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/tes/ - The Elder Scrolls Discussion

Lengthy, in depth discussions and arguments on The Elder Scrolls video games, texts and lore. Related art, character and tabletop threads are also encouraged.

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Seen any elves? HAHAHAHAHAHAHAHAHA

File: 1414467814097.png (88.74 KB, 588x128, 147:32, logo[1].png)

 No.2166

So OpenMW .33 is now being finalized. All that's left before 1.0 is a handful of features (mostly AI and OpenCS) and a lot of bugs.

https://bugs.openmw.org/projects/openmw/issues?per_page=100&set_filter=1&tracker_id=2
https://bugs.openmw.org/projects/openmw/issues?per_page=100&set_filter=1&tracker_id=2

Do you think OpenMW 1.0 will make 2014? Do you think it will be finished before Morrowind is old enough to register for forums on May 1st 2015?

 No.2168

From their updates, they seem to be going at a good pace. 2014 is too soon, but early 2015 seems about right.

By the way, what does /tes/ think about the MOAR project? How long do you think it will take?

 No.2169

>>2168
MOAR?

 No.2171

>>2169
Morrowind Original Asset Replacement
https://forum.openmw.org/viewtopic.php?f=2&t=2349
http://inglip.org/

Haven't seen any activity since August, I hope everything is alright.

 No.2172

>>2171
Neat. Really want some more accurate models that maintain the same feel as the original.

 No.2190

I estimate it will be completed within sixth months.

 No.2222

>>2166

>old enough to register for forums on May 1st 2015


The fuck is you talking about fetcher? Explain.

 No.2225

Hard to tell. At their current rate, I suspect they'll be feature complete by 2014, but not ready for 1.0, because of all the bugs they want to iron out.

 No.2227

OpenCS is the big thing that most people tend to ignore since they just want to play the game with mods and enhancements.

The whole reason for the OpenMW project was to make modding much easier and everyone here who read the Morrowind Mod Maker's Bible and tried using the original tools and hacks like the script extender knows that this is going to revolutionize the modding scene.

 No.2228

File: 1414556733424.jpg (44.37 KB, 312x322, 156:161, 1405489178876.jpg)

>>2227
>Working on OpenCS
>hit a button
>instantly load OpenMW and place a character on that cell for quick testing.

There are no words for how hard my dick got reading about that feature.

 No.2229

>>2225

So Trainwiz I've been playing Wheels of Lull and its pretty good so far. Are you ever going to make a Nord lore focused expansion for Skyrim, or are you going to stick with Dunmer and Dwemer related stuff?

 No.2230

File: 1414557713643.jpg (Spoiler Image, 510.31 KB, 1500x1060, 75:53, 226406.jpg)

>>2229
Fuck I want flying whales so bad. Trainwiz plz.

P.S. 911th cow porn

 No.2238

>>2229
He h8s Nords he thinks they're all jocks who want to push him into a dwemer locker.

 No.2244

>>2229
Nah, probably not. plus I'm more interested in my own work at this point. I might return to Morrowind for OpenMW, and maybe someday down the line for Skyrim, but for now, I've no interest in anything.

 No.2264


 No.2293

>>2222
Morrowind is 13 then. Never notice the requirement to be 13 or older on every resitration form you have filled out on the internet?

 No.2740


 No.2884

>>2166
I tried openMW during the summer and it ran consistently at 16 fps. Way worse than Skyrim.

 No.2892

>>2884
It's almost as if it's not finished yet and optimization hasn't been done.

 No.3202

I've just started playing MW… should I wait for OM instead?

 No.3215

>>3202
Your MW saves won't work with OpenMW, so it might be best to wait, but it's your choice.

 No.3254

>>3215
fuck fuck fuck

 No.3276

>>3215
>>3202
Well, at release it will probably be buggy and modless, so you'd have to wait a lot.

 No.3311

Well, I hope somebody creates a FOSS modification of the engine

 No.3316

>>3276
I think .esps work already.
I recall trying it out and having some of my mods work.

 No.3326

>>3311
It isn't?

 No.3359

>>3316
On release all non-mwse/mwe mods should work, most do already

 No.3407

>>3359
>Telvanni
Tw pls

 No.3408

>>3359

We need a Wailways flag for based Trainwiz

 No.3434

>>3407
Well seeing as there's no house sotha, House Telvanni is the closest thing

 No.3436

>>3408
>>3434
If anyone wants a flag, you have to post it.

 No.3441

New video has been released

>OpenMW v0.33.0 Commentary - Morrowind Engine Reimplementation


https://www.youtube.com/watch?v=bfq2j8bgQnM

It's great to see them working on useful features and not just making a 1:1 engine reimplementation. Now you can add notes and markers on the main map for example.

