Project Name: OpenMW
OpenMW is an open source GPL v3 reimplementation of the game engine for Elder Scrolls III: Morrowind. Work began in 2008 by Nicolay Korslund. Our motivation is to create a cross platform (linux, Mac, Windows) game engine, that improves performance, and fixes design problems and bugs that were unaddressed in the original engine. We are currently at version 0.11.0. You need to own a copy of Morrowind to play the game. (Morrowind is on sale at steam today 2/9/2012 for 10 bucks).
Feature list for the upcoming 0.12.0 release.
Key
I: fully implemented
NC: nearly complete implementation (missing a few minor bits, but mostly functional)
P: Partial (some stuff works, some stuff doesn't)
E: Early (a beginning)
0.13.0 planned features can be found here
Future Plans
Get Involved: OpenMW is a mighty undertaking. We need developers who know C++, especially those with experience working with bullet physics and Ogre3d. Beginning with 0.13.0 the game should to a point where we'll need bug testers. The game is in pre-alpha, but it's still fun to start messing around in Morrowind. You can also help promote the project by updating websites and creating videos showcasing our latest developments.
License and Libraries
Where to Find Us:
OpenMW is an open source GPL v3 reimplementation of the game engine for Elder Scrolls III: Morrowind. Work began in 2008 by Nicolay Korslund. Our motivation is to create a cross platform (linux, Mac, Windows) game engine, that improves performance, and fixes design problems and bugs that were unaddressed in the original engine. We are currently at version 0.11.0. You need to own a copy of Morrowind to play the game. (Morrowind is on sale at steam today 2/9/2012 for 10 bucks).
Feature list for the upcoming 0.12.0 release.
Key
I: fully implemented
NC: nearly complete implementation (missing a few minor bits, but mostly functional)
P: Partial (some stuff works, some stuff doesn't)
E: Early (a beginning)
- Runs on Windows, Linux, OS X: I
- Game launcher: NC
- Players can interact with most objects: I
- The HUD: E
- Implemented Physics: P
- NPC rendering and animations: NC
- NPC dialogue window: E
- Cell loading/unloading, switching between cells: I
- Sky rendering (highly provisional): E
- Character creation (mostly activated in console): NC
- Music player: I
- GUI elements and Journal: E
0.13.0 planned features can be found here
Future Plans
- Allow greater modability: change game rules, create new spell effects, etc through scripting.
- Fix system design bugs, like the "dirty" GMST entries in mods, and the savegame "doubling" problem
- Improve the interface and journal system
- (possibly) improve game mechanics, physics, combat and AI
- (possibly) support multiplayer
- (possibly) improve graphics
Get Involved: OpenMW is a mighty undertaking. We need developers who know C++, especially those with experience working with bullet physics and Ogre3d. Beginning with 0.13.0 the game should to a point where we'll need bug testers. The game is in pre-alpha, but it's still fun to start messing around in Morrowind. You can also help promote the project by updating websites and creating videos showcasing our latest developments.
License and Libraries
- OpenMW is released under the GNU General Public License version 3, and all source code has been written completely from scratch. It also builds on various other open source tools, most notably OGRE for graphics, MYGUI, OPENAL, and Bullet for collision (and possibly physics).
Where to Find Us:
Some you may have missed, popular articles from the last month:
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Interesting... very interesting indeed. Do keep us posted - I'd like to see where this goes. ;)
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We definitely will. We're planning to do a bimonthly development blog.
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Hello Everyone,
Just a little more bug fixing and some code writing for build automation (which will speed up future releases) and we'll have 0.12.0 out the door. The code is in [B]lgro's[/B] trustworthy and clean hands (they are frequently washed). 0.12.0 includes [B]Jhooks1[/B] work on animations. These will be activated through the console for now as we don't have proper AI for yet.
Two exciting features will make their debut in version 0.13.0
[LIST=1]
Other News
[/LIST]
Just a little more bug fixing and some code writing for build automation (which will speed up future releases) and we'll have 0.12.0 out the door. The code is in [B]lgro's[/B] trustworthy and clean hands (they are frequently washed). 0.12.0 includes [B]Jhooks1[/B] work on animations. These will be activated through the console for now as we don't have proper AI for yet.
