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Time Spent:
+4 years
Date Added: Jul 24 2012 02:24 PM
On this image you can see sunset in Seyda Neen with water shader written by our team member - Scrawl.
What is OpenMW?
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 (see our FAQ page: http://openmw.org/faq/ ).
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.
It’s a pretty ambitious list, and there’s a lot left to do before these goals can become reality. You should check for information about the current development status on our website: http://openmw.org
OpenMW is released under the GNU General Public License version 3, and all source code has been written completely from scratch. It also builds on various other open source tools, most notably OGRE for graphics, and Bullet for collision (and possibly physics).
You can find a demo of this project at our "Downloads page": http://code.google.c.../downloads/list
Date Added: Jul 24 2012 02:24 PM
On this image you can see sunset in Seyda Neen with water shader written by our team member - Scrawl.
What is OpenMW?
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 (see our FAQ page: http://openmw.org/faq/ ).
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.
It’s a pretty ambitious list, and there’s a lot left to do before these goals can become reality. You should check for information about the current development status on our website: http://openmw.org
OpenMW is released under the GNU General Public License version 3, and all source code has been written completely from scratch. It also builds on various other open source tools, most notably OGRE for graphics, and Bullet for collision (and possibly physics).
You can find a demo of this project at our "Downloads page": http://code.google.c.../downloads/list
Various kind of IDEs, C++ language, Ogre3D, OpenAL, Bullet and Qt libraries.














4 Comments
I understand that you support mods without any problems, but do you also support MGE (Morrowind Graphics Extender) and the stuff around (Speedtree like trees for Morrowind, etc.)?
In few days I'm also gonna try it ... I'll give some echo then (if you wish) - how it runs, etc.
Feel free to visit our forum where other developers could answer your questions
// Edit: I'm looking forward for your impressions from OpenMW testing