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⇱ February | 2015 | OpenMW


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OpenMW 0.35.0 Released! 2015-02-16 - raevol

The OpenMW team is proud to announce the release of version 0.35.0! Grab it from our Downloads Page for all operating systems. This release includes over 100 bug fixes and improvements, and brings our “1.0” release much closer. Some notable features include the beginnings of an ess-Importer command line tool to import save games from vanilla Morrowind, proper handling of the Calm effect, and AI fast-forward functionality. Read the full changelog and bask in the glory of the huge amount of work that has gone into this release… Two more things: several OpenMW utilities have been renamed as of this release, including OpenCS being renamed to OpenMW-CS. And we would really appreciate any feedback on the launcher’s Data File selection UI. Enjoy!

Known Issues:

  • Crash when trying to view cell in render view in OpenMW-CS on OSX
  • Crash when switching from full screen to windowed mode on D3D9

Changelog:

  • Implemented Calm effect removing combat packages
  • Implemented first stages of ess-Importer, an importer for vanilla Morrowind save games, this feature is not complete
  • Implemented previous/next weapon and spell equipping hotkeys
  • Implemented XYZ rotation keys support
  • Implemented AI fast-forward
  • Implemented NPC drowning while knocked out
  • Implemented setting for exterior cell grid size
  • Implemented some leveled list script functions
  • Implemented testing dialog scripts with –script-all
  • Implemented NPC lookAt controller
  • Implemented handling initial state of particle system
  • Implemented a warning when loading a savegame that depends on non-existent content files
  • Implemented conversion of global map exploration overlay for ess-Importer
  • Implemented command line option to load a save game
  • Implemented new display of load order problems in the Data Files tab of the launcher
  • Fixed some sound effects playing at very loud levels
  • Fixed transparency issues with some UI elements
  • Fixed launcher handling of master and plugin selections loaded from openmw.cfg
  • Fixed water display issue on AMD cards
  • Fixed a text display issue when highlighting words in dialog
  • Fixed a launcher crash when a content file is locked
  • Fixed being able to stand on top of hostile creatures
  • Fixed creatures climbing on top of the player
  • Fixed AITravel to more accurately emulate vanilla
  • Fixed some moon display issues
  • Fixed place-able items having collision
  • Fixed AIFollow distance for groups of multiple followers
  • Fixed some staircase climbing issues in Vivec
  • Fixed permanent magic effects not being saved in savegames
  • Fixed crash due to zero-sized particles
  • Fixed a model scaling issue
  • Fixed activated enchanted item magic not being saved in savegames
  • Fixed a crash caused by Ogre shadow handling
  • Fixed not being able to equip a shield with a two-handed weapon
  • Fixed an issue with player fall height when stepping down
  • Fixed an error-handling issue preventing the Sword of Perithia mod from loading
  • Fixed launcher reseting alterations made to the mod list order
  • Fixed some issues with NPC idle voices
  • Fixed vampire corpses standing up when being looted
  • Fixed spell cost not highlighting on mouseover
  • Fixed tooltips still showing when menu is toggled off
  • Fixed rain effect showing while underwater
  • Fixed extreme framedrop when running into certain corners
  • Fixed mod “Shrines – Restore Health and Cancel Options” restore health option not working
  • Fixed animation groups for light and door objects
  • Fixed slaughterfish not attacking partially submerged enemies
  • Fixed air movement mechanics
  • Fixed handling of NPCs with missing hair/head models
  • Fixed position flicker after an animation ends
  • Fixed supporting region names in cell dialog filter for mod “Julan Ashlander Companion”
  • Fixed issues with animated collision shape
  • Fixed mod “Morrowind Rebirth 2.81” causing Balmora bridges to not have collision
  • Fixed summons to reset when the spell is recast
  • Fixed equipment update when unequipping non-related items removing ammunition
  • Fixed not falling back to the top-level directory when looking for resources
  • Fixed mod pathgrids not overwriting the existing pathgrid
  • Fixed a gameplay stopper with the Russian version of the ChaosHeart mod
  • Fixed the resurrect function to work correctly
  • Fixed functionality to allow mods to overwrite existing records in the IndexedStore
  • Fixed an issue with extra bytes to fix an error with the mod “Animated Morrowind – Expanded”
  • Fixed multi-character comparison operators to allow spaces
  • Fixed handling deleted references to fix the “Gateway Ghost” quest
  • Fixed summoning to allow multiple instances of the same creature by using different spells
  • Fixed pathgrid in the (0, 0) exterior cell not loading
  • Fixed actor original position not being saved with the wander package
  • Fixed creatures not receiving fall damage (shouts to this amazing bug description )
  • Fixed enchant cost issue
  • Fixed handling of missing spells and factions to be more graceful
  • Fixed several book display issues
  • Fixed some script compilation issues
  • Fixed scale field for creatures not being handled
  • Fixed being able to use enchantments from items that failed to equip
  • Fixed handling names for helmet models
  • Fixed some NPCs not attacking when they are pickpocketed
  • Fixed chargen race preview head default orientation
  • Fixed animations with no loop keys being looped
  • Fixed spell making to allow adding multiple attribute/skill effects
  • Fixed crash when northmarker has been disabled
  • Fixed area effect on touch spell behavior
  • Fixed dwarven crossbow clipping through the ground when dropped
  • Fixed torch animation playing when torch is hidden
  • Fixed sneak re-applying after attacking an NPC
  • Fixed handling for bipedal creatures without weapons
  • Fixed conflict resolution for conflicting dialog topics
  • Fixed tab completion for exterior cell names
  • Fixed third person view being preserved in save games
  • Fixed save/load progress bar behavior
  • Fixed TogglePOV not being bindable to the Alt key
  • Fixed exception for empty dialog topics
  • Fixed PlaceAt function’s count behavior
  • Fixed map notes to display on the door marker leading to the cell with that note
  • Fixed some UI issues to be better compatible with UI overhaul mods
  • Fixed an issue with leveled item arguments
  • Fixed enchanted arrows being added to the victim
  • Fixed missing sound for drawing throwing weapons
  • Fixed guards detecting invisible players
  • Fixed camera not being attached properly when player becomes a vampire
  • Fixed visual effects showing on the overhead map
  • Fixed health modifier not resetting when an actor dies
  • Fixed God Mode to not require magicka when casting spells
  • Fixed attachArrow exception when changing weapon
  • Fixed error when disabled objects are moved between cells
  • Fixed scripts with names starting with digits failing to compile
  • Fixed click activate and de-activate behavior in the Data Files list
  • Renamed “profile” to “content list” in the launcher
  • Added comments to the local/global openmw.cfg files to clarify their identity
  • OpenMW-CS: Implemented clicking on a script error in the report window to set the cursor in the script editor to the respective line/column
  • OpenMW-CS: Implemented deleting selected rows from result windows
  • OpenMW-CS: Fixed window opening issue when the config file doesn’t exist
  • OpenMW-CS: Fixed skills to allow values other than 0 through 99
  • OpenMW-CS: Fixed an issue with not launching when another instance was falsely detected as running
  • OpenMW-CS: Fixed a crash on launch when OpenMW is not installed as well
  • OpenMW-CS: Cleanup for the Opening Window and User Settings Window
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To Ogr(e)! 2015-02-15 - Vedyimyn

