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OpenMW Version 0.36.0 Released

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The Morrowind game engine reimplementation OpenMW has taken another step towards 1.0. Version 0.36.0 doesn't bring much in the way of features for the game engine but has plenty of bug fixes.

Only 4 of the items on the changelog directly affect the game engine (and your experience) and one of them is Mac specific. However, this is probably due to the fact that the engine has everything more or less implemented already so we might see quite few feature updates and more bug fix updates. Looking at the Features section on the OpenMW bug tracker I can only see two high-priority items and the rest of them look like normal to low level requests for improving the experience further.

Most of the new features are for OpenMW-CS, an editor that is supposed to help modders create modifications for Morrowind. Personally I don't use OpenMW-CS, so there is little I can say for these new features.

Full changelog:
Quote
  • Implemented hotkey for hand-to-hand
  • Implemented key bind for always sneaking
  • Implemented multiselection of entries in the data files list of the launcher
  • Implemented using application support directory as the user data path on OS X
  • Fixed Erene Lleni not wandering correctly
  • Fixed installer not detecting default directory correctly in 64-bit Windows registry
  • Fixed issue where cloning the player would prevent player movement
  • Fixed casting bound weapon spell not switching to “ready weapon” mode
  • Fixed enchanted item charges not updating in the spell list window if it is pinned open
  • Fixed behavior when fatigue falls below zero due to the drain effect
  • Fixed error on startup with Uvirith’s Legacy enabled
  • Fixed sex, race, and hair sliders not initializing properly in chargen
  • Fixed minor issues with terrain clipping through statics
  • Fixed invisible sound mark having collision in Sandus Ancestral Tomb
  • Fixed tooltip display on stolen gold stack
  • Fixed persuasion mechanics using player stats instead of NPC’s
  • Fixed not defaulting to world origin when an unknown cell is encountered
  • Fixed NPCs not reacting to theft when player has the inventory open
  • Fixed water z-fighting issue
  • Fixed GetSpellEffects to better emulate vanilla behavior
  • Fixed a dialog choice in mod Rise of House Telvanni not exiting out of dialog
  • Fixed Detect Spell returning false positives
  • Fixed the map icons used by Detect spells
  • Fixed a crash on first launch after choosing “Run installation wizard”
  • OpenMW-CS: Implemented global search & replace
  • OpenMW-CS: Implemented dialog mode only columns
  • OpenMW-CS: Implemented optionally showing a line number column in the script editor
  • OpenMW-CS: Implemented optionally using monospace fonts in the script editor
  • OpenMW-CS: Implemented focusing on ID input field on clone/add
  • OpenMW-CS: Implemented handling moved instances
  • OpenMW-CS: Implemented a start script table
  • OpenMW-CS: Implemented a start script record verifier
  • OpenMW-CS: Fixed changed entries in the objects window not*? showing as changed
  • OpenMW-CS: Fixed changing certain entries not being saved in the omwaddon file
  • OpenMW-CS: Fixed terrain information not saving
  • OpenMW-CS: Fixed files with accented characters not being listed
  • OpenMW-CS: Fixed cloning/creating new container class resulting in an invalid omwaddon file
  • OpenMW-CS: Fixed cloning omitting some values
  • OpenMW-CS: Fixed crash when issuing undo command after the table subview is closed
  • OpenMW-CS: Fixed being unable to undo a record deletion in the object table
  • OpenMW-CS: Fixed multithreading for operations
  • OpenMW-CS: Changed References/Referenceables terminology to Instance/Object

  • Source

    Moving of the rendering from Ogre3D to OpenSceneGraph is also not finished and we will have to wait a little while longer for that to happen. Based on the OSG thread on the forums it looks like progress is constantly being made on the switch. The switch from Ogre3D to OpenSceneGraph is supposed to improve the performance of OpenMW, which is currently rather low.

    I've been playing OpenMW quite a lot recently and for me it's been smooth sailing. I can't say I've run into any major issues during that time, everything I've done has simply worked from combat to quests. I'm likely going to talk more about OpenMW once the OSG renderer has been implemented. Article taken from GamingOnLinux.com.
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    About the author -
    author picture
    I'm a Linux gamer from Finland. I like reading, long walks on the beach, dying repeatedly in roguelikes and ripping and tearing in FPS games. I also sometimes write code and sometimes that includes hobbyist game development.
    See more from me
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    2 comments

    Sslaxx May 30, 2015
    OpenMW's performance is not too terrible, honestly, even here on a low-end Radeon HD 6670. But the switch also fixes more bugs in itself, which is definitely a good thing! Sounds like 0.38 is going to be the first OSG-using version.
    oldrocker99 May 31, 2015
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    • Supporter Plus
    I've been holding back on OpenMW while I waited for the devs to get to, well, probably the state it's in now. This is good news.

    "This is a GREAT plan! I'm happy to be a part of it!"
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