QUOTE
OpenMW is an attempt to reimplement the popular role playing game Morrowind. It aims to be a fully playable, open source implementation of the game. You must own Morrowind to use OpenMW.

To give you a better idea of what this project is about, here are some of the aims for the future of OpenMW:

* be a full featured reimplementation of Morrowind
* run natively on Windows, Linux and MacOS X
* support all existing content, including Tribunal, Bloodmoon and all user created mods
* allow much 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 at some point
* (possibly) improve graphics to use more modern hardware


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Mailing list / forum thingy

Faq:

Q: When will this come out?
A: Whenever it's done, don't expect it until 2009 at the earliest though

Q: Will this be backwards compatible with all Morrowind mods?
A: That's the plan, though some mods that rely on weird scripts or third party programs might not be supported

Q: Wouldn't this be awesome, put in pleeease, it would make the game so much better!
A: The goal of this project is to support Morrowind with expansions and mod support, making the game better will have to wait until after the initial project is done

Q: Will my save game be compatible with this?
A: Probably. But until there's an actual, working way to port Morrowind save games over to OpenMW there's no way to be sure though.

Q: Morrowind is ugly, are the graphics going to be improved?
A: Yes! At least the rendering engine will be better, better lighting is already in and other shiny things should be forthcoming. However there is neither a plan nor a desire to improve textures, meshes, or animations.

Q: Will this work well with mods already created?
A: Most definitely yes! Not only should the game theoretically crash less, but mods should be easier to switch around, activate, deactivate, and ect.

Q: Will this allow new types of mods to be created?
A: Yes, with a new graphics engine, scripting language, and being fundamentally built on open source tools OpenMW should allow a wide new variety of mods to be created.

Lastly, if you have an idea for how to improve Morrowind, go ahead and post it. Also, if you think you can help with the project, please say so.
I'd like to see Morrowind not dependent on the system's default codecs.
Basically, I'm sick of uninstalling my .mkv codecs every time I feel like playing.

I can't think of anything that wasn't mentioned in the other thread. Good work on the project so far.
Please make the maximum ingame bink size bigger, the default resolution sucks. And make Oblivion style menus possible! Also, make it possible to change the MW default ingame world map to something like this: http://img443.imageshack.us/img443/7362/mo...dmapwip1nv5.jpg

Pleeeeessseee!
QUOTE(starwarsguy9875 @ Sep 10 2008, 11:08 AM) *
Also, make it possible to change the MW default ingame world map to something like this

The main problem with using a map like this is that mods won't show up. Being able to change the map would be a good option though.
QUOTE(Vality7 @ Sep 9 2008, 07:14 PM) *
The main problem with using a map like this is that mods won't show up. Being able to change the map would be a good option though.

Yeah, that could be a problem. But what about a map texture replacer, i just don't like the brown.
Codeblocks file for Linux systems. Assumes default install for Ogre files.

