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OpenMW is an attempt to re-implement 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.

Report article RSS Feed Version 0.16.0 Released!

The OpenMW team is proud to announce the release of version 0.16.0! This version includes the Spell Window, Alchemy Window, and a myriad of fixes and improvements.

Posted by OpenMW on Jul 5th, 2012

The OpenMW team is proud to announce the release of version 0.16.0! Release packages for Ubuntu are now available via our Launchpad PPA Launchpad.net. Release packages for other platforms are available on our Download page Code.google.com.This version includes the Spell Window, Alchemy Window, and a myriad of fixes and improvements.


Known Issues:
- Some objects/models show up with completely black textures. Use OpenGL as your renderer or disable shaders under [Objects] in the config file.
- Inputting player -> addspell makes the command window throw "Error in framelistener: object not found" continuously. It will also prevent you from moving.

Changelog:
- Added Spell Window
- Added Alchemy Window
- Added support for x.y script sytax
- Weapon and spell icons now update to reflect the selected weapon and spell
- Added in-game settings window
- Launcher now saves user-set renderer settings
- Fixed a crash on OSX due to underwater effets
- Fixed auto-equipping not working in some cells
- Fix for container GUI ignoring disabled inventory menuBug #294: Container GUI ignores disabled inventory menu
- Fix for stats review dialog showing all skills and attribute values as 0
- Fixes for several crashes
- Implemented game modes as a stack to prevent erratic behavior
- Added tooltips to class creation dialog
- Added support for show/hiding windows by clicking HUD elements
- Added support for corect player direction after using a Teleport Door
-Added support for selecting objects in the console by clicking them in the scene
- Added support the use of = as a synonym for ==
- Sped up script object access
- Restructured enabling/disabling of objects by script instruction
- Integrated ogre.cfg file in settings file
- Auto-close windows if a related MW-reference is no longer available
- Fix for bonuses in the character creation process

Post comment Comments
Executor-64-
Executor-64- Jul 6 2012, 4:48am buried:

(buried)

why would anyone possibly need this ?

-16 votes     reply to comment
Swyter
Swyter Jul 6 2012, 5:03am replied:

Basically they've rebuilt the engine from scratch so it's up to modern standards, plus adding native compatibility with another operative systems, like Linux.

I suppose that will be more scriptable, hence more mod friendly and unaffected with certain bugs of the original game that remained unfixed.

And also, it's free, will have cooler shaders, and OpenGL renderer versus the DirectX/3D one from vanilla.

That's enough reason for starters :)

+17 votes     reply to comment
abrun4
abrun4 Jul 6 2012, 9:27am buried:

(buried)

So people can just use MGE instead?

-9 votes     reply to comment
MasterionX
MasterionX Aug 7 2012, 1:17pm replied:

Are they fixing bugs of the original game in this re-implementation?

+1 vote     reply to comment
CobraMad
CobraMad Jul 6 2012, 6:13am replied:

Do you care about GNU/Linux users?

+5 votes     reply to comment
OpenMW
OpenMW Jul 10 2012, 12:22pm replied:

We are mainly GNU/Linux users :)

+2 votes     reply to comment
SquirtSoda
SquirtSoda Jul 6 2012, 1:10pm says:

Also, morrowind, oblivion, AND skyrim were all built on the same engine. So once you know how to meld all those parts and make them compatible with a different engine like shaders, textures, scripting etc. It will be FAR easier to create an open version of that. So making openoblivion and openskyrim will far easier. Meaning linux and mac guys will get some fun for once :P and in the future when this is made it will also better the looks of the game.

+3 votes     reply to comment
beefiness
beefiness Jul 6 2012, 8:41pm replied:

I'm quite sure that skyrim uses a different engine than the other two.
It is my understanding that Skyrim uses the Creation engine, made by bethesda, and that Morrowind and Oblivion use gamebryo, of which bethesda did not make(I dont know who did).

+6 votes     reply to comment
Ballowers
Ballowers Jul 6 2012, 8:56pm replied:

The Elder Scrolls V: Skyrim uses the Creation Engine which is actually the Gamebryo Engine Bethesda just re wrote re scripted the whole entire engine the graphics were all re written but the Gamebryo Source Codes are there still just re written.

+6 votes     reply to comment
Chubrokoli
Chubrokoli Jul 7 2012, 5:47am replied:

i love the dynamic shadows in skyrim but it is too simple comparing to morrowind :(

+4 votes     reply to comment
Necrod
Necrod Jul 12 2012, 10:48am replied:

And even if they didn't, game files mostly still use same format..
Also don't forget Fallout 3 and New Vegas used Gamebyro :)

+4 votes     reply to comment
Croco15
Croco15 Jul 6 2012, 1:17pm says:

Yay, I love Morrowind.

+9 votes     reply to comment
+GoldenCat+
+GoldenCat+ Jul 10 2012, 2:37am says:

Cool and all but how are you not going to get a cease and desist from Bethesda?

+3 votes     reply to comment
Swyter
Swyter Jul 10 2012, 4:41pm replied:

Because they've rebuilt it from scratch using clean room reverse engineering.
And that's legal, at least in Europe and USA.

Assets and original content is not distributed.
So you need the game, anyways.

+4 votes     reply to comment
Da_maniaC
Da_maniaC Aug 7 2012, 7:07pm says:

Do you guys also aim to add 2 or 4 player Coop perhaps?
That would definetly make things more interesting. :)

+2 votes     reply to comment
Octrox
Octrox Nov 10 2012, 3:08pm replied:

That would make this soooo bad ***!

I would seriously give them money if they did it :D

+1 vote     reply to comment
rogervanzant
rogervanzant Dec 31 2012, 10:09pm says:

I just realized of the modding possibilities for this project... I'm super pumped for this now!!

+1 vote     reply to comment
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