The OpenMW team is glad to announce that work on our project has made enormous progress due to increasing interest!
Our latest version (0.17.0) can be found on our official website.
If you like to watch a video on our latest release you should definitely check this out.
This is an open-source project and welcomes all new contributers.
For those new with the project:
OpenMW is a new game engine for the role playing game Morrowind. It is open source, cross platform (currently supporting OS X, Linux, and Windows), and written in pure c++. We are designing an engine that runs faster and is vastly more modifiable. We want to preserve Morrowind and provide modders a better engine and tool kit for creating their works. While Bethesda will not release the Morrowind's formulas to us, they encourage our project and we in turn actively encourage our users to purchase Morrowind on Steam. So don't worry; we're not out to destroy Bethesda Softworks.
We are seeking individuals who are familiar with:
C++
Qt
Ogre3d
Bullet physics library
Netimmerse/Gamebryo engine (especially Morrowind)
Bug hunting
Reverse engineering gameplay formulas
Primary Goal:
Our initial goal is to create a functioning engine for playing Morrowind, Tribunal, Bloodmoon, and all user created mods. This will be version 1.0 of OpenMW and it is our team's most important goal. We are past the halfway point to 1.0.
Future Goals (post 1.0):
Allow much greater modability: change game rules, create new spell effects, etc through advanced scripting.
Fix system design bugs, like the “dirty” GMST entries in mods, and the savegame “doubling” problem.
Continue improving performance
Improve the interface and journal systems.
(Possibly) Improve game mechanics, physics, combat and AI.
(Possibly) Support multiplayer at some point.
(Possibly) Improve graphics to use more modern hardware.
OpenMW is released under the GNU General Public License version 3, and all source code has been written completely from scratch. It is built on various other open source tools, most notably OGRE for graphics, and Bullet for collision (and possibly physics).
Development Status
OpenMW is in the intermediate stage. There is terrain, cell, and water rendering as well as collisions and animations. Some work has been done on playable elements and player movement. We are at the point where we can now begin implementing many skills, attributes, and abilities.
For a look at the features of our latest release (0.17.0) , click here.
What Technologies Does OpenMW Use?
OpenMW is built with various open source tools and libraries:
Programming language: C++
Graphics: OGRE3d
Physics: Bullet
Sound: OpenAL and Audiere
GUI: MyGUI
Input: OIS
The ESM/ESP and BSA loading code was written from scratch, but with much help from available community-generated documentation.
Likewise, the NIF (proprietary 3D mesh) loading code was written with the help of available online information. Special thanks to the NIFLA / NifTools gang!
(For an additional list of the technologies in use, see Development Environment Setup: Third-Party Libraries and Tools.)
How Do I Help?
Join the official OpenMW forum and visit our #openmw IRC channel at FreeNode. Tell your friends about our project! We always need programmers and passionate individuals! Checking out our Issue Tracker and submitting a patch for a bug is a good way to get started.
Where to Find Us:
Official Youtube Channel Youtube
OpenMW Homepage: http://openmw.org/
For New Developers: http://openmw.org/wiki/index.php?title= ... ion_Wanted
Chat @freenode http://freenode.net/#openmw
0.17.0 is released, and now we're looking forward to 0.18.0
Below are the tasks we'd like to complete for the next version. So if you have experience with C++ and want to join a fast moving project with a lot of potential, then please follow the links above to get started with us.
Bug #267: Activating creatures without dialogue can still activate the dialogue GUI
Bug #284: Book's text misalignment
Bug #354: True flickering lights
Bug #368: adjustScale and adjustRotation are not applied consistency
Bug #371: If console assigned to ` (probably to any symbolic key), "`" symbol will be added to console every time it closed
Bug #373: Static OGRE build faulty
Bug #374: Character shakes in 3rd person mode near the origin
Feature #21: Implement sleeping/resting
Feature #22: Implement level-up
Feature #61: Alchemy Skill
Feature #91: Level-Up Dialogue
Feature #95: Sleep/Wait Window
Feature #120: Trainer Window
Feature #160: Record Saving
Feature #292: Object Movement/Creation Script Instructions
Feature #360: Proper collision shapes for NPCs and creatures
Feature #369: Add a FailedAction
Feature #391: Dummy AI package classes
Feature #392: Add AI related script functions
Feature #393: Initialise MWMechanics::AiSequence from ESM::AIPackageList
Task #159: ESMStore rework and cleanup
NOTE: We are already halfway through our progress to version 0.18.0!

We got different levels of code jobs, everybody from an amateur to an experienced coder can be part of this project!
We hope to hear from you soon and welcome you in our group.
-The OpenMW team