Anonymous 10/28/14 (Tue) 03:43:34 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?
Anonymous 10/28/14 (Tue) 04:13:28 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?
Anonymous 10/28/14 (Tue) 04:21:01 No. 2169
Anonymous 10/28/14 (Tue) 04:26:57 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.
Anonymous 10/28/14 (Tue) 04:31:11 No. 2172
>>2171 Neat. Really want some more accurate models that maintain the same feel as the original.
Anonymous 10/28/14 (Tue) 15:47:50 No. 2190
I estimate it will be completed within sixth months.
Anonymous 10/29/14 (Wed) 01:03:20 No. 2222
>>2166 >old enough to register for forums on May 1st 2015The fuck is you talking about fetcher? Explain.
Trainwiz 10/29/14 (Wed) 01:37:33 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.
Anonymous 10/29/14 (Wed) 03:20:52 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.
Anonymous 10/29/14 (Wed) 04:25:33 No. 2228
>>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.
Anonymous 10/29/14 (Wed) 04:37:47 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?
Anonymous 10/29/14 (Wed) 04:41:53 No. 2230
>>2229 Fuck I want flying whales so bad. Trainwiz plz.
P.S. 911th cow porn
Anonymous 10/29/14 (Wed) 08:08:09 No. 2238
>>2229 He h8s Nords he thinks they're all jocks who want to push him into a dwemer locker.
Trainwiz 10/29/14 (Wed) 12:11:48 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.
Anonymous 10/29/14 (Wed) 20:58:07 No. 2264
Anonymous 10/30/14 (Thu) 07:24:11 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?
Anonymous 11/11/14 (Tue) 17:51:47 No. 2740
Anonymous 11/15/14 (Sat) 06:29:33 No. 2884
>>2166 I tried openMW during the summer and it ran consistently at 16 fps. Way worse than Skyrim.
Trainwiz 11/15/14 (Sat) 15:13:03 No. 2892
>>2884 It's almost as if it's not finished yet and optimization hasn't been done.
Anonymous 11/22/14 (Sat) 13:02:48 No. 3202
I've just started playing MW… should I wait for OM instead?
Trainwiz 11/22/14 (Sat) 18:42:19 No. 3215
>>3202 Your MW saves won't work with OpenMW, so it might be best to wait, but it's your choice.
Anonymous 11/23/14 (Sun) 13:47:24 No. 3254
Anonymous 11/23/14 (Sun) 18:37:04 No. 3276
>>3215 >>3202 Well, at release it will probably be buggy and modless, so you'd have to wait a lot.
Anonymous 11/24/14 (Mon) 09:37:17 No. 3311
Well, I hope somebody creates a FOSS modification of the engine
Anonymous 11/24/14 (Mon) 11:57:31 No. 3316
>>3276 I think .esps work already.
I recall trying it out and having some of my mods work.
Anonymous 11/24/14 (Mon) 21:45:10 No. 3326
Trainwiz 11/25/14 (Tue) 21:40:46 No. 3359
>>3316 On release all non-mwse/mwe mods should work, most do already
Anonymous 11/26/14 (Wed) 12:33:35 No. 3407
Anonymous 11/26/14 (Wed) 13:09:30 No. 3408
>>3359 We need a Wailways flag for based Trainwiz
Trainwiz 11/26/14 (Wed) 20:46:38 No. 3434
>>3407 Well seeing as there's no house sotha, House Telvanni is the closest thing
Anonymous 11/26/14 (Wed) 22:01:37 No. 3436
>>3408 >>3434 If anyone wants a flag, you have to post it.
Anonymous 11/27/14 (Thu) 00:53:45 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.
Anonymous 11/27/14 (Thu) 01:27:10 No. 3443
>>3441 YOU COULD ALWAYS FUCKING DO THAT YOU IDIOT
Trainwiz 11/27/14 (Thu) 02:40:50 No. 3446
>>3443 Not on the world map apparently
Anonymous 11/27/14 (Thu) 05:50:34 No. 3456
>>3446 >>3443 Yup, just checked this, world map doesn't have that option.
Anonymous 11/27/14 (Thu) 12:34:29 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
Anonymous 11/27/14 (Thu) 20:02:21 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.
Trainwiz 11/27/14 (Thu) 20:39:40 No. 3490
Anonymous 12/26/14 (Fri) 06:10:24 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.
Anonymous 12/26/14 (Fri) 22:34:59 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.
