OpenMW 0.12.0 Released

The OpenMW team is proud to announce the release of version 0.12.0! Release packages are available on our Download page.

About OpenMW:
OpenMW is an open source and cross platform reimplementation of the The Elder Scrolls: Morrowind engine. Our project is quite ambitious and we can always use help programming. If you have worked C++, Ogre3d, or the bullet physics library please register on our forums and join our team. You need the original Morrowind game data to play OpenMW. Morrowind can be purchased on Steam (it goes on sale every couple of months for 5 or 10 dollars).


This release notably includes NPC and Creature animation, though no A.I. has been implemented, so animations must be activated through console commands. Please review the following:

Regressions:

- Sounds other than music not working
- Scroll and button background graphics in launcher not working in Linux package

Important notes:

- You must remove all old openmw.cfg files in order for the automatic detection of Morrowind installations to work.
- If the data path is set manually and it contains spaces, it needs to be put inside quotation marks.

Changelog:

- Various rendering fixes and optimizations
- Refactored engine class
- Automatic package building
- Various build fixes and cleanup
- Various configuration fixes and cleanup, including detection of existing Morrowind installations
- Basic NPC/Creature animation support added, must be activated from console
- Basic implementation of Journal Window added
- Fix for local scripts continuing to run if associated object is deleted
- Fix for crash when taking screenshots
- Fix for crash when visiting Akulakhan’s Chamber
- Added catching of exceptions thrown in input handling functions
- Fix for NPC Activation not working properly
- Allow the player to move away from pre-defined cells

Here is a video of NPC animations [youtube]Preview: Re: OpenMW Version 0.12.0
The OpenMW team is proud to announce the release of version 0.12.0! Release packages are available on our Download page. This release notably includes NPC and Creature animation, though no A.I. has been implemented, so animations must be activated through console commands. Please review the following:

Regressions:

- Sounds other than music not working
- Scroll and button background graphics in launcher not working in Linux package

Important notes:

- You must remove all old openmw.cfg files in order for the automatic detection of Morrowind installations to work.
- If the data path is set manually and it contains spaces, it needs to be put inside quotation marks.

Changelog:

- Various rendering fixes and optimizations
- Refactored engine class
- Automatic package building
- Various build fixes and cleanup
- Various configuration fixes and cleanup, including detection of existing Morrowind installations
- Basic NPC/Creature animation support added, must be activated from console
- Basic implementation of Journal Window added
- Fix for local scripts continuing to run if associated object is deleted
- Fix for crash when taking screenshots
- Fix for crash when visiting Akulakhan’s Chamber
- Added catching of exceptions thrown in input handling functions
- Fix for NPC Activation not working properly
- Allow the player to move away from pre-defined cells


Here is our official Youtube channel.
http://www.youtube.com/user/MrOpenMW

Our webpage
http://openmw.org/
A remake of Morrowind? Will it have a proper journal/quest log?!
Yes, it's been in development for almost four years. OpenMW was originally written in the d programming language about about a year and a half ago it was decided to rewrite the code in C++ because more developers know the language.

The journal and quest log will be improved post 1.0 release and we'd love to have you join in its development.
If you visit our site you can read our news in four languages! So far we have English, French, Polish, and Russian. It would be great if we could get volunteers to write Spanish, Mandarin, and Hindi versions. If you would like to make news posts in your native language, then please send Igromanoswki a private message on the forums and he'll help you get started. You may either do a direct translation from the English news OR you may write a more detailed one yourself. sir_herrbakta prefers people write their own versions because;
a) The English posts are not as detailed because they should be clear for non-native english readers
b) Translations in other languages can be more detailed
c) Different cultures require different approaches sometimes.

Let's move topics now to the development news

Coding for OpenMW is now easier than ever as submodules have been merged into the mainbranch repository. Werdanith presented the idea to Zini who happily agreed. The submodules were not useful and complicated maintaining code. Here is a quote from Chris about the change,
“... that's actually what drew me back to start hacking on OpenMW again. Modifying and maintaining those submodules was rather bothersome.”


This brings me to my next point, welcome back Chris (KittyCat on irc)! Chris was previously a developer with OpenMW and is returning as our new sound expert. He is undertaking a large redesign of the openmw sound system. The current design is a mess with the mwsound subsystem, openengine, mangle, and the output and input backends all used in various capacities to render sound. The redesigned sound system will have the soundmanager handle all sound rendering instead. Chris is currently cleaning up the soundmanager and removing its unneccesary code.

K1ll and Brotherbrick finished making the ubuntu ppa. You can now install OpenMW on Ubuntu using Automagic and also, hopefully, update it.

Quote:
With the help of K1ll we now have a few PPAs that people can use.

I'm proud to say that our 'official' Ubuntu packages can be found here:
https://launchpad.net/~openmw/+archive/openmw
^-- includes 32 and 64bit packages from Lucid to Precise that is statically compiled and does not need users to worry about libbullet nor libogre.

For those wishing to use static (*.a) libraries:
https://launchpad.net/~openmw/+archive/deps

For those wishing to use dynamic (*.so) libraries instead:
https://launchpad.net/~openmw/+archive/build


There you have it; all you c++ coders have one less excuse for joining us. :)

zini has finished coding the coding tasks of the inventory backend and distinguishing armor types (which determines the correct sound effect after pickup). There is still no auto-equipping for npc's, which means no clothed npc's. Hopefully this will be done shortly. Finally, zini's recently got dialogue scripts working.

werdanith finished the cleanup of the soundmanager and added sound effects when picking up items. He also solved the sound regression from openmw 0.12.0.

Scrawl added water sounds and rain sounds and did some work on the skybox. He's now working on the minimap. There is no player arrow yet or terrain since terrain rendering is in separate branch. Screen: http://dl.dropbox.com/u/2899105/minimap.png

Pvdk continues his work on the launcher. A regression on linux a platform has been addressed and soon will be fixed. Also the launcher no longer spawns any unneeded consoles on windows platforms.

Corristo continued working on path grid rendering, a feature needed for debugging AI in pathfinding.

jhooks1 is still on the monumental physics redesign. He recently got movement to work in noclip mode and will soon start working with collisions. He is using Project Aedra (another opensource Morrowind engine) as a model and hopefully his work will prevent players falling through the floor.

GUS is getting close to finishing his work on dialogues. Good news since dialogues are main feature for version 0.13.0. The last task that needs to be implemented are filters.
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