OpenMW - open source Morrowind reimplementation

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tbrick
Posts: 4
Joined: Mon Sep 29, 2008 11:11 am

OpenMW - open source Morrowind reimplementation

Post by tbrick »

Hi, I'd just like to announce that OpenMW, an ambitious project I'm currently working on, has just started using Bullet!

You can read more about OpenMW at: http://openmw.snaptoad.com

OpenMW is an attempt to reimplement Morrowind using only open source software. It is meant to become (in time) a drop-in replacement for the official executables. It's planned to be multi-platform, support all existing content (including all mods, and localized versions), and have lots of new and improved features. However it doesn't replace or contain any art, so you must already own a copy of Morrowind to use it.

The Bullet-relevant code can be found in svn only at the moment. Bullet is only being used for collision detection for now, but adding real physics to Morrowind is definitely possible. The collision part is far from finished though, and all the physics code so far is based heavily on CharacterDemo.

Some additional links:
Screenshots: http://openmw.snaptoad.com/shots/
Homepage: http://openmw.snaptoad.com/
Mailing list: http://groups.google.com/group/openmw
tbrick
Posts: 4
Joined: Mon Sep 29, 2008 11:11 am

Re: OpenMW - open source Morrowind reimplementation

Post by tbrick »

Update: Here are a few videos of the Bullet-based character movement / collision code in action. Not perfect, but it works. Once I have improved it sufficiently, though, I'll make sure to port the changes back to CharacterDemo, so others can benefit.

http://www.youtube.com/watch?v=1ugvFIlcm4M&fmt=6
http://www.youtube.com/watch?v=hECa3Nz7hJ0&fmt=6
http://www.youtube.com/watch?v=y5APakncjxM&fmt=6
http://www.youtube.com/watch?v=bHB46H37dsk&fmt=6
http://www.youtube.com/watch?v=ly1LAm-KMF4&fmt=6
mickey
Posts: 107
Joined: Fri Sep 19, 2008 6:08 pm

Re: OpenMW - open source Morrowind reimplementation

Post by mickey »

Hi Nicolay!

Nice work!

I found out on your recent post that you have successfully implemented the character collision detection with walls and objects.

If so, I assume you used bullet's kinematic character controller demo code?

I tried checking your source code looking for your code that controls the character in game, unfortunately I'm unable to find it (I downloaded openmw-0.4.zip).

Would you tell me how you are able to implement the character collision detection with the world and the objects?

Thanks in advance!
tbrick
Posts: 4
Joined: Mon Sep 29, 2008 11:11 am

Re: OpenMW - open source Morrowind reimplementation

Post by tbrick »

Hi mickey!

Yes, my code is mostly based on the kinematic character controller demo (CharacterDemo). It still needs a lot of work, but if I figure out something thats generally usable, I would like to contribute it back into the demo (if the Bullet guys are interested in my code.)

The code isn't part of any release yet (it will be in 0.5), but you can find it in svn (the version control system). To browse the files on the web, you can go here: http://openmw.svn.sourceforge.net/viewv ... nk/bullet/

I made some additional improvements last night, but I'm unable to submit them right now because my laptop decided to start crashing this morning :(

Anyway, hope this helps!
mickey
Posts: 107
Joined: Fri Sep 19, 2008 6:08 pm

Re: OpenMW - open source Morrowind reimplementation

Post by mickey »

Hi tbrick

unfortunately I am unable to find the code that shows how the kinetic character controller not collid with a dynamic rigid body? I see a lot of checks with normals though...

I looked at /trunk/bullet/cpp_player.cpp.

The comments are useful thanks very much!
tbrick
Posts: 4
Joined: Mon Sep 29, 2008 11:11 am

Re: OpenMW - open source Morrowind reimplementation

Post by tbrick »

Hi again. You can avoid collision with certain objects by setting the appropriate group and mask filters on the objects. See the "filters" article on the main page. I changed this in my copy of the demo, and the result was that you could walk on top of dynamic boxes, and boxes would push the player around when they move. But you will NOT be able to push the boxes with the player, however.