Two exciting features will make their debut in version 0.13.0
[LIST=1]
- [B]Dialogue GUI![/B] GUS has done a lot of work on this feature already, but there is some broken backend stuff. [B]Zini[/B] will work on broken things/backend stuff after finishing equipping item task.
- Water rendering. You'll have more to explore and look at soon. Jhooks1 did an awesome job once again.
Other News
- We're shifting to smaller, more frequent releases. Our goal is a 1-2 month release cycle. Zini developed a multi-release roadmap. You can now check out the tentative plans for 0.13.0 through 0.15.0 at [http://bugs.openmw.org:81/projects/openmw/roadmap](http://bugs.openmw.org:81/projects/openmw/roadmap) We know people want to try out new features and we need their help to identify bugs. More new code released at one time means more to sort through to find the culprit(s) that are causing problems.
- [B]Yacoby[/B] continues work on Terrain Rendering. This feature will be added to 0.14.0 or later. OGRE 1.8 should make adding terrain much easier than is currently possible with OGRE 1.7, but 1.8 is a couple months past their original release date (we understand, our 0.12.0 release is five months overdue).
- Jhooks1 is looking at Project Aedra's excellent implementation of the bullet physics library and seeing if we can't port over parts of it to OpenMW. He's already been able to fix the falling through floor bug.
- ElderTroll wrote an [URL='http://freegamer.blogspot.com/2012/02/morrowind-open-source-pngines-who-they.html']article[/URL] for freegamer about open source morrowind engines.
- BrotherBrick created a wikipage with instructions about testing for novices, I hope that It can be filled with more info soon. Here is the link: [http://openmw.org/wiki/index.php?title=Testing](http://openmw.org/wiki/index.php?title=Testing)
- Project History now contains all our old changelogs. [http://openmw.org/wiki/index.php?title=Project_History](http://openmw.org/wiki/index.php?title=Project_History)
- We picked up a couple new Developers
- Mirrcceam94 joined us recently
- Scrawl is a developer from the vdrift project where he works on graphics! OpenMW will wait to implement advanced graphics until after the 1.0.0 release, but there are still many rendering tasks that need finishing; like particles, a proper skybox, and weather.
[/LIST]
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The OpenMW team is proud to announce the release of version 0.14.0!
This release precedes Morrowind’s 10th Anniversary by 2 days!
Release packages for Ubuntu are now available via our [URL='http://launchpad.net/%7Eopenmw/+archive/openmw']Launchpad PPA[/URL]. Release packages for other platforms are available on our [URL='http://code.google.com/p/openmw/downloads/list']Download page[/URL].
This release brings many notable features, including terrain and water rendering!
A video highlighting many of the new changes in this release made by our very own WeirdSexy can be found [URL='https://www.youtube.com/watch?v=wNjlgg8yRe4']here[/URL].
Please note:
There is a regression in the Launcher in this release, from which you will observe that the rendering subsystem will default to OpenGL regardless of what was previously selected. This will be fixed in the next release. This can be overcome by setting the rendering system explicitly from the launcher each time, or running the OpenMW binary directly from the command line, which will select the renderer that has been set in your config file.
There is a known issue where a crash may occur underwater with the underwater effect enabled on OS X
Changelog:
This release precedes Morrowind’s 10th Anniversary by 2 days!
Release packages for Ubuntu are now available via our [URL='http://launchpad.net/%7Eopenmw/+archive/openmw']Launchpad PPA[/URL]. Release packages for other platforms are available on our [URL='http://code.google.com/p/openmw/downloads/list']Download page[/URL].
This release brings many notable features, including terrain and water rendering!
A video highlighting many of the new changes in this release made by our very own WeirdSexy can be found [URL='https://www.youtube.com/watch?v=wNjlgg8yRe4']here[/URL].
Please note:
There is a regression in the Launcher in this release, from which you will observe that the rendering subsystem will default to OpenGL regardless of what was previously selected. This will be fixed in the next release. This can be overcome by setting the rendering system explicitly from the launcher each time, or running the OpenMW binary directly from the command line, which will select the renderer that has been set in your config file.
