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Open source Morrowind game engine OpenMW 0.44 released

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For those wanting to play Morrowind on Linux, the latest version of the open source game engine OpenMW is out with a new spell search bar and more. 

A spell search bar will certainly be handy, but that's not all. The launcher now has an advanced settings tab, they added the option for fast travel services to change every companion, you can have multiple quick saves (very handy), an option to re-balance soul gem values based only on soul value, not soul times gem value and the OpenMW-CS (the editor) also gained multiple new features. There's also 87 noted bugs that were fixed, so it should be much more stable.

Check out the release video:

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You can also see the OpenMW-CS release video here.

If you're grabbing this release from their pre-built Linux binaries, you will need Qt4 and libpng12 installed. Download instructions can be found on their official site or on the GitHub announcement.

As a reminder, it does require you own a copy of Morrowind as it needs the data files. You can easily grab a copy from GOG.

Honestly, I'm still amazed projects like this exist. Happy it exists, because Morrowind is a game I never got to finish and I did absolutely love it. Kudos to everyone working on OpenMW.

Article taken from GamingOnLinux.com.
Tags: Game Engine, Open Source, RPG | Apps: OpenMW
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Ananace Jul 31, 2018
Quoting: GuestI decided to install it via flatpak. I was happy when I found out it was the newest version. I hope they keep it up to date.

I certainly have no plans on ceasing maintaining it. :)
That being said, it seems like we lost an appdata xml update in the process, so the flathub page incorrectly states that it's still 0.43.0

Quoting: GuestNot the same engine, but an upgraded version of it, yes. Theoretically, after they complete 1.0, they could decide to upgrade their project to support other Bethesda games like Oblivion, Skyrim, or the Fallouts.

There's a thread on the forum that started back on the Ogre version, it's basically a proof-of-concept of loading Oblivion / Skyrim / Fallout content in OpenMW, so certainly far from an impossible thing to do.
razing32 Jul 31, 2018
Quoting: Ananace
Quoting: GuestI decided to install it via flatpak. I was happy when I found out it was the newest version. I hope they keep it up to date.

I certainly have no plans on ceasing maintaining it. :)
That being said, it seems like we lost an appdata xml update in the process, so the flathub page incorrectly states that it's still 0.43.0

Quoting: GuestNot the same engine, but an upgraded version of it, yes. Theoretically, after they complete 1.0, they could decide to upgrade their project to support other Bethesda games like Oblivion, Skyrim, or the Fallouts.

There's a thread on the forum that started back on the Ogre version, it's basically a proof-of-concept of loading Oblivion / Skyrim / Fallout content in OpenMW, so certainly far from an impossible thing to do.

If you're the one working on this project , thank you :)
Would be cool to see other Bethesda games running in OpenMW at a later date.
Ananace Jul 31, 2018
Quoting: razing32If you're the one working on this project , thank you :)

Just the Flatpak and Windows maintainer for OpenMW, haven't done any real development work on it since way back when I wrote the first unfinished prototype for saving ESP/ESM/ESS data.
But thanks anyway, always nice when people enjoy what you do :)
slaapliedje Aug 1, 2018
Quoting: Ananace
Quoting: GuestI decided to install it via flatpak. I was happy when I found out it was the newest version. I hope they keep it up to date.

I certainly have no plans on ceasing maintaining it. :)
That being said, it seems like we lost an appdata xml update in the process, so the flathub page incorrectly states that it's still 0.43.0

Quoting: GuestNot the same engine, but an upgraded version of it, yes. Theoretically, after they complete 1.0, they could decide to upgrade their project to support other Bethesda games like Oblivion, Skyrim, or the Fallouts.

There's a thread on the forum that started back on the Ogre version, it's basically a proof-of-concept of loading Oblivion / Skyrim / Fallout content in OpenMW, so certainly far from an impossible thing to do.

I think Morrowind was the first of their games with this engine and they have just improved upon it, yet gameplay between morrowind and all the follow up games are so very different. They kept simplifying game play mechanics. It is a shame the remasters of Daggerfall haven't happened. That is the largest elder scrolls game so far.

But OpenMW is awesome, I need to finally complete the two expansions. I was able to complete the main game back in the day, but had lost my save by the time the expansions were released and never got around to playing them. I had heard they were hard as hell!
slaapliedje Aug 1, 2018
Looks like Debian Sid already has 0.44 now.
MayeulC Aug 4, 2018
Quoting: Duncthey did have shadows at one point, but removed them due (as far as I recall) to bugs. It's on their to-do list, but quite far down I think.
I'm pretty sure this was working quite well, but was lost during their switch to the OpenSceneGraph graphics engine (which improved the performance quite a bit). They lost that, multiple custom shaders, and distant land rendering, IIRC. I'm pretty sure this will be brought back at some point.
crt0mega Aug 4, 2018
Quoting: MayeulC
Quoting: Duncthey did have shadows at one point, but removed them due (as far as I recall) to bugs. It's on their to-do list, but quite far down I think.
I'm pretty sure this was working quite well, but was lost during their switch to the OpenSceneGraph graphics engine (which improved the performance quite a bit). They lost that, multiple custom shaders, and distant land rendering, IIRC. I'm pretty sure this will be brought back at some point.
Yep, you're right (source.
slaapliedje Aug 4, 2018
I wondered why the last time I had tried it out the water and some other things had looked better.
Dunc Aug 5, 2018
Quoting: MayeulC
Quoting: Duncthey did have shadows at one point, but removed them due (as far as I recall) to bugs. It's on their to-do list, but quite far down I think.
I'm pretty sure this was working quite well, but was lost during their switch to the OpenSceneGraph graphics engine (which improved the performance quite a bit).
Ah, yes, that was it. I knew there was a good reason, and that the plan was still to enhance the graphics eventually.
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