

If you have any more issues, let me know and I'll list them for you (or if you want you can do it yourself, the bug tracker is open for everyone)
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Post by gwathlobal »

brick wrote: Thanks for the bug reports!

I will try to fix some of these for the next release.

BTW, I've just made a bug tracker for OpenMW at http://bugs.snaptoad.com/?project=2.

If you have any more issues, let me know and I'll list them for you (or if you want you can do it yourself, the bug tracker is open for everyone)
Great. As soon as I find something I'll let you know via the tracker. :)
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Post by jacmoe »

I just read through the topics at the BGS Forum, and I am totally blown away! :)

Yes, this is a dream come true!

Especially if you implement coop mode! :D
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