OpenMW [Open-Source]

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OpenMW [Open-Source]

Post by OpenMW »

Hi,

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! :D



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
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 [Open-Source]

Post by OpenMW »

And we're here again, for the release of version 0.18.0!

This version introduces a myriad of new features, including Level-Up, Key re-binding, Spell buying, eating ingredients, using Keys to open things, and much more. Read on for the full changelog, and check out our release commentary video.




Known Issues:

The launcher can crash on OS X versions < 10.8, this will be fixed in version 0.19.0
“Shaking screen effect” can occur on cell change

Changelog:

Implemented Level-Up dialog
Implemented Hide Marker, fixes big black blocks
Implemented Hotkey dialog
Implemented Keyboard and Mouse bindings, input system rewritten
Implemented Spell Buying Window
Added support for handling resources across multiple data directories
Implemented Object Movement/Creation script instructions
Initial AI framework implemented
Implemented eating Ingredients
Implemented Door markers on the local map
Implemented using Keys to open doors/containers
Implemented Loading screens
Implemented Inventory avatar image and race selection head preview (note that only default Dunmer male displays at the moment)
Fixed the size of Preferences menu buttons
Fixed Hand-to-hand always being 100
Fixes for NPC and character animation
Fix for sound coordinates
Fix for exception when drinking self-made potions
Fix for clothes showing up in 1st person
Fix for weird character on door tooltips
Collision fixes
Fix for “onOfferButtonClicked” crash


Interested to help in this project? Be sure to check out the original post for more information.
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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OpenMW
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Re: OpenMW [Open-Source]

Post by OpenMW »

The OpenMW team is proud to announce the release of version 0.19.0! Release packages for Ubuntu are now available via our Launchpad PPA (https://launchpad.net/~openmw/+archive/openmw). Release packages for other platforms are available on our Download page (https://code.google.com/p/openmw/downloads/list). This version introduces Sleeping, Potions, DEATH!!, Spell Creation, Travel, and many other features.

Check out our release video by WeirdSexy:
[youtube]yw2ITfTzzg4[/youtube]


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
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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OpenMW
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Re: OpenMW [Open-Source]

Post by OpenMW »

The OpenMW team is proud to announce the release of version 0.20.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This release brings a near-complete implementation of the dialoque system, visual player race changes in character creation, and many other fixes and improvements.

Check out WeirdSexy's release video:

[youtube]swXDXgYUqFA[/youtube]

Known Issues:
  • Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
  • The disposition implementation is severely broken and will give wrong numbers in many cases
  • Entering a cell containing a Golden Saint model will crash the game
  • A journal regression causes journal updates to not display correctly
Changelog:
  • Implemented all missing dialoque filters
  • Implemented Mercantile skill
  • Implemented Persuasion dialogue
  • Initial implemetation of AI package classes
  • Implemented 2nd layer for Global map
  • Player race now changes visually during character creation
  • Fixed Cell reloading when using teleport doors that link to the same cell
  • Animations now stop when the game is paused
  • Fixed "0 a.m." to display as "12 a.m."
  • Fixed text persisting in the "name" field of the potion/spell creation window
  • Fixed starting date of new games
  • Fixed console window close behavior
  • Fixed container window formatting to better accomodate long item names
  • Fixed some topics not automaticaly being added to the known topic list
  • Fixed automove working despite DisablePlayerControls being set
  • Fixed rest dialogue opening again after resting
  • Fixed double removal of ingredients when creating potions
  • Various engine code and scripting improvements
Join us!

The OpenMW team is more then ever searching for new members to join in our project. We are especially in need of Qt developers and testers. But of course all kind of work can be done. If you've been following this project because you love what we're doing, why not visit our forums, sign up and be part of something we all want to see finished.

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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OpenMW
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Posts: 48
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Re: OpenMW [Open-Source]

Post by OpenMW »

The OpenMW team is proud to announce the release of version 0.21.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This release introduces video playback, improvements to cell load time, and parsing for escape sequences in dialogue and message boxes.

Check out WeirdSexy's release video.

Known Issues:
  • No sound when playing videos on OS X
  • Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
  • Launcher crash on OS X < 10.8
Changelog:
  • Various dialogue, trading, and disposition fixes and improvements
  • Torch flickering improved to better match vanilla Morrowind
  • Fix for attribute fluctuation when infected with Ash Woe Blight
  • Adjusted activation range to better match vanilla Morrowind
  • Fixes for the Journal UI
  • Fixed crash caused by Golden Saint models
  • Fix for beast races being able to wear shoes
  • Fix for background music not playing
  • Fix for meshes without certain node names not being loaded
  • Fix for incorrect terrain shape on inital cell load
  • Fix for MWGui::InventoryWindow creating a duplicate player actor at the origin
  • Added video playback
  • Added support for escape sequences in message box and dialogue text
  • Added AI related script functions, note that AI is not functional yet
  • Implemented fallbacks for necessary ini values in the importer, unused in OpenMW as of yet
  • Implemented execution of scripts of objects in containers/inventories in active cells
  • Cell loading performance improvements
  • Removed broken GMST contamination fixing mechanism
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.