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Morrowind RPG Open Source Engine OpenMW Releases 0.29

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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
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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.
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12 comments
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Heimdall Mar 15, 2014
Quoting: commodore256
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.

All I'm saying is that given what they have left to do, unless they have a huge drop off in development over the next year, they will finish this year.

They just added in workable ranged combat for the player character in the most recent Git snapshots. They really are very close. Now it is mainly optimization and bug squashing (other than getting the save/load feature finished).
OpenMW Mar 15, 2014
@Liamdawe: Thanks for updating this site with news about our update, all help is welcome!

@commodore256 and Heimdall: I'm no developer, so don't expect any release dates, but for some more information about our progress, check out the roadmap: https://bugs.openmw.org/projects/openmw/roadmap. If we are able to make as much progress as last year, OpenMW v1.0 won't be too far away. There is still a lot to do about the OpenCS but the team has always agreed that both don't have to be finished (meaning v1.0) at the same time.
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