New Git repository at GitHub
OpenMW has finally switched its version control system from Subversion (SVN) to Git. To the uninitiated, Git is just a more modern and flexible way for us coders to manage and share source code between ourselves.
Well, it's not really right to call it a 'switch': The SVN repository is still there, and will continue to be there, and will contain exactly the same info as the Git repos. In other words, if you're using Subversion and like it, you don't have to do anything.
For details about the new Git sources, check out the download page.
VIDEO: Very early landscape testing
I just uploaded a screencap of the new landscape plugin we are working on:
http://www.youtube.com/watch?v=SVirqwmhrMU&fmt=22.
It's a bit choppy, mostly because of the video capture software + my crappy laptop 3d card. Also, there's no water or sky (or cliffracers), but you're able to see the entire island of Vvardenfell at once, which is pretty neat :)
UPDATE: Here's a second video: http://www.youtube.com/watch?v=2wwMZeL74wA
The terrain software is being developed by Yacoby, who at one point worked on his own Morrowind reimplementation before OpenMW was born.
If you want to contribute...
There are many ways you can help speed OpenMW development along, without messing with the engine source code itself, or without programming at all. I have put up a short list of things you could help out with on the Wiki: http://openmw.sourceforge.net/wiki/index.php/Contribute
There are lots of graphical effects and other tidbits on that page that you could quickly code up as a stand-alone C++ program. Then send me the code and I'll integrate it into the engine. The list is still pretty short though, so feel free to add your own ideas (that's why it's a wiki after all :)
If you're wondering how 0.7 is coming along: I've spent the past two weeks working on the Monster scripting engine, which is now an important part of the engine. Here's a devlog. All the features I'm working on (including the in-game console and the advanced language constructs) will all be part of the scripting in OpenMW eventually.
Fixed sound issue on XP / Vista
Error: initializeSound() SoundException: Failed to initialize music device.This seems to be caused by a broken OpenAL DLL. If you get this error, try downloading this file:
http://openmw.snaptoad.com/openal32.dll
and store it in the OpenMW directory. It should fix the problem.
Fixed minor glitch in the downloads
OpenMW 0.6
We're proud to announce OpenMW 0.6!
What's new in this release:
- GUI system (MyGUI) - fully skinned system set up to match the Morrowind look and feel (see the previously announced video)
- Monster-script is fully implemented, and some of the back-end scripts are already in place. Here's a Wiki page that covers the scripts we have so far.
- Fixed music issues on Windows, among other things. Check the Changelog for more changes.
New GUI video
http://www.youtube.com/watch?v=s8Diu3kZTGY&fmt=18
Pretty basic still, but so far we've got:
- movable and resizable windows
- transparent window background
- HUD elements
- progress bars for health, magicka etc
- Morrowind-y skin
- all skins and layouts defined in XML files
Oh, and we're using MyGUI as the backend GUI system. It's powerful, easy to use, and quick to skin, which is just perfect for us :)
New Site!
New screenshots and roadmap
I've just set up a new interactive roadmap, which I'll continuously update with plans for future versions. So make sure to bookmark that page!
One thing we hope to accomplish for 0.6 is terrain rendering. Yacoby is working on a new OGRE plugin for OpenMW, and as you can see from the preliminary screenshots, it's looking fantastic so far. Here's some samples:
The roadmap is part of the new OpenMW bug tracker, powered by Flyspray.
Corrupt files in the DLL pack
Looks like I managed to include som damaged files in the latest Windows DLL pack upload.
If you've tried running 0.5 on Windows and it didn't work, try redownloading using the link below or this direct link (38 Mb).
OpenMW 0.5 + youtube vids
We're proud to announce OpenMW 0.5!
New features in this release include simple "walk-and-fall" physics and full working collision with objects and walls. See the changelog for more details. We are now using the Bullet physics engine to handle everything related to physics, dynamics and collision detection, and we hope this will open up for some exciting new features in the future.
Here are some videos of OpenMW+Bullet in action:
OpenMW: Marandus
OpenMW: Caldera Mine
OpenMW: Corprusarium
OpenMW: Mages Guild
OpenMW: Addamasartus
(You'll also find them in the screenshots section.)
Check out the download section for downloads. Windows users: don't forget the updated dll-pack!New forum / mailing list at Google groups
The new official OpenMW forum / mailing list can be found over at Google groups. If you want to join in on the development, or just have some ideas or suggestions you'd like to share, this is the right place to share it. The group has been pretty active for the last couple of weeks - you can browse the current archive on the group's main page.
Since it's a Google group it works both as an online forum and a mailing list - you don't have to clutter up your inbox if you don't feel you need regular updates on progress.
OpenMW 0.4
OpenMW 0.4 is finally finished!
Among other things, this version adds support for OpenAL/avcodec for 3D sound and MP3 playback, replacing the outdated Audiere library. This release should also work better with non-English versions of Morrowind. See the changelog for more features
There's also a new "libpack" zip file (for Windows) containing all the DLLs and header files you need. No need to hunt around the net for SDKs and such. It's used by both binary and source packages.
Check the download section!