This will work on Windowz, but you need to change the Ogre file path etc.
CODE
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
    <FileVersion major="1" minor="6" />
    <Project>
        <Option title="OpenMW" />
        <Option pch_mode="2" />
        <Option compiler="gdc" />
        <Build>
            <Target title="Debug">
                <Option output="bin/Debug/OpenMW" prefix_auto="1" extension_auto="1" />
                <Option object_output="obj/Debug/" />
                <Option type="1" />
                <Option compiler="gdc" />
                <Compiler>
                    <Add option="-g" />
                    <Add option="-fversion=Posix" />
                    <Add directory="/usr/include/OGRE" />
                </Compiler>
            </Target>
            <Target title="Release">
                <Option output="bin/Release/OpenMW" prefix_auto="1" extension_auto="1" />
                <Option object_output="obj/Release/" />
                <Option type="1" />
                <Option compiler="gdc" />
                <Compiler>
                    <Add option="-O2" />
                </Compiler>
                <Linker>
                    <Add option="-s" />
                </Linker>
            </Target>
        </Build>
        <Compiler>
            <Add option="-Wall" />
            <Add directory="/usr/include/OGRE" />
        </Compiler>
        <Linker>
            <Add library="OgreMain" />
            <Add library="OIS" />
            <Add library="stdc++" />
            <Add library="openal" />
            <Add library="avcodec" />
            <Add library="avformat" />
        </Linker>
        <Unit filename="bsa/bsafile.d" />
        <Unit filename="core/config.d" />
        <Unit filename="core/filefinder.d" />
        <Unit filename="core/inifile.d" />
        <Unit filename="core/memory.d" />
        <Unit filename="core/resource.d" />
        <Unit filename="esm/defs.d" />
        <Unit filename="esm/esmmain.d" />
        <Unit filename="esm/filereader.d" />
        <Unit filename="esm/imports.d" />
        <Unit filename="esm/listkeeper.d" />
        <Unit filename="esm/loadacti.d" />
        <Unit filename="esm/loadalch.d" />
        <Unit filename="esm/loadappa.d" />
        <Unit filename="esm/loadarmo.d" />
        <Unit filename="esm/loadbody.d" />
        <Unit filename="esm/loadbook.d" />
        <Unit filename="esm/loadbsgn.d" />
        <Unit filename="esm/loadcell.d" />
        <Unit filename="esm/loadclas.d" />
        <Unit filename="esm/loadclot.d" />
        <Unit filename="esm/loadcont.d" />
        <Unit filename="esm/loadcrea.d" />
        <Unit filename="esm/loadcrec.d" />
        <Unit filename="esm/loaddial.d" />
        <Unit filename="esm/loaddoor.d" />
        <Unit filename="esm/loadench.d" />
        <Unit filename="esm/loadfact.d" />
        <Unit filename="esm/loadglob.d" />
        <Unit filename="esm/loadgmst.d" />
        <Unit filename="esm/loadinfo.d" />
        <Unit filename="esm/loadingr.d" />
        <Unit filename="esm/loadlevlist.d" />
        <Unit filename="esm/loadligh.d" />
        <Unit filename="esm/loadlocks.d" />
        <Unit filename="esm/loadltex.d" />
        <Unit filename="esm/loadmgef.d" />
        <Unit filename="esm/loadmisc.d" />
        <Unit filename="esm/loadnpc.d" />
        <Unit filename="esm/loadnpcc.d" />
        <Unit filename="esm/loadrace.d" />
        <Unit filename="esm/loadregn.d" />
        <Unit filename="esm/loadscpt.d" />
        <Unit filename="esm/loadskil.d" />
        <Unit filename="esm/loadsndg.d" />
        <Unit filename="esm/loadsoun.d" />
        <Unit filename="esm/loadspel.d" />
        <Unit filename="esm/loadsscr.d" />
        <Unit filename="esm/loadstat.d" />
        <Unit filename="esm/loadweap.d" />
        <Unit filename="esm/records.d" />
        <Unit filename="input/events.d" />
        <Unit filename="input/keys.d" />
        <Unit filename="input/ois.d" />
        <Unit filename="monster/util/aa.d" />
        <Unit filename="monster/util/flags.d" />
        <Unit filename="monster/util/freelist.d" />
        <Unit filename="monster/util/growarray.d" />
        <Unit filename="monster/util/list.d" />
        <Unit filename="monster/util/string.d" />
        <Unit filename="nif/base.d" />
        <Unit filename="nif/controlled.d" />
        <Unit filename="nif/controller.d" />
        <Unit filename="nif/data.d" />
        <Unit filename="nif/effect.d" />
        <Unit filename="nif/extra.d" />
        <Unit filename="nif/misc.d" />
        <Unit filename="nif/nif.d" />
        <Unit filename="nif/niffile.d" />
        <Unit filename="nif/node.d" />
        <Unit filename="nif/property.d" />
        <Unit filename="nif/record.d" />
        <Unit filename="ogre/bindings.d" />
        <Unit filename="ogre/cpp_ogre.cpp">
            <Option compiler="gdc" use="1" buildCommand="gcc $includes -c $file -o $object" />
        </Unit>
        <Unit filename="ogre/meshloader.d" />
        <Unit filename="ogre/ogre.d" />
        <Unit filename="openmw.d" />
        <Unit filename="scene/celldata.d" />
        <Unit filename="scene/player.d" />
        <Unit filename="scene/soundlist.d" />
        <Unit filename="sound/al.d" />
        <Unit filename="sound/alc.d" />
        <Unit filename="sound/audio.d" />
        <Unit filename="sound/avcodec.d" />
        <Unit filename="sound/cpp_avcodec.cpp">
            <Option compiler="gdc" use="1" buildCommand="gcc $includes -c $file -o $object" />
        </Unit>
        <Unit filename="sound/music.d" />
        <Unit filename="sound/sfx.d" />
        <Unit filename="util/random.d" />
        <Unit filename="util/regions.d" />
        <Unit filename="util/reglist.d" />
        <Unit filename="util/uniquename.d" />
        <Extensions>
            <code_completion />
            <debugger />
        </Extensions>
    </Project>
</CodeBlocks_project_file>
@tombofsoldier:
Great FAQ you've put together - I think all your answers are spot on. You might also want to mention the new mailing list / forum for everyone interested in development:
http://groups.google.com/group/openmw
It's open for everyone but it's going to be mostly of interest to developers right now.

