Latest Comments by psi29a
Open source Morrowind game engine OpenMW has a new release up
28 Mar 2019 at 5:05 pm UTC Likes: 14
https://openmw.org/2019/followers-of-shadows/ [External Link]
If you're still not convinced... then head to the forums and look at the youtube links showing OpenMW running (bits of) Oblivion, Skyrim and Fallout3.
https://forum.openmw.org/viewtopic.php?f=3&t=3017&start=280#p62043 [External Link]
There is still more work to do, so obviously many hands makes small work. Join us! Let's make this happen! :)
https://www.youtube.com/watch?v=oWPAGuPsQ4A [External Link] <-- OpenMW's Whiterun
28 Mar 2019 at 5:05 pm UTC Likes: 14
Quoting: ScooptaI really want a project like this for Skyrim.That's what OpenMW is shooting for... have a read from one of our recent blog posts:
https://openmw.org/2019/followers-of-shadows/ [External Link]
If you're still not convinced... then head to the forums and look at the youtube links showing OpenMW running (bits of) Oblivion, Skyrim and Fallout3.
https://forum.openmw.org/viewtopic.php?f=3&t=3017&start=280#p62043 [External Link]
There is still more work to do, so obviously many hands makes small work. Join us! Let's make this happen! :)
https://www.youtube.com/watch?v=oWPAGuPsQ4A [External Link] <-- OpenMW's Whiterun
Open source Morrowind game engine OpenMW has a new release up
28 Mar 2019 at 4:52 pm UTC Likes: 20
28 Mar 2019 at 4:52 pm UTC Likes: 20
The next big features for 0.46 are: shadows and navmesh navigation
If you want to help us test these features (and more), feel free to grab one of our dailies:
https://launchpad.net/~openmw/+archive/ubuntu/openmw-daily [External Link]
Keep in mind, these are built from master so things are still in development. If you see anything you see as suspicious or downright bugging, be sure to report it to us so we can track it and fix it!
https://gitlab.com/OpenMW/openmw/issues [External Link]
Enjoy! :)
PS: on our forums are links to MacOS and Windows dailies as well.
If you want to help us test these features (and more), feel free to grab one of our dailies:
https://launchpad.net/~openmw/+archive/ubuntu/openmw-daily [External Link]
Keep in mind, these are built from master so things are still in development. If you see anything you see as suspicious or downright bugging, be sure to report it to us so we can track it and fix it!
https://gitlab.com/OpenMW/openmw/issues [External Link]
Enjoy! :)
PS: on our forums are links to MacOS and Windows dailies as well.
XLEngine for Dark Forces and Daggerfall is now open source
12 Apr 2018 at 7:53 pm UTC Likes: 1
12 Apr 2018 at 7:53 pm UTC Likes: 1
For those interested, here a short screencast of the status of XLEngine...
View video on youtube.com
View video on youtube.com
XLEngine for Dark Forces and Daggerfall is now open source
10 Apr 2018 at 9:21 am UTC Likes: 1
10 Apr 2018 at 9:21 am UTC Likes: 1
Hey there... psi29a here, just to give a heads up on the status and call for help!
With a bit of work, we've managed to get something compiling on Linux. Sadly there is more work to be done to get XLEngine to 1:1 parity with the Windows counter-part. That being said, there seems to be a lot of missing functionality that was available in the very last build. Not to mention the individual game plugins (DarkXL, DaggerXL, etc.)
We're thinking that the dump we got (with no SVN history) seems to have been in the middle of a re-write with many things commented out. We know that LuciusDXL had abandoned this version of XLEngineV1 and took what he had learned to create XLEngineV2 which was using the DosBox debugger to decompile the running game engines and re-implement those functions in C. This was started in 2011, so many of the features he showed off in the videos are not in the dump we got.
That being said, we're making progress and focusing on Linux support of Dark Forces and Daggerfall. We do have someone working on the Windows side as well but we would love to have others who have experience with OSX to help out there as well so we have the support of the "Big Three". I'll personally be pushing for Raspberry Pi support like I have been with OpenMW.
We haven't even looked at BloodXL nor OutlawsXL, but they do compile. If anyone is interested in picking these up, please do.