 No.3443

>>3441
YOU COULD ALWAYS FUCKING DO THAT YOU IDIOT

 No.3446

>>3443
Not on the world map apparently

 No.3456

>>3446
>>3443
Yup, just checked this, world map doesn't have that option.

 No.3468

>>3443
It was a brand new feature added in on version 0.32, the video for that release posted here >>2740
even makes note of it calling it a new feature

 No.3489

Will the combat be changeable in OpenMW? I really dislike the morrowind combat. I get how it works, but I still don't like this mixture of isometric RPG mechanics tied to an action game combat.

 No.3490

>>3489
Yeah

 No.4204

>>2190

We'be been through a lot, you and I, but within the week we will have old men running the world.

In all seriousness though, I've been following this thing on and off for a while now and I'm glad to see it coming together.

 No.4215

Will npcs have routines? I hate breaking into a shop at like 3 am just to find out that the shopkeeper is still there somehow.

 No.4219

>>4215
if I recall correctly, Morrowind NPCs are pretty much static (at most they walk in circles)

It will be a nice way to test how moddable is OpenMW by trying to implement schedules

 No.4227

>>4219
Well mods for such things already exist, the interesting thing would be to test that and still allow for compatibility

 No.4242


 No.4245

>>4227
what mods are those?

 No.4247

>>4245
Living Cities of Vvardendell add's schedules to NPC's, they go to work, sleep, eat, socialise etc. (It's not on nexus any more for some reason, can easily be found via google).

I think it works well with Morrwind Comes Alive.

 No.4251

>>4247
Maybe, but use Starfire's, Hold It! and Animated Morrowind instead of MCA

 No.4252

>>4247
>>4251
Thanks bruhs

 No.4253

>>4252
Also, main download site is down (wrye musings http://wrye.ufrealms.net/cgi-sys/defaultwebpage.cgi), is v03.13 the latest verison? Because i found another place to download (http://www.gamefront.com/files/6163079/Living-Cities-of-Vvardenfell-v03.13/), just making sure i'm downloading the right one, file's from 2006.

 No.4271

>>4251
>>4247
Is it compatible with existing savegames?
And with Morrowind Overhaul?

 No.5280

File: 1423901425731.gif (36.61 KB, 200x194, 100:97, you groove you lose.gif)

>tfw OpenMW has Linux support
>mfw no longer using Wine
>mfw fucking anti-aliasing

 No.5425

>>4271
bumping this

 No.5481

>>4271
There's a bunch of code and scripting shit included with the overhaul that would either be incompatible or just plain redundant

 No.5482

>>5481
Damn. Now I have to go through Morrowind Nexus one mod at a time.

 No.5484

>>5482
Not worth it…

 No.5492

A thing of beauty.

 No.5598

One of the heads of the project mentioned in a Morrowind Modding interview that they're waiting for OGRE 3 to come out before they can release the 1.0 build of OpenMW

 No.5599

>>5598
Scratch that. They're waiting for OGRE 2. Which is apparently out now

 No.5600

>>5598
They're actually abandoning OGRE for OpenSceneGraph.

 No.5737

>>4247
How difficult will the NPC schedules make a first playthrough? Will I have a hard time finding key NPCs?

 No.5740

>>5737
Eh, fuck it, I figure I can find them.

I mean at some point during the day they'll end up wherever I was instructed to find them.

 No.5786

>>5484

>Not worth it


Nigga it's the only thing that's worth it. Using the overhaul makes you a fetcher ass pleb who can't manage his own proper aesthetic Morrowind install.

 No.6311

File: 1428033585733.png (1.65 MB, 1600x900, 16:9, MGE Screenshot 018.png)

I hope they make OpenCS really versatile. It's amazing what the TR guys have been able to do but if you give them tools from this fucking decade I'm sure they'll go absolutely apeshit and pump stuff out hardcore.

I mean, TR already has some of the prettiest vistas and most solid landscape design in any TES product ever. I've had more "holy shit this is pretty" moments in TR than in Skyrim or Oblivion.

 No.6712

File: 1430086182583.jpg (4.38 MB, 2666x1666, 1333:833, Screenprint_06.jpg)

I actually hope someone takes the oppertunity to do a jvk1166z.esp mod utilizing all the new possibilities the new engine offers. I want to experience the ceaseless existential horror that the creepypasta described.


 No.7402

.36 is now out.

Who the hell is Erene Lleni? Nothing on UESP and Google only returns that change log.


 No.7885

This looks pretty promising, hope the 1.0 version comes out later this year.