@Yacoby:
Thanks for that! I'll add the file to svn.
You're also very welcome to join the forum mentioned above smile.gif
If your savegame has a lot of edited cells (such as from moving items around in every building you visit) it causes the save game to get bloated. There was a program which removed the thousands of references I had created which made the game run much faster. Will doing this still be necessary in OpenMW?
QUOTE(starwarsguy9875 @ Sep 9 2008, 06:08 PM) *
Please make the maximum ingame bink size bigger, the default resolution sucks. And make Oblivion style menus possible! Also, make it possible to change the MW default ingame world map to something like this: http://img443.imageshack.us/img443/7362/mo...dmapwip1nv5.jpg

Pleeeeessseee!

You're kidding about the interface right?
QUOTE(Pjstaab @ Sep 10 2008, 06:36 PM) *
You're kidding about the interface right?

I didn't mean the ingame menus, just the main menu, I want to make an animated one. I hate the Oblivion UI, I think it was just a direct port from the 360. A real failure.
QUOTE(starwarsguy9875 @ Sep 10 2008, 07:39 PM) *
I didn't mean the ingame menus, just the main menu, I want to make an animated one. I hate the Oblivion UI, I think it was just a direct port from the 360. A real failure.



Ah, thank gods, for a minute I thought you wanted the all-in-one system. An animated menu would be nice (nowhere near top of the featurelist, but ok). With a new renderer, something like the Source/Timeshift rendered menu would be cool, just for shinies (say a cell called 'MenuCell'), but that doesn't matter.
Personally, I'd be perfectly happy with a 1:1 transistion of Morrowind's UI. I really like its configurability, to be able to resize any window, switch them on or off, and have them displayed over the continuing game. But instead of spending a lot of time recreating that UI, it will probably make more sense to plug an open spirce UI system in and tweak it.
Better lipsinc, that's obvious. Better gameplay?
Physics of course, the game needs it.
QUOTE(starwarsguy9875 @ Sep 10 2008, 09:15 PM) *
Better lipsinc, that's obvious. Better gameplay?
Physics of course, the game needs it.



Any significant improvement to lipsync may (depending on how they do it) take facial bone changes, which could cause issues.

Physics most definitely would. Where would we store mass data? It can't be calced accurately based on model size, and Morrowind doesn't use a material format that would allow it. It would mean secondary files, which are possible, but would be a pain.
QUOTE(peachykeen @ Sep 11 2008, 03:40 AM) *
Physics most definitely would. Where would we store mass data? It can't be calced accurately based on model size, and Morrowind doesn't use a material format that would allow it. It would mean secondary files, which are possible, but would be a pain.

That something is a pain to implement has never stoped modders before, so lest rephrase this:

Will the new engine make it possible to mod physics into the game?
Could OpenMW do anything to improve the way the game handles stolen property?

In Morrowind, if you've stolen something from a merchant, then that merchant will recognize their property if you try to sell it to them. They will report your crime and you will get a bounty on your head. Unfortunately, they make no distinction between objects you really did steal from them, and other things you acquired legitimately. Once you've stolen a diamond from someone, you can never sell that person a diamond without them declaring you a thief and calling the guards, it doesn't matter if you're trying to sell them the stolen diamond or a diamond you dug from the ground yourself.

QUOTE(Bycote @ Sep 11 2008, 07:39 AM) *
Could OpenMW do anything to improve the way the game handles stolen property?

In Morrowind, if you've stolen something from a merchant, then that merchant will recognize their property if you try to sell it to them. They will report your crime and you will get a bounty on your head. Unfortunately, they make no distinction between objects you really did steal from them, and other things you acquired legitimately. Once you've stolen a diamond from someone, you can never sell that person a diamond without them declaring you a thief and calling the guards, it doesn't matter if you're trying to sell them the stolen diamond or a diamond you dug from the ground yourself.

Really? I never noticed that, wow that sucks lol! heee.gif
QUOTE(starwarsguy9875 @ Sep 9 2008, 04:08 PM) *
Please make the maximum ingame bink size bigger, the default resolution sucks.

Bink videos will likely not be supported. The .bik format is owned by RAD Game Tools, and they require license fees (and they won't allow the source to be distributed, which would break the GPL license currently used by OpenMW). The most that could be done is supporting something like Ogg Theora in its place, but that wouldn't help for existing videos as there's currently no Bink converter (that I'm aware of).
I've seen several conversion tools. They may be illegal, though, so I won't link them here...

xx' I suppose I could find them again, but you'll have to PM me if you're interested, cause... Well. You know.
QUOTE(tbrick @ Sep 10 2008, 05:11 PM) *
@Yacoby:
Thanks for that! I'll add the file to svn.
You're also very welcome to join the forum mentioned above smile.gif

I will, I just need to finish my current project, or get it into a better state, and then I can put some more time towards OpenMW.
QUOTE(KCat @ Sep 11 2008, 05:00 AM) *
Bink videos will likely not be supported. The .bik format is owned by RAD Game Tools, and they require license fees (and they won't allow the source to be distributed, which would break the GPL license currently used by OpenMW). The most that could be done is supporting something like Ogg Theora in its place, but that wouldn't help for existing videos as there's currently no Bink converter (that I'm aware of).