There is a known issue where a crash may occur underwater with the underwater effect enabled on OS X
Changelog:
- Fix for meshes rendering with the wrong orientation
- Fix for better grabbing of small objects
- Fix to enable toggling of collision rendering
- Updates to be compatible with Ogre 1.8.0 RC1
- Fix for Wireframe mode applying to HUD and Console
- Fix for terrain crashing when moving away from predefined cells
- Fix to allow OS X Launcher to handle spaces in the binary path
- Fix to support TGA textures
- Fix to support wireframe mode in water
- Added water rendering
- Added terrain rendering
- Added ability to render Path Grid
- Added Factions support
- Added Local Map
- Added Compass/Mini-Map
- Added Clothing/Armour redering
- Added Window Pinning
- Added Auto-Equip.
- Added support for containers tracking changes to their contents
- Added several NPC Dialogue Window improvements
- Added backend for a game settings manager
- Added backend for a Spell List and selected spell
- Added backend for NPC holstered/drawn state
- Added a Morrowind.ini Importer (not yet included in the binary packages)
- Refactored the Sound code
- MyGUI updated to version 3.2.0
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The OpenMW team is proud to announce the release of version 0.15.0!
Release packages for Ubuntu are now available via our [URL='https://launchpad.net/%7Eopenmw/+archive/openmw']Launchpad PPA[/URL]. Release packages for other platforms are available on our [URL='http://code.google.com/p/openmw/downloads/list']Download page[/URL].
This version includes a reimplementation of the physics and player movement system, elevating the player from slug to hobbit status. Terrain collision and many newly-implemented GUI elements are also featured in this release. Weirdsexy has made a demo video for your viewing pleasure.
View video on youtube.com
[LEFT]For 0.16.0 we are planning to implement many skills and attributes. If you want to help out with the project, but are unable to code, we need help discovering the formulas used for skills, magic, and attributes and also testing and confirming the ones that have been described are accurate. For more information see this [URL='http://openmw.org/forum/viewtopic.php?f=6&t=755']forum post[/URL] and [URL='http://openmw.org/forum/viewtopic.php?f=2&t=766']this one[/URL] as well.[/LEFT]
[LEFT] [/LEFT]
Changelog:
- Reimplemented physics system/player movement
- Implemented terrain collision
- Implemented pulsating lights
- Implemented Magic Effect Bookkeeping, and Feather/Burden effects
- Implemented Book and Scroll windows
- Implemented Inventory, Container, and Trade windows
- Implemented item stacking in containers
- Implemented tooltips for items in the world, and many GUI elements
- Added faction and other information to Stats window
- Fixed Resizing arrow’s background transparency
- Fixed Stats window layout when resizing in the X direction
- Long topics in dialog window now wrap and sort correctly, and other dialogue window fixes
- Fixed terrain handling in non-predefined cells
Release packages for Ubuntu are now available via our [URL='https://launchpad.net/%7Eopenmw/+archive/openmw']Launchpad PPA[/URL]. Release packages for other platforms are available on our [URL='http://code.google.com/p/openmw/downloads/list']Download page[/URL].
This version includes a reimplementation of the physics and player movement system, elevating the player from slug to hobbit status. Terrain collision and many newly-implemented GUI elements are also featured in this release. Weirdsexy has made a demo video for your viewing pleasure.
View video on youtube.com
[LEFT]For 0.16.0 we are planning to implement many skills and attributes. If you want to help out with the project, but are unable to code, we need help discovering the formulas used for skills, magic, and attributes and also testing and confirming the ones that have been described are accurate. For more information see this [URL='http://openmw.org/forum/viewtopic.php?f=6&t=755']forum post[/URL] and [URL='http://openmw.org/forum/viewtopic.php?f=2&t=766']this one[/URL] as well.[/LEFT]
[LEFT] [/LEFT]
Changelog:
- Reimplemented physics system/player movement
- Implemented terrain collision
- Implemented pulsating lights
- Implemented Magic Effect Bookkeeping, and Feather/Burden effects
- Implemented Book and Scroll windows
- Implemented Inventory, Container, and Trade windows
- Implemented item stacking in containers
- Implemented tooltips for items in the world, and many GUI elements
- Added faction and other information to Stats window
- Fixed Resizing arrow’s background transparency
- Fixed Stats window layout when resizing in the X direction
- Long topics in dialog window now wrap and sort correctly, and other dialogue window fixes
- Fixed terrain handling in non-predefined cells
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The OpenMW team is proud to announce the release of version 0.16.0! Release packages for Ubuntu are now available via our [URL='https://launchpad.net/%7Eopenmw/+archive/openmw']Launchpad PPA[/URL]. Release packages for other platforms are available on our [URL='http://code.google.com/p/openmw/downloads/list']Download page[/URL].This version includes the Spell Window, Alchemy Window, and a myriad of fixes and improvements.