I would recommend playing around with the kinematic character demo first, possibly using the OpenMW comments as a guide (since much of the code is similar.) But I'm guessing this is what you're doing already :)

With time I hope to improve the code quite a bit - smoother movement, more realistic gravity, sliding down steep slopes, etc.
OpenMW
Posts: 21
Joined: Fri Feb 10, 2012 6:16 pm

Re: OpenMW - open source Morrowind reimplementation

Post by OpenMW »

Hello folks,

OpenMW is alive and well, currently at version 0.11.1, with version 0.12.0 reaching release soon.
Here's our latest demo video http://www.youtube.com/watch?v=58aVKVPq ... re=related

Many pieces of the project are coming along nicely. However, our implementation of bullet is fraught with collision detection issues like falling through the ground. This funny first take of the above video demonstrates the problem.
http://www.youtube.com/watch?v=mjiHNkLp ... pyqGI5dtvt

We've got one of developers trying to find a solution to these problems, so any advice you have would be great. Here's our forum thread about the physics http://openmw.org/forum/viewtopic.php?f=6&t=520
If you want to get involved with an ambitious open source project, OpenMW could use a well versed bullet user.

If you are interested in our development here is our history http://openmw.org/wiki/index.php?title=Project_History
OpenMW
Posts: 21
Joined: Fri Feb 10, 2012 6:16 pm

Re: OpenMW - open source Morrowind reimplementation

Post by OpenMW »

Hello Everyone,
Just a little more bug fixing and some code writing for build automation and we'll have 0.12.0 out the door. The code is in lgro's trustworthy and clean hands (they are frequently washed). 0.12.0 includes Jhooks1 work on animations. These will be activated through the console for now as we don't have the necessary AI yet.

Two exciting features will make their debut in version 0.13.0
  • 1. Dialogue GUI! GUS has done a lot of work on this feature already, but there is some broken backend stuff. Zini will work on broken things/backend stuff after finishing equipping item task.

    2. Water rendering. Also by Jhooks1.
Other News
  • We're shifting to smaller, more frequent releases. Our goal is a 1-2 month release cycle. Zini developed a multi-release roadmap. You can now check out the tentative plans for 0.13.0 through 0.15.0 at http://bugs.openmw.org:81/projects/openmw/roadmap We know people want to try out new features and we need their help identifying bugs. More new code released at one time means more to sort through to find the culprit(s) that are causing problems.
  • Yacoby continues work on terrain rendering. This feature will be added to 0.14.0 or later. OGRE 1.8 should make adding terrain much easier than is currently possible with OGRE 1.7, but 1.8 is a couple months past their original release date (we understand, our 0.12.0 release is five months overdue).
  • Jhooks1 is looking at Project Aedra's excellent implementation of the bullet physics library and seeing what can be ported over to OpenMW. He's already been able to fix the falling through floor bug.
  • ElderTroll wrote an article for freegamer about open source morrowind engines. http://freegamer.blogspot.com/2012/02/m ... -they.html
  • BrotherBrick created a wikipage with instructions about testing for novices, I hope that It can be filled with more info soon. Here is the link: http://openmw.org/wiki/index.php?title=Testing
  • Our Project History page now contains our complete changelogs.http://openmw.org/wiki/index.php?title=Project_History
  • We have two new Developers: Mirrcceam94 joined us recently and has squashed some bugs. Scrawl is a developer from the vdrift project where he works on graphics! OpenMW is waiting to implement advanced graphics until after the 1.0.0 release, but there are still many rendering tasks that need finishing; like particles, a proper skybox, and weather.
OpenMW
Posts: 21
Joined: Fri Feb 10, 2012 6:16 pm

Re: OpenMW - open source Morrowind reimplementation

Post by OpenMW »

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/

We are currently working our bullet implementation and could really benefit from an experienced bullet user's help. If you can help please register on our forums and announce yourself to the team. We would be eternally grateful!
OpenMW
Posts: 21
Joined: Fri Feb 10, 2012 6:16 pm

Re: OpenMW - open source Morrowind reimplementation

Post by OpenMW »

Hot on the heels of 0.12.0, the OpenMW team is proud to announce the release of version 0.13.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This release notably includes functional NPC dialogue, and beautiful sky!

Also here is a preview of the new Bullet physics implementation: http://www.youtube.com/watch?v=0VGQYZwA ... u3mdJ60%3D

Please note:
- On OSX, the path to the application cannot contain spaces, or the launcher will not work properly.

Changelog:
- NPC Dialogue window and mechanics implemented
- Reimplemented sky rendering, added weather effects
- Wireframe mode added
- Fix for sounds broken in 0.12.0
- Fix for 3D sounds
- Added sounds for weather, doors, containers, picking up items, and journal
- Various code cleanup and improvements
- Fixed an Ogre crash at the Dren plantation
- Several launcher improvements
- Added fade to black effect for cutscenes
- Added backend for equipping items
- Fix to stop ASCII 16 character from being added to console on its activation in OSX
- Fixed collision shapes being out of place
- Fixed torch lights not being visible past a short distance
- Fixed some transparency rendering problems

