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OpenMW V0.28.0 Released! - Morrowind Engine Reimplementation

By OpenMW - | Views: 10,218
The OpenMW team is proud to announce the release of version 0.28.0! Grab it from our Downloads Page for all operating systems. This behemoth of a release includes many large features, such as Combat AI, Magic, Vampirism, terrain bump/specular/parallax mapping, and many other things. There's also a heap of bug fixes, many thanks to our relentless developers!

Check out the release video by the prodigious WeirdSexy:

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Known Issues:
  • Issue #416 Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
  • Issue #1041 Music playback doesn't work on OS X 10.9


Changelog:
  • Implemented Combat AI
  • Implemented spell casting, ranged, self, and touch magic
  • Implemented visual magic effects
  • Implemented Vampirism
  • Implemented terrain bump, specular, & parallax mapping
  • Implemented NIF record NiFlipController
  • Implemented soul gem recharging
  • Implemented enchanted item glow
  • Implemented Invisibility/Chameleon magic effects
  • Implemented Resist Magicka magic effect
  • Implemented GetLOS, so NPCs can calculate Line Of Sight
  • Implemented material controllers
  • Implemented mouse unlocking when in any menu
  • Implemented Vertex morph animation (NiGeomMorpherController)
  • Implemented NiBillboardNode handling
  • Implemented NIF texture slot DarkTexture
  • Various fixes for equipped torches and candles
  • Fixes for torches and shields being visible when casting spells
  • Fix for equipped items not updating right away, on characters and in the inventory
  • Fix for weather not changing correctly when changing areas
  • Fix for global map position marker not updating when changing interior cells, eg: Mages Guild teleport
  • Fix for some textures rendering black in Tamriel Rebuilt
  • Fix for activation distance to be from the player head instead of the camera
  • Fix for NPCs holding torches during the day
  • Fix for some hairs from Vvardenfell Visages Volume I not rendering
  • Fix for heads of Maormer race in mod by Mac Kom
  • Fix for walk key release not being handled during cell load
  • Fix for equipped inventory items not being updated on the HUD when they are changed in dialog
  • Fix for Launcher writing merged openmw.cfg files
  • Fix to enable discrete magnitudes for spells with multiple random magnitude effects
  • Fix to allow negative fatigue level
  • Fix for particle systems to handle the world space flag
  • Fix for crash caused by trying to update a model that is not rendered
  • Fix to not override dynamic stats set via console commands
  • Fix for equipped inventory icon not appearing immediately when equipped with a keyboard shortcut
  • Fix for crash when equipping light source with new character
  • Fix for segmentation fault when starting at Bal Isra
  • Fix for down arrow console history behavior
  • Fix for tooltip disappearing when clicking in the inventory
  • Fix for barter window item category not resetting to All correctly
  • Fix for replacement model in Graphic Herbalism mod having the wrong orientation
  • Fix for addon unchecking not being saved in the Launcher
  • Fix for controllers not affecting all objects in the hierarchy
  • Fix for being able to talk to NPCs who are in combat
  • Fix for crash when trying to load a mod with a capital .ESP filename extension
  • Fix for skills/attributes being capped when set via console
  • Fix for setting max health through the console to also set the current health
  • Fix for gameplay keyboard input echoing to the console input box
  • Fix for fall damage sometimes not applying immediately or correctly
  • Fix for persuasion window not showing in correct location after maximizing the game in windowed mode
  • Fix for player skill list forgetting scroll location when increasing experience
  • Fix for notification window not being large enough for skill level ups with long names
  • Fix for windows not scaling properly on resolution change
  • Fix for notification windows staying on screen permanently if too many are activated
  • Fix for used torches stacking with unused ones
  • Fix for crash on pickup of jug in Unexplored Shipwreck, Upper level
  • Fix for quick key menu not picking suitable replacement tool when it is used up
  • Fix for loading TES3 header data: convert characters to UTF8
  • Fix for damaged weapon value
  • Fix for being able to talk to characters with "locked" dialogue
  • Fix for water effects obscuring spell effects
  • Fix for animation playing when casting exhausted once-per-day abilities
  • Fix for Cure Disease potion removing all effects from the player, not just disease
  • Fix for OpenMW binaries linking to unnecessary libraries
  • Fix for water not negating fall damage
  • Fix for drawing a weapon increasing torch brightness
  • Fix for merchants selling stacks of gold
  • Fix for incorrect handling of color codes in character names
  • Fix for NPCs spawning with 0 skill values instead of calculated values
  • Fix for particles rendering too large
  • Fix for crash caused by AIWander
  • Fix for crash when revisiting dock where the starting ship was
  • Fix for scripts on items in inventory stopping when the containing object crossed a cell border
  • Fix for merchants equipping items with negative enchantments
  • Disallowed view mode switching while performing an action due to animation constraints
  • Code maintenance to unify OGRE initialization
  • OpenCS: Implemented Info-Record tables
  • OpenCS: Fix for not being able to open Journal table from the main menu


see also:
Official Youtube Channel
For New Developers
OpenMW Homepage
Chat @freenode Article taken from GamingOnLinux.com.
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6 comments

n30p1r4t3 11 years Jan 14, 2014
Omg. Keep up the good work!
Playing Penguin Jan 15, 2014
Awesome! That is my favourite Elder Scrolls :D
Me Jan 16, 2014
Surely I am missing something here, what is the point of doing all this? Morrowind runs perfectly using wine.
Could someone please explain me?
OpenMW Jan 16, 2014
Quoting: Quote from MeSurely I am missing something here, what is the point of doing all this? Morrowind runs perfectly using wine.
Could someone please explain me?
Because our engine is modern, open-source, maintainable, cross-platform, and will greatly expand modding potential for Morrowind. We will keep gameplay basically vanilla by default. The idea is that many of the features you are thinking of will be able to be made as mods that were previously impossible to create.

For more information about the project: www.openmw.org/faq
Me Jan 17, 2014
Quoting: Quote from OpenMW
Quoting: Quote from MeSurely I am missing something here, what is the point of doing all this? Morrowind runs perfectly using wine.
Could someone please explain me?
Because our engine is modern, open-source, maintainable, cross-platform, and will greatly expand modding potential for Morrowind. We will keep gameplay basically vanilla by default. The idea is that many of the features you are thinking of will be able to be made as mods that were previously impossible to create.

For more information about the project: www.openmw.org/faq
I see thank you very much for your kind explanation. I'll keep an eye on this project!
dav Jan 20, 2014
hope that will be ported for mobile
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The comments on this article are closed.