A release video by our very own WeirdSexy can be viewed [URL='https://www.youtube.com/watch?v=ThfZrNVp5kQ&feature=player_embedded']here[/URL] :
View video on youtube.com
Please review the following:
Known Issues:
Changelog:
A release video by our very own WeirdSexy can be viewed [URL='https://www.youtube.com/watch?v=ThfZrNVp5kQ&feature=player_embedded']here[/URL] :
View video on youtube.com
Please review the following:
Known Issues:
- Some objects/models show up with completely black textures. Use OpenGL as your renderer or disable shaders under [Objects] in the config file.
- Inputting player -> addspell -NonExistingSpell- makes the command window throw “Error in framelistener: object -NonExistingSpell- not found” continuously. It will also prevent you from moving.
Changelog:
- Added Spell Window
- Added Alchemy Window
- Added support for x.y script sytax
- Weapon and spell icons now update to reflect the selected weapon and spell
- Added in-game settings window
- Launcher now saves user-set renderer settings
- Fixed a crash on OSX due to underwater effets
- Fixed auto-equipping not working in some cells
- Fix for container GUI ignoring disabled inventory menuBug #294: Container GUI ignores disabled inventory menu
- Fix for stats review dialog showing all skills and attribute values as 0
- Fixes for several crashes
- Implemented game modes as a stack to prevent erratic behavior
- Added tooltips to class creation dialog
- Added support for show/hiding windows by clicking HUD elements
- Added support for corect player direction after using a Teleport Door
- Added support for selecting objects in the console by clicking them in the scene
- Added support the use of = as a synonym for ==
- Sped up script object access
- Restructured enabling/disabling of objects by script instruction
- Integrated ogre.cfg file in settings file
- Auto-close windows if a related MW-reference is no longer available
- Fix for bonuses in the character creation process
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Here it is, version 0.17.0! Release packages for Linux are are available on the Download page. This version introduces a new player control system, potion usage, a Pause Menu, and a multitude of fixes and improvements.
The release video:
View video on youtube.com
We also made a FAQ video:
View video on youtube.com
Known Issues:
-Activating a bed can lock up the game
-There is a minor memory leak that will be fixed in 0.18.0
Changelog:
-Implemented potion usage
-Implemented skill gain backend
-Implemented Drain/Fortify dynamic Stats/Attributes magic effects
-Reimplemented dropping items
-Implemented a Pause Menu
-Implemented Camera Modes and proper Player control
-Added support for objects crossing cell borders
-Added support for object rotation and scaling
-Fix for physics shapes and dark textures
-Fix for character normals
-Fix for laggy input on OS X
-Fix for NIF material sharing
-Fixes for various crashes and errors
-Fix for memory leaks
-Various improvements for console scripts
-Various improvements to the source code including cleanup, refactoring and redesign
We always welcome skilled and motivated programmers. Our implementation of bullet is a work in progress and we'd appreciate any help or advice we can get. Just working on a single feature would be a great assistance since making OpenMW is such a huge task. Think of it like Stone Soup: The Game or public works like a library or a park. You can always help the project by spreading the word. Posting info about us on other websites and telling friends who have the skills we are looking for.
Work has also begun on the second and third components of the project. The Example Suite and the Editor.
The Example Suite is a small standalone game and does not contain any Bethesda owned art assets. Therefore, those who do not own Morrowind will be able to play with OpenMW and test it.
The OpenMW Editor is necessary in order to implement the post 1.0 features that the original Morrowind engine isn't capable of. It's currently a one man project, but he could use some help. Here's the link.
