Don't want to see articles from a certain category? When logged in, go to your User Settings and adjust your feed in the Content Preferences section where you can block tags!
We do often include affiliate links to earn us some pennies. See more here.

Morrowind RPG Open Source Engine OpenMW Releases 0.29

By - | Views: 11,696
https://www.youtube.com/watch?feature=player_embedded&v=VoeIaYkc0Do
OpenMW the open source engine to play Morrowind on Linux has a brand new version finally includes a much needed save/load feature. The save feature is still in its infancy though and a lot of things aren't saved with it.

This is why I love open source because things like this happen, maybe with this in the future I could finally complete Morrowind.

Changelog:
QuoteKnown Issues:

Issue #416 Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
Slaughterfish fly. You read that right.
Changelog:

Implemented most of the Load/Save GUI
Implemented Knockdown
Implemented fatigue decrease when doing physical activities
Implemented melee blocking
Implemented area magic
Implemented combat and combat AI for creatures
Implemented Damage/Restore Skill/Attribute magic effects
Implemented Resistance/Weakness to normal weapons magic effect
Implemented Slow Fall magic effect
Implemented auto-calculating NPC spell list
Implemented Disease contraction
Implemented blood particles
Implemented the rest of the player death feature
Implemented sleep/rest being interrupted
Implemented inventory equip scripts
Implemented display of the version/build number in the launcher window
Implemented a large portion of the Save/Load feature
Implemented AI Packages:Activate, Follow, FollowCell
Implemented levelled creatures
Implemented missing journal backend features
Improved handling of creature Weaons/Shields
Linked movie volume to Master instead of Music volume control
Fix for excess vram usage
Fix for footsteps in first person
Fix for Ascended Sleeper animation issues, related to determining the root animation node
Fix for AI related FPS drop
Fix for music issues on OS X >= 10.9
Fix for inventory paperdoll obscuring armour rating and rating text display when window is shrunk
Fix for 0/0 charge stat bar display
Fix for werewolf change handling
Fix for NIF filters not working properly with some mods
Fix for invalid orientation crash
Fix for invisible weapons when re-entering an area with NPCs engaged in combat
Fix for magicka depleting when casting an uncastable spell
Fix for creatures not being able to run
Fix for activators working as collision objects
Fix to not reset water level when loading a plugin with no water level record
Fix for AI packages growing exponentially when adding an AI package
Fix for Vivec Informants quest
Fix for bug allowing the player to get unlimited gold
Fix for bug of only receiving 1 gold when picking up stacks of gold
Fix for Dwemer crossbows not being held correctly
Fix for quick keys being able to be configured during character generation
Fix for a crash when equipping the lockpick in the Census & Excise Office
Fixes for errors in .desktop files
Various fixes for script instructions
Various message box fixes
OpenCS: Implemented a referenceable record verifier
OpenCS: Implemented script verifier
OpenCS: Implemented Drag & Drop
OpenCS: Implemented record cloning
OpenCS: Fixed broken code for loading objects
OpenCS: Fixed tables to sort case-insensitively


Anyone tried it? I wonder how far in reality from a stable release it is? Article taken from GamingOnLinux.com.
Tags: Open Source, RPG
0 Likes
About the author -
author picture
I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly. Find me on Mastodon.
See more from me
The comments on this article are closed.
12 comments
Page: 1/2»
  Go to:

Radegast Mar 13, 2014
Amazing progress. I know they haven't stated any ETA for version 1.0 yet, but does anyone know what major features are still missing the engine?
Anonymous Mar 13, 2014
i'm wondering if it's not better to run it in wine? performance and stability wise?
DrMcCoy Mar 13, 2014
Quoting: Anonymousi'm wondering if it's not better to run it in wine? performance and stability wise?

No.

Quoting: https://openmw.org/faq/- Be a full-featured reimplementation of the Morrowind engine.
- Run natively on Windows, Linux and MacOS X.
- Support all existing content, including Tribunal, Bloodmoon and all user created mods (in case they don’t use external programs).
- Allow much greater modability: change game rules, create new spell effects, etc. through scripting.
- Fix system design bugs, like save-game “doubling” problem.
- Improve the interface and journal system.
- Improved graphics by taking advantage of more modern hardware.
- Support to improve game mechanics, physics, combat and AI.
- (Possibly) Support to implement multiplayer
- (Possibly) Support to run on mobile devices.

Also, you know, the OpenMW codebase is open and free/libre software, released under the terms of the GPLv3. Also a big plus.
edmondo Mar 13, 2014
Again a huge release of the OpenMW project! Awesome.

I finished Morrowind twice and that's one of the games in my "Best Of All Times" list.
Heimdall Mar 13, 2014
Quoting: RadegastAmazing progress. I know they haven't stated any ETA for version 1.0 yet, but does anyone know what major features are still missing the engine?

From what I can see they have to finish the Save/Loading system, most of it is implemented. They have basically finished the bows/arrows/marksman stuff but they were not (I believe) included in this release. They also have some AI stuff left to do and finish implementing all the functions so one can complete the main questline.

That said, they really don't have much stuff left to do before 1.0.
commodore256 Mar 14, 2014
Judging by the rate of progress, I estimate it well reach 1.0 in less than two years. (more than likely, 18 months) After that, I would love to see an OpenOblivion or an OpenCW for Capital Wasteland (Fallout 3) and maybe an OpenNV for New Vegas.
Heimdall Mar 14, 2014
Quoting: commodore256Judging by the rate of progress, I estimate it well reach 1.0 in less than two years. (more than likely, 18 months) After that, I would love to see an OpenOblivion or an OpenCW for Capital Wasteland (Fallout 3) and maybe an OpenNV for New Vegas.

The developers disagree. Many have stated that they expect 1.0 before the end of this year. Given current development progress, I am almost certain they are right.
neffo Mar 14, 2014
Quoting: DrMcCoy
Quoting: Anonymousi'm wondering if it's not better to run it in wine? performance and stability wise?
No.

Except the answer is currently, definitely yes. In 12 - 15 months that'll be a different story I suspect.

Morrowind was my favourite of the ES games, despite it's flaws it just seemed to be more immersive - but I might just be getting older. I have completed less and less of each successive ES game. I am a terrible person.
edmondo Mar 14, 2014
Quoting: neffo
Quoting: DrMcCoy
Quoting: Anonymousi'm wondering if it's not better to run it in wine? performance and stability wise?
No.
Except the answer is currently, definitely yes. In 12 - 15 months that'll be a different story I suspect.

Oh well, performance and stability wise right now would be better to run it on Windows, but that's another story.

The scope of OpenMW is not reduced to run Morrowind as is, but to open development possibilities for the game, that are difficult/impossible with the original engine. The scope to run it native on Linux and MacOS X is just one of many.
commodore256 Mar 14, 2014
Quoting: Heimdall
Quoting: commodore256Judging by the rate of progress, I estimate it well reach 1.0 in less than two years. (more than likely, 18 months) After that, I would love to see an OpenOblivion or an OpenCW for Capital Wasteland (Fallout 3) and maybe an OpenNV for New Vegas.
The developers disagree. Many have stated that they expect 1.0 before the end of this year. Given current development progress, I am almost certain they are right.

I said more than likely it's 18 months. That's a year and a half, not this year September 2015 and I'm fairly confident that OpenMW will reach 1.0 by March 2016.
While you're here, please consider supporting GamingOnLinux on:

Reward Tiers: Patreon. Plain Donations: PayPal.

This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!

You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
The comments on this article are closed.