To be more explicit, if people want to help... come, help us test this, write bug reports (github's issue tracker), send us pull-requests... even for low hanging fruit, there is plenty of it.
https://github.com/Mindwerks/XLEngine/issues [External Link]
If you have questions, want to help or otherwise keep in the loop, we're all on the OpenMW forum thread here:
https://forum.openmw.org/viewtopic.php?f=4&t=5073 [External Link]
Cheers,
Bret (psi29a)
With a bit of work, we've managed to get something compiling on Linux. Sadly there is more work to be done to get XLEngine to 1:1 parity with the Windows counter-part. That being said, there seems to be a lot of missing functionality that was available in the very last build. Not to mention the individual game plugins (DarkXL, DaggerXL, etc.)
We're thinking that the dump we got (with no SVN history) seems to have been in the middle of a re-write with many things commented out. We know that LuciusDXL had abandoned this version of XLEngineV1 and took what he had learned to create XLEngineV2 which was using the DosBox debugger to decompile the running game engines and re-implement those functions in C. This was started in 2011, so many of the features he showed off in the videos are not in the dump we got.
That being said, we're making progress and focusing on Linux support of Dark Forces and Daggerfall. We do have someone working on the Windows side as well but we would love to have others who have experience with OSX to help out there as well so we have the support of the "Big Three". I'll personally be pushing for Raspberry Pi support like I have been with OpenMW.
We haven't even looked at BloodXL nor OutlawsXL, but they do compile. If anyone is interested in picking these up, please do.
To be more explicit, if people want to help... come, help us test this, write bug reports (github's issue tracker), send us pull-requests... even for low hanging fruit, there is plenty of it.
https://github.com/Mindwerks/XLEngine/issues [External Link]
If you have questions, want to help or otherwise keep in the loop, we're all on the OpenMW forum thread here:
https://forum.openmw.org/viewtopic.php?f=4&t=5073 [External Link]
Cheers,
Bret (psi29a)
Open source game engine for Morrowind 'OpenMW' to gain 'Distant terrain' in the next release
10 Apr 2017 at 9:34 pm UTC Likes: 8
10 Apr 2017 at 9:34 pm UTC Likes: 8
OpenMW doesn't necessarily need to be forked to support Oblivion or Skyrim, have a look at OpenMW in action here:
Oblivion assets with ragdoll physics: https://www.youtube.com/watch?v=6AfYltej0qI [External Link]
Oblivion walk about town: https://youtu.be/U58gC1EAtMI?t=65 [External Link]
Skyrim Bleak Falls Barrow: https://www.youtube.com/watch?v=SCbiJsasdcU [External Link]
Once OpenMW 1.0 is released, work will be spent in de-hardcoding, meaning that we'll be making OpenMW more game neutral and back to its roots as an "OpenEngine".
This is doubly true since we're also working on our own ExampleSuite (playable game) to help show off OpenMW in its own right, free of Bethesda IP. All work is currently under CC-BY-SA license with a bare-bone Template that people can use to make their own games or addons (mods). This is all done with our OpenMW-CS, a FOSS construction-set which is arguably the hidden gem of OpenMW.
Sooo.... if you're a developer (C++) or an artist (modeling and textures) and would like to help with some aspect of the OpenMW project, we're more than happy to get you up to speed. :)
Oblivion assets with ragdoll physics: https://www.youtube.com/watch?v=6AfYltej0qI [External Link]
Oblivion walk about town: https://youtu.be/U58gC1EAtMI?t=65 [External Link]
Skyrim Bleak Falls Barrow: https://www.youtube.com/watch?v=SCbiJsasdcU [External Link]
Once OpenMW 1.0 is released, work will be spent in de-hardcoding, meaning that we'll be making OpenMW more game neutral and back to its roots as an "OpenEngine".
This is doubly true since we're also working on our own ExampleSuite (playable game) to help show off OpenMW in its own right, free of Bethesda IP. All work is currently under CC-BY-SA license with a bare-bone Template that people can use to make their own games or addons (mods). This is all done with our OpenMW-CS, a FOSS construction-set which is arguably the hidden gem of OpenMW.
Sooo.... if you're a developer (C++) or an artist (modeling and textures) and would like to help with some aspect of the OpenMW project, we're more than happy to get you up to speed. :)
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