Anonymous 12/27/14 (Sat) 02:04:33 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
Trainwiz 12/27/14 (Sat) 15:50:25 No. 4227
>>4219 Well mods for such things already exist, the interesting thing would be to test that and still allow for compatibility
Anonymous 12/28/14 (Sun) 14:57:11 No. 4242
Anonymous 12/28/14 (Sun) 21:30:55 No. 4245
>>4227 what mods are those?
Anonymous 12/28/14 (Sun) 21:40:14 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.
Trainwiz 12/28/14 (Sun) 23:56:33 No. 4251
>>4247 Maybe, but use Starfire's, Hold It! and Animated Morrowind instead of MCA
Anonymous 12/29/14 (Mon) 00:30:13 No. 4252
Anonymous 12/29/14 (Mon) 00:35:24 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.
Anonymous 12/29/14 (Mon) 23:29:31 No. 4271
>>4251 >>4247 Is it compatible with existing savegames?
And with Morrowind Overhaul?
Anonymous 02/14/15 (Sat) 08:10:25 No. 5280
>tfw OpenMW has Linux support >mfw no longer using Wine >mfw fucking anti-aliasing
Anonymous 02/18/15 (Wed) 13:18:50 No. 5425
Anonymous 02/20/15 (Fri) 21:50:37 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
Anonymous 02/20/15 (Fri) 22:11:25 No. 5482
>>5481 Damn. Now I have to go through Morrowind Nexus one mod at a time.
Anonymous 02/21/15 (Sat) 01:16:49 No. 5484
Anonymous 02/21/15 (Sat) 07:29:57 No. 5492
A thing of beauty.
Anonymous 02/24/15 (Tue) 04:58:15 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
Anonymous 02/24/15 (Tue) 05:02:03 No. 5599
>>5598 Scratch that. They're waiting for OGRE 2. Which is apparently out now
Anonymous 02/24/15 (Tue) 07:10:07 No. 5600
>>5598 They're actually abandoning OGRE for OpenSceneGraph.
Anonymous 03/03/15 (Tue) 18:18:48 No. 5737
>>4247 How difficult will the NPC schedules make a first playthrough? Will I have a hard time finding key NPCs?
Anonymous 03/03/15 (Tue) 19:35:29 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.
Anonymous 03/05/15 (Thu) 18:09:40 No. 5786
>>5484 >Not worth itNigga 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.
Anonymous 04/03/15 (Fri) 03:59:45 No. 6311
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.
Anonymous 04/26/15 (Sun) 22:09:42 No. 6712
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.
Anonymous 05/31/15 (Sun) 15:05:16 No. 7402
.36 is now out.
Who the hell is Erene Lleni? Nothing on UESP and Google only returns that change log.
Anonymous 07/19/15 (Sun) 00:32:52 No. 7885
This looks pretty promising, hope the 1.0 version comes out later this year.
Anonymous 10/02/15 (Fri) 03:58:37 No. 8598
>>7885
>3 months ago
It also worries me that there hasn't been any news since July
Anonymous 10/13/15 (Tue) 02:14:11 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.
Anonymous 10/13/15 (Tue) 18:07:41 No. 9027
>>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.
Anonymous 10/14/15 (Wed) 17:55:48 No. 9053
>>9015
It's an open source engine in which you can do essentially anything. That's the whole point.
Anonymous 10/15/15 (Thu) 03:39:18 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.
Anonymous 10/15/15 (Thu) 16:16:13 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.
Anonymous 10/15/15 (Thu) 20:07:23 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.
Anonymous 10/15/15 (Thu) 21:07:55 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
Anonymous 12/11/15 (Fri) 23:07:57 No. 10112
Anonymous 12/12/15 (Sat) 04:15:34 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.
Anonymous 12/12/15 (Sat) 05:50:33 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?
Anonymous 12/12/15 (Sat) 14:10:49 No. 10126
>>10123
They don't have infinite scope.
Anonymous 12/22/15 (Tue) 09:28:04 No. 10231
>>10123
Morrowind has always had that weird feeling of leaving you aching for more. Modders feel the need to scratch that itch
Anonymous 01/07/16 (Thu) 02:42:35 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
Anonymous 01/07/16 (Thu) 06:36:04 No. 10415
>>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.
Anonymous 01/07/16 (Thu) 08:14:54 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.
Anonymous 01/07/16 (Thu) 08:43:10 No. 10417
>>10416
the one I tried was version 35
Anonymous 01/07/16 (Thu) 10:30:48 No. 10418
>>10417
Yup, that was the last Ogre release.
Anonymous 01/07/16 (Thu) 21:17:39 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?
Anonymous 01/08/16 (Fri) 04:35:38 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.
Anonymous 01/08/16 (Fri) 06:44:15 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.