I would be happy to remake the exisiting cutscenses, I have the music from them (in the SE soundtrack), the Voice acting is in the Vo/Misc folder, and I have the game (fraps too!).
QUOTE(starwarsguy9875 @ Sep 11 2008, 08:09 AM) *
I would be happy to remake the exisiting cutscenses, I have the music from them (in the SE soundtrack), the Voice acting is in the Vo/Misc folder, and I have the game (fraps too!).


Simply using RAD Game Tools' tool package (free from them) to convert them would probably work (I can't remember if it converts from or only too .bik).
Is it illegal to simply use the function calls to the binkw32 DLL in the program, if the DLL itself isn't distributed? Since, last I saw, they had a list of many/most of the functions on their site, so if you just make it so the DLL is copied from the Morrowind install over...
QUOTE(peachykeen @ Sep 11 2008, 03:23 PM) *
Simply using RAD Game Tools' tool package (free from them) to convert them would probably work (I can't remember if it converts from or only too .bik).
Is it illegal to simply use the function calls to the binkw32 DLL in the program, if the DLL itself isn't distributed? Since, last I saw, they had a list of many/most of the functions on their site, so if you just make it so the DLL is copied from the Morrowind install over...

RAD tools can convert to and from bink, I use it a lot.
QUOTE(peachykeen @ Sep 11 2008, 12:23 PM) *
Is it illegal to simply use the function calls to the binkw32 DLL in the program, if the DLL itself isn't distributed?

It'd be a gray area with the GPL, at the very least. But even if that worked, it'd be a Windows-only solution. Only thing in Linux that I've seen can handle .bik is the (closed source) external player, which is a stand-alone 32-bit executable.

QUOTE(starwarsguy9875 @ Sep 11 2008, 02:55 PM) *
RAD tools can convert to and from bink, I use it a lot.

The tools seem to be Windows-only, and don't give a list of valid output formats (using Wine, I tried .ogg, .mpg, .mp4, .mov, and .yuv). Only things that worked was audio, using .raw and .wav.
I'll see if I can get going on ext cells now smile.gif
QUOTE(Yacoby @ Sep 12 2008, 09:24 AM) *
I'll see if I can get going on ext cells now smile.gif


Groovy. If you get around to it could you make the function that decides which cells to call flexible. I'd love to be able to specify which cells are loaded and in what order. I have purely selfish reasons, obviously smile.gif I hope to make my cannon travel mod nice and smoothy down the track.
QUOTE(Yacoby @ Sep 12 2008, 04:24 PM) *
I'll see if I can get going on ext cells now smile.gif

Oh so mr. Yacoby is in on this project too?

Woohoo! heee.gif
QUOTE(doccolinni @ Sep 12 2008, 04:04 PM) *
Oh so mr. Yacoby is in on this project too?

Woohoo! heee.gif

Only for the party afterwards you understand 932.gif

Wait? There is a party afterwards isn't there?


We will see how far I get on doing the landscape, I have done it before tongue.gif
If its possible could we have a lock-picking mini game? and maybe a repair hammer minigame also? oh and probes. oh also, just kidding, thats all biggrin.gif
QUOTE(TESgamerKyle @ Sep 12 2008, 11:15 PM) *
If its possible could we have a lock-picking mini game? and maybe a repair hammer minigame also? oh and probes. oh also, just kidding, thats all biggrin.gif

laugh.gif It's good to know that you're just kidding. However, and that's the beauty of a compatible Open Source engine, it *would* be possible. And there might even be people who like these minigames so much that they add them as an option, who knows smile.gif
So I know there's been some discussion about the mesh format, but what about the texture format? One of the biggest advances in graphical technology has been the introduction of specular/diffuse shaders. I hope OpenMw can support that in some fashion. I've made some textures and stuff for Morrowind and Oblivion but I don't really know what is and isn't supported.
QUOTE(tombofsoldier @ Sep 14 2008, 08:21 PM) *
So I know there's been some discussion about the mesh format, but what about the texture format? One of the biggest advances in graphical technology has been the introduction of specular/diffuse shaders. I hope OpenMw can support that in some fashion. I've made some textures and stuff for Morrowind and Oblivion but I don't really know what is and isn't supported.



OGRE can support essentially all modern graphics techniques, including per-pixel lighting, shadows, decals, shaders (HLSL, CG, and another format).

So basically you should be able to do that stuff, if they can figure out how to get it into the game with the current file formats.
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