Ostatnio niecierpliwie wyczekiwaliśmy Ogre 2.0, silnika używanego w OpenMW. Druga wersja jest kamieniem milowym w jego rozwoju. Pozwoli nam to uczynić OpenMW jeszcze lepszym niż przedtem. Niestety dostosowanie OpenMW do nowej wersji silnika nie jest kwestią poprawki paru linijek kodu. Ogre 2 różni się znacznie od Ogre 1, a OpenMW musi razem z nim ewoluować.

Część problemów dotyczy „sklejania” części ciała tak, żeby stanowiły całość. Jak wiadomo, postaci w Morrowindzie składają się z torsu, głowy, rąk i nóg. Muszą także być w stanie trzymać przedmioty, co także oznacza „sklejanie”. Jako że takiej możliwości jeszcze nie ma w Ogre 2, implementacja tego silnika pozbawiła grę istotnej funkcjonalności.

Ostatni post Scrawla na jego stronie dotyczy problemów takich jak ten powyżej, więc jeśli interesujesz się takimi technikaliami, koniecznie zajrzyj tutaj.

Oczywiście poza pracą nad silnikiem, pracowano też nad samym OpenMW. Naprawiono ponad 100 bugów z trackera oraz dodano parę funkcji. Teraz, jeśli „przewiniesz czas” czekając lub śpiąc, NPC będą w innych miejscach niż byli przedtem (w końcu chodzili w międzyczasie, czyż nie?).