 No.8598

>>7885

>3 months ago

It also worries me that there hasn't been any news since July


 No.9015

>>2166

So about OpenMW, after version 1.0, what amounts of improvements can be accomplished, short term, mid term, long term, easy, medium, hard?

Or in other words, how much, realistically, can or will OpenMW upgrade Morrowind aside from optimizations?

I'd love to get hyped up about what the future will bring to Morrowind.


 No.9027

File: 1444759662447.png (182.96 KB, 1501x345, 1501:345, 1444709178630.png)

>>9015

What you are looking for is OpenCS. If it's half of what they promised, it will help the modders to spread their wings and soar to heights they haven't done before. The fact than the TR team is on the edge of their seat waiting for what OpenCS can do is an interesting fact.

Also, unrelated, but have some screencap about an anon who claims to have been working on SkyWind. Seems like that shit is going to crash and burn hard.


 No.9053

>>9015

It's an open source engine in which you can do essentially anything. That's the whole point.


 No.9065

>>9027

>>9053

Thanks for that info, anons.

Do you think the new engine can match and even exceed the "Creation" engine? I've had so many issues with the Creation engine and the Creation Kit, performance in particular.

Doing essentially anything seems really incredible, that's for sure. What already has been achieved with Morrowind to begin with is already amazing graphically.

Is animation one of the other functions one can expect great upgrades for? I noticed the stock animations (and even the improved ones that were bundled with MGSO) looked pretty silly to others.

As for myself I'm a very long term Morrowind fan like the rest of us n'wahs of course, I'm just really hoping that OpenMW will be able to do indeed at least half of what they promise.

In the meantime I've been working on a few town mods as personal mods, but since one of them is the infamous Balmora it'll be great to have far more performance.


 No.9077

>>9065

>Can an open source engine with an entire community's backing exceed a closed source engine being mismanaged by retards with a focus on profit instead of quality

>I just hope an open source engine can do what every open source program is capable of doing, which is whatever

>MGSO isn't shit

You're more of an n'wah than anyone else, anon.


 No.9080

>>9077

Didn't mean to defend MGSO, merely that they had animations in there that were somewhat better but still very limited, since i didn't know the name of the mod I had to mention it.

I suppose best will be just to wait and see then, since it seems it's hard to predict what will happen when it hits 1.0 and OpenCS works completely.


 No.9083

File: 1444943275670.jpg (23.59 KB, 478x507, 478:507, Are ju fuckin' serious man….jpg)

>>9080

It's easy to predict what will happen, whatever autistic modders want to happen. That's open source shit for you.

MGSO turns all mods associated with it into shit


 No.10112

.37 released.


 No.10120

Here's Scrawls Trello if you want to see what features have been added or what features are listed for implementation, a few post 1.0 features are listed as well.

https://trello.com/b/8b5CkONV/openmw

>>2171

That's so fucking dead, I guess that's what happens when a lead doesn't actually know anything about what they are doing.


 No.10123

Seems like a nice update. This shit sure isn't the single cave and mailing list it used to be. What is it with Morrowind and fan projects that actually happen?


 No.10126

>>10123

They don't have infinite scope.


 No.10231

>>10123

Morrowind has always had that weird feeling of leaving you aching for more. Modders feel the need to scratch that itch


 No.10414

Oh, hey, really cool news: As of the just publicized release candidate for release 38, OpenMW seems to actually be faster than the original engine.

https://forum.openmw.org/viewtopic.php?p=36555#p36555


 No.10415

File: 1452148565027.jpg (85.84 KB, 500x489, 500:489, 1450774356876.jpg)

>>10414

really?

last time I tried to use it I got 10 fps in exteriors and 60fps indoors. I run the game in WINE and get 60fps everywhere

ubuntu 14.04

16 gigs RAM

AMD FX 6300 4.2ghz

nvidia geforce GTX 960 4gb

I can also run skyrim in WINE at 60fps with no hitches.


 No.10416

>>10415

How long ago was this? The old Ogre renderer was really, really, slow, yes, and that's why they moved away from it - huge effort, but they finished up a couple months back and now OpenMW runs faster than the original engine.


 No.10417

>>10416

the one I tried was version 35


 No.10418

>>10417

Yup, that was the last Ogre release.


 No.10422

>>10418

i just tried version 37, that's amazing.

the performance is 200 percent better than it used to be. Is there distant land for openmw?


 No.10424

>>10422

That hasn't been reimplemented yet, nah, but that'll be a pre-1.0 goal - and 1.0 isn't far at all at this point.


 No.10425

>>10424

the lack of distant terrain is the only thing keeping me on morrowind with MGE at this point. When they get that shit in i'll happily switch and start making mods.




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