Join Us:
OpenMW Homepage: [http://openmw.org/](http://openmw.org/)
Official Youtube Channel: [http://www.youtube.com/user/MrOpenMW](http://www.youtube.com/user/MrOpenMW)
For New Developers: [URL='http://wiki.openmw.org/index.php?title=Contribution_Wanted']http://wiki.openmw.org/index.php?title= ... ion_Wanted[/URL]
Forums: [http://openmw.org/forum/](http://openmw.org/forum/)
Chat @freenode [http://freenode.net/](http://freenode.net/) #openmw
The release video:
View video on youtube.com
We also made a FAQ video:
View video on youtube.com
Known Issues:
-Activating a bed can lock up the game
-There is a minor memory leak that will be fixed in 0.18.0
Changelog:
-Implemented potion usage
-Implemented skill gain backend
-Implemented Drain/Fortify dynamic Stats/Attributes magic effects
-Reimplemented dropping items
-Implemented a Pause Menu
-Implemented Camera Modes and proper Player control
-Added support for objects crossing cell borders
-Added support for object rotation and scaling
-Fix for physics shapes and dark textures
-Fix for character normals
-Fix for laggy input on OS X
-Fix for NIF material sharing
-Fixes for various crashes and errors
-Fix for memory leaks
-Various improvements for console scripts
-Various improvements to the source code including cleanup, refactoring and redesign
We always welcome skilled and motivated programmers. Our implementation of bullet is a work in progress and we'd appreciate any help or advice we can get. Just working on a single feature would be a great assistance since making OpenMW is such a huge task. Think of it like Stone Soup: The Game or public works like a library or a park. You can always help the project by spreading the word. Posting info about us on other websites and telling friends who have the skills we are looking for.
Work has also begun on the second and third components of the project. The Example Suite and the Editor.
The Example Suite is a small standalone game and does not contain any Bethesda owned art assets. Therefore, those who do not own Morrowind will be able to play with OpenMW and test it.
The OpenMW Editor is necessary in order to implement the post 1.0 features that the original Morrowind engine isn't capable of. It's currently a one man project, but he could use some help. Here's the link.
Join Us:
OpenMW Homepage: [http://openmw.org/](http://openmw.org/)
Official Youtube Channel: [http://www.youtube.com/user/MrOpenMW](http://www.youtube.com/user/MrOpenMW)
For New Developers: [URL='http://wiki.openmw.org/index.php?title=Contribution_Wanted']http://wiki.openmw.org/index.php?title= ... ion_Wanted[/URL]
Forums: [http://openmw.org/forum/](http://openmw.org/forum/)
Chat @freenode [http://freenode.net/](http://freenode.net/) #openmw
0 Likes
And we're here again, for the release of version 0.18.0!
This version introduces a myriad of new features, including Level-Up, Key re-binding, Spell buying, eating ingredients, using Keys to open things, and much more. Read on for the full changelog, and check out our release commentary video.
View video on youtube.com
Known Issues:
The launcher can crash on OS X versions < 10.8, this will be fixed in version 0.19.0
“Shaking screen effect” can occur on cell change
Changelog:
Implemented Level-Up dialog
Implemented Hide Marker, fixes big black blocks
Implemented Hotkey dialog
Implemented Keyboard and Mouse bindings, input system rewritten
Implemented Spell Buying Window
Added support for handling resources across multiple data directories
Implemented Object Movement/Creation script instructions
Initial AI framework implemented
Implemented eating Ingredients
Implemented Door markers on the local map
Implemented using Keys to open doors/containers
Implemented Loading screens
Implemented Inventory avatar image and race selection head preview (note that only default Dunmer male displays at the moment)
Fixed the size of Preferences menu buttons
Fixed Hand-to-hand always being 100
Fixes for NPC and character animation
Fix for sound coordinates
Fix for exception when drinking self-made potions
Fix for clothes showing up in 1st person
Fix for weird character on door tooltips
Collision fixes
Fix for “onOfferButtonClicked” crash
Interested to help in this project?
Join Us:
OpenMW Homepage: [http://openmw.org/](http://openmw.org/)
Official Youtube Channel: [http://www.youtube.com/user/MrOpenMW](http://www.youtube.com/user/MrOpenMW)
For New Developers: [URL='http://wiki.openmw.org/index.php?title=Contribution_Wanted']http://wiki.openmw.org/index.php?title= ... ion_Wanted[/URL]
Forums: [http://openmw.org/forum/](http://openmw.org/forum/)
Chat @freenode [http://freenode.net/](http://freenode.net/) #openmw
This version introduces a myriad of new features, including Level-Up, Key re-binding, Spell buying, eating ingredients, using Keys to open things, and much more. Read on for the full changelog, and check out our release commentary video.
