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Morrowind lives on with a major new OpenMW release out

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Morrowind is a much loved RPG classic and thanks to open source it continues living on modern platforms with OpenMW. The team behind OpenMW just release version 0.46 and it's one of the biggest updates ever.

We've been waiting on this one for what feels like forever, especially as it finally brings in real-time shadows making it look a whole lot better. There's plenty of other changes both big and small and it continues be a very impressive game engine recreation. Modding even got improvements to the point that some previously unplayable mods should now work.

Check out the release video:

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Major new features:

  • Improved navigation mesh-based AI pathfinding system
  • Native weapon and shield sheathing support
  • Support for NiPalette, NiRollController, NiTriStrips and NiSwitchNode NIF records
  • Native seamless container open/close animations support
  • Real-time shadows
  • Support for loading the compressed BSA format from Oblivion, Fallout 3, Fallout: New Vegas and 2011 Skyrim games
  • Native graphic herbalism support
  • Support for custom attachment bones for different weapon types and custom bones in general
  • Support for unique animations for different weapon types
  • Environment-mapped bump-mapping support

Masses of improvements elsewhere too. Gamepad input should feel better and it by default matches the Xbox version of Morrowind, sensible default config values to get going quicker, multiple projectiles can be enchanted at once, you can invert the X axis if needed now, tons of UI improvements, enchanted arrows correctly glow now, distant terrain settings and much more.

As you do need the Morrowind data files to play it, you do need a copy. You can pick up a copy of Morrowind easily from GOG.com.

For OpenMW itself you can grab it from the official site.

Article taken from GamingOnLinux.com.
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13 comments
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skinnyraf 15 Jun, 2020
The best TES game for me. I might revisit it just because of the new OpenMW version.
mcphail 15 Jun, 2020
Brilliant! I've been checking their site on a weekly basis waiting for this release. It is a spectacular piece of work.
crt0mega 15 Jun, 2020
Quoting: Liam DaweSupport for loading the compressed BSA format from Oblivion, Fallout 3, Fallout: New Vegas and 2011 Skyrim games



Last edited by crt0mega on 15 June 2020 at 2:28 pm UTC
Shmerl 15 Jun, 2020
So shadows are finally out! Was it the last missing feature? I guess it's time to test it now.
ssj17vegeta 15 Jun, 2020
Another release for the best RPG of all times ? Sweet !
Nezchan 15 Jun, 2020
So I'm curious, as someone who's not really familiar with the OpenMW project. Is the goal here to make an engine that recreates the original Morrowind, or one that's actually an improvement on it in a kind of "Morrowind, but better" sense?
Shmerl 15 Jun, 2020
Quoting: NezchanSo I'm curious, as someone who's not really familiar with the OpenMW project. Is the goal here to make an engine that recreates the original Morrowind, or one that's actually an improvement on it in a kind of "Morrowind, but better" sense?

It's both from what I understand. They recreate it, but also try to improve things.
vv221 15 Jun, 2020
Quoting: NezchanSo I'm curious, as someone who's not really familiar with the OpenMW project. Is the goal here to make an engine that recreates the original Morrowind, or one that's actually an improvement on it in a kind of "Morrowind, but better" sense?

The plan here is to have a perfect recreation for OpenMW 1.0 (still requiring the original game assets), and then focus on improvements for post-1.0 releases.

The road to 1.0 actually being a looong one, some improvements did not wait and are already included. But nothing diverting massively from the original experience.

In addition to the engine recreation objective, there are at least two other major ones:
  • Providing demo assets, to give the ability to try OpenMW without Morrowind
  • Writing a brand new editor, with more features than the good ol’ TESCS

The long-term goal is to write a generic RPG engine, that could then be used to build new Open Source games. Morrowind compatibility is the way that has been chosen to get closer to this goal, but it is not the final goal in itself.
nate 16 Jun, 2020
Congratulations to the OpenMW team! Awesome work. Another massive step forward for the project. Hopefully OpenMW can become to the RPG modding community what GZDoom is for retro FPS modders.
slapin 16 Jun, 2020
Have they made it easier to build, like docker container or script to get dependencies?
They depend on very fresh versions of some stuff...
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