OpenMW: Open-source reimplementation of TES3 Morrowind
github.com
github.com
https://gitlab.com/OpenMW/openmw
Including the issue tracker and CI.
If anyone is interested, they can join the forums:
or Discord:
Also, the list says there's this project TES3MP, which adds multiplayer to OpenMW, but development is ‘halted’: https://tes3mp.com
“This branch is 2536 commits ahead, 2724 commits behind OpenMW:master” whoa daddy.
The project is making excellent progress in my opinion. I remember a few years ago when they were actually many little things lacking (don't ask me for specific examples but I remember some game mechanics being broken) and now it's the opposite, their additions to the UI are very good (in the alchemy menu for instance) and some game mechanics have been rebalanced somewhat.
20-30 mods, mostly texture-related but a couple additions and gameplay mods—there's an obscure and untouched-for-many-years library mod I adore that adds a nearly-empty library just outside Vivec, which you can fill up by giving them books to copy, for instance, and of course modding plant harvesting is a must, plus I think I had some of the Morrowind Comes Alive stuff enabled—all managed through Mod Manager 2. Draw distance set very high, 4k resolution.
It ran great. Zero bugs, zero quest glitches, zero crashes, the entire time, even with mods. Vanilla Morrowind has always been pretty crashy, so that's a damn good achievement.
Funnily enough sometimes OpenMW worked too well. E.g. there is a script that damages the final boss for each of his "captains" that you kill, which never worked in the original version because IIRC the engine couldn't modify the health of an unloaded mob. In OpenMW it worked perfectly, with the side effect of subtracting exactly 100% of his health if you killed all underlings, resulting in you encountering a corpse as a final boss.
Once he sent me a letter with a CD of a game called Morrowind. But it never ran on my old, old even for that time's reckoning computer.
But I was pretty sure it was about jet fighters. With a multiplayer component.
The CD is long, long gone, and so is the contact. But I still remember it and my distraught over the years to see this company with an ugly name - Bethesda, really? - STEAL this game's name and make any and all references of the original, true Morrowind in my mind, disappear from the web.
To this day I bear a grudge against the ES series and won't play it. Name stealers.
...Fuzzy memories are a hell of a beast.
All of that is still true of the chat protocol that came before and still exists, IRC.
I did some searching for something similar, but the only thing I came upon even vaguely related would be The Morrow Project, a tabletop RPG.
VR is such a great twist for replaying an old classic, but you have to mod a few things unless you enjoy swinging your arms at cliff racers 300 times early on!
Morrowind was a very important game to me growing up and still my favourite Elder Scrolls release. I remember contributing to the Tamriel Rebuilt project when I was in my early teens and represents my first contribution to a community project. I like to give it a replay every couple years.
edit: Rendered at a meager 800x600 px
Still looks pretty bad, I think I'd rather run the Android port of OpenMW with an HDMI adapter I think.
I haven't tried OpenMW in a year or more but I was really impressed with what they had managed, it was the first time I had ever played MW with a decent frame rate.. that original engine seemed to run poorly on any configuration of hardware I had over the years.
data="/home/user/.local/share/mw/Tamriel Data (HD)"
data="/home/user/.local/share/mw/Tamriel Rebuilt"
I think the tricky file to find was ~/.config/openmw/openmw.cfg and it needed to che changed to include:
fallback-archive=PT_Data.bsa
fallback-archive=TR_Data.bsa
and content=Tamriel_Data.esm
Then everything else was managed with the openmw-launcher UI. The game ended up installed in ~/.local/share/openmw/ with some funky setup to deal with mods.OpenMW is great, played it a lot a couple of years ago. I love when games get future-proofed like this. See also the various Quake and DOOM source ports, although those started from id Software releasing their engines under the GPL so had an easier start.
> Now I am rereading my first comment an see that it is too rude. I am sorry for that. I was in a bad mood when wrote this.
> People
I'm a bit confused, are you talking about people and countries or not? In your original comment you explicitly said "people" and "countries"
As a native English speaker: no it doesn't. Whoever told you that was gaslighting you, a corporate-politically-correct shitheel, or both. (Or being sarcastic, or cargo-culting something they picked from one of the previous categories, or some other breakdown of communication.)
Accepting failure is integral to learning and growth, but a key part of that is identifying the weak points and learning from them.
Edit: s/gift wrap/sugar coat
https://github.com/OpenMW/openmw/pull/3176#discussion_r72858...
Someone want a modification to be merged and push a lot of template code giving a 3 line PR explanation.
This kind of situation comes often in OSS, specially in C++ project and I wouldn't be surprised if OMW had a lot of PR like this.
With this kind of PR, the maintainer have to go into each line and try to understand what the point because the original author didn't explain that much + it's C++ template and not everyone like that.
This is not a excuse to be arsh or anything, another option would have been to put a tag "need clarification" and let the PR in a hole and force the author to motivates its modifications.
"For code contributions, it's best to start out with modestly sized fixes and features and work your way up. There are so many different possible implementations of more major features – many of which would cause undesirable code or vision conflicts with OpenMW – that those should be talked over in advance with the existing developers before effort is spent on them."
Edit: To actually respond to what you are saying: I came into your server and asked if someone had already picked up an issue. When it was clear this was not the case, I said I would give it a shot. Because you were the way you were to me, I never felt like I should contribute my patches upstream (which I did end up writing). That is a shame and a loss and all you had to do to avoid it was approach me with a positive and tolerant mindset, like I tried to do with you.
If your idea of a "tolerant and positive mindset" is to immediately try to get scripters to follow a derailment of the plans of a project you have never contributed to and then keep complaining much later that you were told not to do this, it's safe to say the project is better off not having to deal with that.
Perfect is the enemy - the active and vigorous enemy - of good when it comes to OSS maintenance.
I don't think it's so rationally motivated. The conversation was so fundamentally illogical I must conclude it was purely emotional.
"For code contributions, it's best to start out with modestly sized fixes and features and work your way up. There are so many different possible implementations of more major features – many of which would cause undesirable code or vision conflicts with OpenMW – that those should be talked over in advance with the existing developers before effort is spent on them."
Your attempt to take in many breaking changes at once resulted in what you yourself called an unstable and "truly hacky" build.
Consider why you feel the need for such hard unilateralism in your approach before you complain about others.
But anyway - not interested in drama. My branch is up to speed, many bugs fixed and we're having a blast.
Peace and I wish you well with your tes3mp efforts.
If you're not interested in drama, perhaps you shouldn't start it so needlessly.
Also, nice edit to your comment. Here's what you said originally:
granted there are some limitations you have to be willing to overlook to enjoy the game .. mainly around questing and syncing since all players share the same quest ledger. for example (SPOILER) when curing myself of corpus my character received the cure and attribute buffs but my teammates did not. in the main story line these sync issues are infrequent and were manageable, but at times got especially bad in the DLC -- be prepared to hop in to the command line a lot to revive quest givers, update the journal, acquire items, alter stats.
Additionally one can tweak settings like draw distance [1] in the settings.cfg file, as well as lots of other settings [2].
https://forum.openmw.org/viewtopic.php?t=3398
https://openmw.readthedocs.io/en/stable/reference/modding/se...
If you're interested in modding it, there are some good guides on compatible mods and curated mod lists at https://modding-openmw.com
https://github.com/xyzz/openmw-android
I made pretty significant progress on my phone with a Razer Kishi. Pretty fun.
"OpenMW is an open-source game engine that supports playing Morrowind by Bethesda Softworks. You need to own the game for OpenMW to play Morrowind."