View video on youtube.com
Known Issues:
The launcher can crash on OS X versions < 10.8, this will be fixed in version 0.19.0
“Shaking screen effect” can occur on cell change
Changelog:
Implemented Level-Up dialog
Implemented Hide Marker, fixes big black blocks
Implemented Hotkey dialog
Implemented Keyboard and Mouse bindings, input system rewritten
Implemented Spell Buying Window
Added support for handling resources across multiple data directories
Implemented Object Movement/Creation script instructions
Initial AI framework implemented
Implemented eating Ingredients
Implemented Door markers on the local map
Implemented using Keys to open doors/containers
Implemented Loading screens
Implemented Inventory avatar image and race selection head preview (note that only default Dunmer male displays at the moment)
Fixed the size of Preferences menu buttons
Fixed Hand-to-hand always being 100
Fixes for NPC and character animation
Fix for sound coordinates
Fix for exception when drinking self-made potions
Fix for clothes showing up in 1st person
Fix for weird character on door tooltips
Collision fixes
Fix for “onOfferButtonClicked” crash
Interested to help in this project?
Join Us:
OpenMW Homepage: [http://openmw.org/](http://openmw.org/)
Official Youtube Channel: [http://www.youtube.com/user/MrOpenMW](http://www.youtube.com/user/MrOpenMW)
For New Developers: [URL='http://wiki.openmw.org/index.php?title=Contribution_Wanted']http://wiki.openmw.org/index.php?title= ... ion_Wanted[/URL]
Forums: [http://openmw.org/forum/](http://openmw.org/forum/)
Chat @freenode [http://freenode.net/](http://freenode.net/) #openmw
0 Likes
Hello everybody,
Version 0.19.0 has just been released! Release packages for Ubuntu are now available via our [Launchpad PPA](https://launchpad.net/~openmw/+archive/openmw). Release packages for other platforms are available on our [Download page](https://code.google.com/p/openmw/downloads/list). This version introduces Sleeping, Potions, DEATH!!, Spell Creation, Travel, and many other features.
View video on youtube.com
Known Issues:
Changelog:
Join Us:
OpenMW Homepage: [http://openmw.org/](http://openmw.org/)
Official Youtube Channel: [http://www.youtube.com/user/MrOpenMW](http://www.youtube.com/user/MrOpenMW)
For New Developers: [URL='http://wiki.openmw.org/index.php?title=Contribution_Wanted']http://wiki.openmw.org/index.php?title= ... ion_Wanted[/URL]
Forums: [http://openmw.org/forum/](http://openmw.org/forum/)
Chat @freenode [http://freenode.net/](http://freenode.net/) #openmw
Version 0.19.0 has just been released! Release packages for Ubuntu are now available via our [Launchpad PPA](https://launchpad.net/~openmw/+archive/openmw). Release packages for other platforms are available on our [Download page](https://code.google.com/p/openmw/downloads/list). This version introduces Sleeping, Potions, DEATH!!, Spell Creation, Travel, and many other features.
View video on youtube.com
Known Issues:
- Launcher crashes on OS X < 10.8
- Extreme shaking can occur during exterior cell transitions for some users
Changelog:
- Implemented sleep/wait
- Further implementation for alchemy/potions
- Implemented death
- Implemented spell creation and spell creation window
- Implemented travel and travel dialogue
- Implemented first layer of global map
- Implemented trainer window
- Implemented skill increase from skill books
- Implemented ESM/ESP record saving
- Fix for Character shaking in 3rd person mode near the origin
- Implemented gamma correct rendering (does not work without shaders)
- Fix for fortify attribute effects on the last 3 attributes
- Fix for NCC flag handling, fixes some collision issues
- Sort birthsign menu alphabetically
- Various fixes/cleanup for the launcher
- Fix for sound listener position updating incorrectly
- Implemented dynamically generating splash image list
- Fix for markers interfering with raycasting
- Fix for crash after picking up items from an NPC
Join Us:
OpenMW Homepage: [http://openmw.org/](http://openmw.org/)
Official Youtube Channel: [http://www.youtube.com/user/MrOpenMW](http://www.youtube.com/user/MrOpenMW)
For New Developers: [URL='http://wiki.openmw.org/index.php?title=Contribution_Wanted']http://wiki.openmw.org/index.php?title= ... ion_Wanted[/URL]
Forums: [http://openmw.org/forum/](http://openmw.org/forum/)
Chat @freenode [http://freenode.net/](http://freenode.net/) #openmw
0 Likes