Zbliżamy się do wydania 0.35.0 dość szybko, więc założono już blokadę kodu. Obecna praca skupia się na wydaniu następnym, w którym już poprawiono tor ruchu słońca. Ktoś zauważył, mianowicie Yann GOUY, że słońce nie wschodzi i nie zachodzi we właściwych miejscach. Księżyce, co prawda, też mają tę przypadłość, ale muszą trochę poczekać na naprawę. W wersji 0.36.0 dodano też możliwość ubierania zwłok.

Pełna lista zmian dla 0.35.0 jest już napisana. Jest to kwestia paru dni, zanim się pojawi, więc miejcie oko na naszą stronę internetową. Albo zlećcie to aptowi/yumowi/pacmanowi…

Zapraszamy do komentowania tutaj.

Announcing switch to OpenSceneGraph 2015-02-15 - scrawl

Ogre3D is the rendering engine used by OpenMW since our very first release. Now, the OpenMW team is announcing the move away from this engine.

Over the course of our alpha versions, Ogre3D has proven extremely useful, enabling rapid development. Thanks to Ogre3D, you can already play a more or less complete game of Morrowind in OpenMW, today, and that is an incredible feat in and of itself.

However, to get OpenMW into a polished state and to add the last few missing features, we have difficult tasks ahead of us that would either require creating a fork of Ogre3D that behaves the way we need it to, or switch to a more suitable engine. After much discussion, we have settled on the second option.

Why switch?

There isn’t one particular show-stopper, but rather the culmination of many different issues.

One blocker for our 1.0 release is the poor framerate compared to vanilla Morrowind. This comes down to scene management and render API bottlenecks in the Ogre3D 1.x series, which are well understood by the Ogre3D team and have since been addressed in the 2.x series. The original plan was to port OpenMW to use Ogre3D 2.x, which is a big undertaking since the programming interface changes are significant. However, we have some fundamental concerns about this port:

  • Tag points: We are using an Ogre3D feature called “Tag Points” to stitch together the various parts of Morrowind’s segmented bodies. This feature is no longer supported in the 2.x series, so we would have to implement complicated workarounds.
  • OpenGL3 requirement: The Ogre3D 2.1 branch has dropped support for OpenGL2 hardware. Even though OpenMW was never meant to run on hardware that originally ran Morrowind, we concluded that it is still too early to drop OpenGL2 support, as it would affect a significant portion of our users.
  • Material system: Ogre 2.1 features a redesigned material system written with AZDO (Approaching Zero Driver Overhead) optimizations in mind, but at the cost of making custom materials difficult to write. We will be doing that extensively in OpenMW, especially considering user-authored modifications, so we would rather have a more flexible and easier to use material system.

On top of these concerns with the latest Ogre3D versions, we’ve also had some longstanding issues:

  • Resource system: Ogre3D forces the use of a global resource manager, but we need one resource manager per document in OpenCS. Another problem is that all resources are expected to have a unique name, which leads to some unnecessary work on our side, and could rarely cause user-defined resources to conflict with internal resources. This is also an issue well understood by the Ogre3D team, and a “Resource System Redesign” project addressing these points has been started in 2013, but is unfortunately not completed yet.
  • Material stencil support: The NIF format used by Morrowind can specify “stencil settings”, but the Ogre3D material backend does not support these settings.
  • NPC width scaling: NPCs in Morrowind have a “weight” property, which should be scaling the NPC on its local X-axis. OpenMW currently ignores this property, because the Ogre3D 1.x skeleton system does not support non-uniform scaling.

A new engine

In light of these issues, we’ve looked around for alternatives and found the OpenSceneGraph, which appears a perfect fit for the features required by Morrowind and OpenMW, while also delivering high performance. We’ve carefully evaluated all needed features and verified that they can be found in the OSG source code, or can be easily added by a plugin. A detailed roadmap for the port will be posted in the near future, and updated regularly so you can follow along the progress.