Website
http://openmw.org/en

Download Page
http://code.google.com/p/openmw/downloads/list


YouTube Channel
http://www.youtube.com/user/MrOpenMW

Forum
http://openmw.org/forum
OpenMW
Posts: 21
Joined: Fri Feb 10, 2012 6:16 pm

Re: OpenMW - open source Morrowind reimplementation

Post by OpenMW »

The OpenMW team is proud to announce the release of version 0.14.0! This release precedes Morrowind’s 10th Anniversary by 2 days! Release packages for Ubuntu are now available via our Launchpad PPA https://launchpad.net/~openmw/+archive/openmw . Release packages for other platforms are available on our Download page http://code.google.com/p/openmw/downloads/list . This release brings many notable features, including terrain and water rendering! A video highlighting many of the new changes in this release made by our very own WeirdSexy can be found here.

http://www.youtube.com/user/MrOpenMW

Please note:

There is a regression in the Launcher in this release, from which you will observe that the rendering subsystem will default to OpenGL regardless of what was previously selected. This will be fixed in the next release. This can be overcome by setting the rendering system explicitly from the launcher each time, or running the OpenMW binary directly from the command line, which will select the renderer that has been set in your config file.
There is a known issue where a crash may occur underwater with the underwater effect enabled on OS X

Changelog:

Fix for meshes rendering with the wrong orientation
Fix for better grabbing of small objects
Fix to enable toggling of collision rendering
Updates to be compatible with Ogre 1.8.0 RC1
Fix for Wireframe mode applying to HUD and Console
Fix for terrain crashing when moving away from predefined cells
Fix to allow OS X Launcher to handle spaces in the binary path
Fix to support TGA textures
Fix to support wireframe mode in water
Added water rendering
Added terrain rendering
Added ability to render Path Grid
Added Factions support
Added Local Map
Added Compass/Mini-Map
Added Clothing/Armour redering
Added Window Pinning
Added Auto-Equip.
Added support for containers tracking changes to their contents
Added several NPC Dialogue Window improvements
Added backend for a game settings manager
Added backend for a Spell List and selected spell
Added backend for NPC holstered/drawn state
Added a Morrowind.ini Importer (not yet included in the binary packages)
Refactored the Sound code
MyGUI updated to version 3.2.0



Website
http://openmw.org/en/

Download Page
http://code.google.com/p/openmw/downloads/list

Forum
http://openmw.org/forum/
OpenMW
Posts: 21
Joined: Fri Feb 10, 2012 6:16 pm

Re: OpenMW - open source Morrowind reimplementation

Post by OpenMW »

Hey, we're back with the bimonthly update:
Our killer-feature this time (yup, we’ve got one !) is drag’n'drop. Drag’n'drop allows you to drop things from your inventory. The code is not yet perfect, and not everything is fully functional, but folks are cleaning and improving it.

We got terrain collisions working! You can test this feature by typing tcl or togglecollisions in the console. Terrain collisions will be included in version 0.15.0.

With terrain collisions finished work was renewed on getting Ogre3d-powered animations working. There are still issues with some creatures like the ancestor ghost, but things are slowly moving forward.

scrawl is a machine, he worked on the following:
-Introduction of a new font (not under GPL, unfortunately, but it’s better than nothing) for daedric alphabet.
-Improving scrolls/books interaction and rendering.
-Bugfixes and improvement of the GUI : you can now scroll with the mouse wheel!
-Improvements for journal rendering.
-Single quotes now work.
-Opening/taking/closing books/scrolls now work
-Movement is no longer framerate dependent
-You can now talk with creatures
-More spell backend

The quote of the week :

OpenMW just got to a whole new level
because you can now steal Fargoth’s ring!



Thanks to the propaganda of the PR team, we attracted several new potential coders.

Ho, by the way, if you know some Qt, we are looking for someone to develop the OpenMW Editor. Don’t be shy, apply!
OpenMW
Posts: 21
Joined: Fri Feb 10, 2012 6:16 pm

Re: OpenMW - open source Morrowind reimplementation

Post by OpenMW »

Hello everyone !

The major news for this update comes via Mark (creator of the Crystal Scrolls) : he nearly finished multiple esp/esm support! There are numerous problems, but things are progressing : you'll soon be able to travel to Solstheim!

garvek, our new developer who is also part of the dugeonhack project, started working on cmake fixes and making OpenMW compile with MSVC. The DungeonHack team is in the process of deciding whether to help OpenMW reach basic functionality and then base DungeonHack off our engine. Sounds good to me!

zini after last week of bugfixes and checking if features from merged branches were working, he has returned to working on the script implementation. Excellent!

jhooks1 is continuing work on the physics system. He fixed a bug that allowed players to run up the walls if their speed was high enough. Unfortunately his work on enabling animations through Ogr3d's system still can't handle robes and some creatures. If someone is an expert in animations then you're help is welcomed on our forums.