One notable difference is OpenSceneGraph supporting OpenGL only. Ogre3D having inbuilt support for OpenGL and DirectX may be considered one of its strong points. In an ideal world this would result in greater choice for the user while requiring no extra effort from the OpenMW team. Unfortunately this is not quite true; writing shaders does not work in a render system agnostic way. In addition to that, we have found some OpenMW bugs only manifesting themselves when the Direct3D backend is used. So we are in fact happy about this change, as we do not have the manpower to maintain support for two different rendering systems, and most of our developers are working on Linux and thus unable to test the Direct3D renderer anyway.

Pre-emptive FAQ

Q: How long will the switch take?

The good news is that Ogre3D is a rendering engine and we’re only using it as such. The OpenMW code is structured using different subsystems, and this change will, for the most part, affect only the “mwrender” subsystem. Rendering code makes up roughly 8% of our codebase.

Q: What will happen with OpenMW using OGRE in the meantime? Further development (new features), maintenance/fixes only, complete obsoletion?

We will continue developing the OGRE branch as usual, with new features and bugfixes, so long as the OSG port is still in development. We know that OpenMW already has lots of players despite its alpha state, so this is very important for us.

Q: What about the different OpenMW platforms (Linux, Windows, Mac OS X, Android)?

We will continue to support all these platforms.

Q: The gallery on the OpenSceneGraph website looks really basic. If this engine is so great, why are there no fancy games made with it?

In terms of features, OpenSceneGraph is every bit as powerful (or even more powerful in some aspects) as Ogre3D, so it surprised us to see there are not many games made with it. OSG founder Robert Osfield has his own theory on why this may be the case:

As a general note about Games and OSG vs Ogre, I suspect it’s partly
down the roots of each project and the culture that grew up around it.
OSG grew from the vis-sim world and over the years grew into a
general purpose and highly portable scene graph library, with it’s
community coming form the professional simulator, large scale
visualization, VR and scientific markets. Whereas Ogre from the start
was graphics API for Games, it too though can be used for more things
than games but and culturally games looks to have remained it’s
heartland.

Q: I am worried about Direct3D support being dropped, because I get much higher framerates with the Direct3D renderer in OpenMW compared to the OpenGL renderer.

We are aware of this performance difference and know that it can be attributed to the poorly implemented OpenGL renderer in Ogre3D 1.x. Valve has shown that a proper OpenGL renderer can be every bit as fast as Direct3D, or even faster.

Final thank you note

We owe a great deal to Ogre3D and hope to have made up for it with the numerous patches we’ve contributed.

We want to thank all Ogre3D contributors for their great work, everyone on the Ogre3D forums for all the support and encouragement we’ve gotten from there, and a special thanks to Kojack for helping us debug a DDS texture issue.

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It’s Ogre 2015-02-15 - Okulo

In the past few updates we’ve been anxiously looking forward to Ogre 2.0, a major milestone of the 3d engine that is used in OpenMW. It would give our development team much more opportunities to make OpenMW work better than ever before. It is somewhat done now and ready for public consumption, but unfortunately moving OpenMW to Ogre 2 isn’t just a matter of adding a few new lines of code to the program. Because Ogre 2 is different from Ogre 1, OpenMW needs to evolve along with it.

Some of the issues have to do with the way OpenMW “stitches together” the bodyparts of people to make them a working whole. As you might know, people in Morrowind consist of a torso, a head, legs and arms. They also have to be able to hold items, which is another thing to stitch to the model. Since this bit isn’t implemented in Ogre 2 yet, this part will break functionality.

Scrawl’s latest post on his website talks more about issues such as these, so if you are technically inclined and want to know more, definitely give it your eyeballs.

Some more work has been done on OpenMW itself, obviously. Aside from the over 100 bugs fixed on the tracker, some features have been added, such as a fast-forward for NPCs. That is, if you wait a certain amount of hours, NPCs will be at a different spot on the map than before.

Since we’re approaching the release of 0.35.0 fast, it has already gone in lockdown. New work is going into the version after that. Already included in that is fixing the trajectory of the sun. Turns out that this one bugreporter, Yann GOUY, has been paying attention and has seen that the sun doesn’t rise and set in the right spots. The moons aren’t working as they should be either, but they will have to wait a bit. Magnus is now fixed, however. Another very important issue solved in 0.36.0 is the ability to dress dead bodies. I, too, find dressing dead orcs up in nothing but an exquisite right glove of paramount importance to my immersion.

A full changelist has already been written for 0.35.0, and the update should drop any day now, so be sure to keep an eye out on the website or let apt/yum/pacman do the work for you.

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