Gentoo overlay for OpenMW has reached alpha status and awaits testing. Big thanks (if it's working correctly) to edmondo.

Gus added the setangle and setscale instructions but there is still much to be done before his branch is merged into the master.

Scrawl has been working his wonders (namely by finishing the Spell window and alchemy windows). He also changed the color of the water to look less tropical and more like in vanilla Morrowind.
Lurkers of the irc channel are reporting that he mentioned:
I have started rewriting the shader system to allow GLSL. I am a making sort of a library out of it, it will be similar to ogre RTShaderSystem but much better. Then the user can put in a settings file which shader language he wants :P
Ho, and two more developers pvdk and k1ll are active again :)

Finally, we are looking for someone who knows QT to start work on developing a replacement to Bethesda's Construction Kit for OpenMW. If you fit the bill it would be a huge help to the project. Any computer science or game design students out there with free time this summer?
OpenMW
Posts: 21
Joined: Fri Feb 10, 2012 6:16 pm

Re: OpenMW - open source Morrowind reimplementation

Post by OpenMW »

The OpenMW team is proud to announce the release of version 0.15.0!

Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page.

This version includes a reimplementation of the physics and player movement system, elevating the player from slug to hobbit status.
errain collision and many newly-implemented GUI elements are also featured in this release.
Weirdsexy has made a demo video for your viewing pleasure.

For 0.16.0 we are planning to implement many skills and attributes. If you want to help out with the project, but are unable to code,
we need help discovering the formulas used for skills, magic, and attributes and also testing and confirming the ones that have been described are accurate.

Changelog:
- Reimplemented physics system/player movement
- Implemented terrain collision
- Implemented pulsating lights
- Implemented Magic Effect Bookkeeping, and Feather/Burden effects
- Implemented Book and Scroll windows
- Implemented Inventory, Container, and Trade windows
- Implemented item stacking in containers
- Implemented tooltips for items in the world, and many GUI elements
- Added faction and other information to Stats window
- Fixed Resizing arrow’s background transparency
- Fixed Stats window layout when resizing in the X direction
- Long topics in dialog window now wrap and sort correctly, and other dialogue window fixes
- Fixed terrain handling in non-predefined cells
OpenMW
Posts: 21
Joined: Fri Feb 10, 2012 6:16 pm

Re: OpenMW - open source Morrowind reimplementation

Post by OpenMW »

Here it is, version 0.17.0! Release packages for Ubuntu are now available via the Launchpad PPA. Release packages for other platforms are available on the Download page. This version introduces a new player control system, potion usage, a Pause Menu, and a multitude of fixes and improvements.

Demo Video

http://www.youtube.com/user/MrOpenMW

Known Issues:
-Activating a bed can lock up the game
-There is a minor memory leak that will be fixed in 0.18.0

Changelog:
-Implemented potion usage
-Implemented skill gain backend
-Implemented Drain/Fortify dynamic Stats/Attributes magic effects
-Reimplemented dropping items
-Implemented a Pause Menu
-Implemented Camera Modes and proper Player control
-Added support for objects crossing cell borders
-Added support for object rotation and scaling
-Fix for physics shapes and dark textures
-Fix for character normals
-Fix for laggy input on OS X
-Fix for NIF material sharing
-Fixes for various crashes and errors
-Fix for memory leaks
-Various improvements for console scripts
-Various improvements to the source code including cleanup, refactoring and redesign

We always welcome skilled and motivated programmers. Our implementation of bullet is a work in progress and we'd appreciate any help or advice we can get. Just working on a single feature would be a great assistance since making OpenMW is such a huge task. Think of it like Stone Soup: The Game or public works like a library or a park. You can always help the project by spreading the word. Posting info about us on other websites and telling friends who have the skills we are looking for.

Work has also begun on the second and third components of the project. The Example Suite and the Editor.

The Example Suite is a small standalone game and does not contain any Bethesda owned art assets. Therefore, those who do not own Morrowind will be able to play with OpenMW and test it.

The OpenMW Editor is necessary in order to implement the post 1.0 features that the original Morrowind engine isn't capable of. It's currently a one man project, but he could use some help. Here's the link.

Join Us:
OpenMW Homepage: http://openmw.org/
Official Youtube Channel: http://www.youtube.com/user/MrOpenMW
For New Developers: http://wiki.openmw.org/index.php?title= ... ion_Wanted
Forums: http://openmw.org/forum/
Chat @freenode http://freenode.net/ #openmw
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