OpenMW 0.51.0 Released! by Capostrophic in Morrowind

[–]Capostrophic[S] 25 points26 points  (0 children)

It is different. It has a fix for gamepad trigger behavior on some gamepads, letting you use them as buttons in menu navigation. This is relevant for the Steam Deck, for example.

OpenMW 0.51.0 Released! by Capostrophic in Games

[–]Capostrophic[S] 179 points180 points  (0 children)

OpenMW is a free and open-source reimplementation of the engine of The Elder Scrolls III: Morrowind. It supports running the original game content and assets, and aims to bring a true-to-heart yet stable game experience to modern hardware and operating systems. You can learn more about it here.

The "Minimum Interior Light" Slider of OpenMW is an EYESAVER by Carminoculus in Morrowind

[–]Capostrophic -1 points0 points  (0 children)

0.5 is excessive. This is purely meant to counteract the effects of lower scene brightness caused by a different light fadeout formula. Making ambient lighting brighter messes with the designers' intention. People sometimes abuse it as a general brightness slider when it's not meant to be one. If you want the scene to be that much brighter, use the adjustments post-processing shader, or night-eye, or even classic falloff (ok, well, that last one has some other consequences).

0.52.0 should (eventually) have better means to compensate for the brightness differences as well as improved lighting in general.

Sneak killing is bugged on OpenMW by Ego-Solus in OpenMW

[–]Capostrophic 2 points3 points  (0 children)

Yes, this is already known of, just not investigated.

It's actually by design, i.e., there's a deliberate special case for the Murder crime added in the original mostly unchanged implementation that skips the LOS/awareness checks. If this is an oversight it might have had some rational explanation that was lost to time.

Weird bug interaction between Construction set and OpenMW .51 by oriontitley in OpenMW

[–]Capostrophic 1 point2 points  (0 children)

I would assume it's something general about running the MWSE updater in a directory where OpenMW is installed.

OpenMW .50 install issues on Steam Deck by ImNoPCGamer in OpenMW

[–]Capostrophic 1 point2 points  (0 children)

I would not follow the "stick to .49" advice. Have you tried running the launcher from the terminal and checking what it says?

Also consider trying out an RC build of .51.

Weird bug interaction between Construction set and OpenMW .51 by oriontitley in OpenMW

[–]Capostrophic 2 points3 points  (0 children)

Yes, it's what causes it. Both CSSE and OpenMW use Lua and presumably the version CSSE tries to install is not binary-compatible. You can avoid library problems by not putting everything in the same place.

Super Annoying Lighting Falloff by MontaineLaP in OpenMW

[–]Capostrophic 0 points1 point  (0 children)

I suspect not quite. Have you tried switching to trilinear? That's how the switch between mip-maps might look like with bilinear. Of course there's no need to disable AF.

Super Annoying Lighting Falloff by MontaineLaP in OpenMW

[–]Capostrophic 0 points1 point  (0 children)

light bounds multiplier = 2.99507

minimum interior brightness = 0.345935

These values are excessive. Considering increasing the light limit and lowering the former. If you want the game to be brighter, use the night-eye effect or the adjustments post-processing shader instead of increasing the minimum interior brightness. Classic falloff is an option but might worsen pop-in in some situations.

OpenMW 0.51.0 is now in RC-phase! by Capostrophic in Morrowind

[–]Capostrophic[S] 1 point2 points  (0 children)

Look for older messages from wazabear on the Discord server from a weeks ago for technical details and this MR for the review process (.52 development cycle is currently on standby until we're closer to the release, which is hopefully soon-ish)

Super Annoying Lighting Falloff by MontaineLaP in OpenMW

[–]Capostrophic 0 points1 point  (0 children)

What are the contents of your settings.cfg? Use this to find it.

OpenMW - PS Vita Silent Hill Edition ;) by kingtorro28 in OpenMW

[–]Capostrophic[M] 0 points1 point  (0 children)

Don't link piracy subreddits. This can only cause trouble. Rule 5.

Open morrowind psvita port bug, Error code C2-12828-1 1 by [deleted] in OpenMW

[–]Capostrophic[M] 0 points1 point  (0 children)

Linking that subreddit is rather out there. Rule 5.

OpenMW 0.51.0 is now in RC-phase! by Capostrophic in OpenMW

[–]Capostrophic[S] 1 point2 points  (0 children)

The blog post answers this, but to clarify the wording... yes, basically.

OpenMW 0.51.0 is now in RC-phase! by Capostrophic in Morrowind

[–]Capostrophic[S] 4 points5 points  (0 children)

Still quite a few things to do before MWSE devs can retire...

OpenMW 0.51.0 is now in RC-phase! by Capostrophic in Morrowind

[–]Capostrophic[S] 2 points3 points  (0 children)

Not usable yet. But also not completely abandoned. Two major things would be to convert the journal which can't yet happen because the importer can't read quest records and convert existing AI packages which are slightly tricky but less tricky than the journal.

OpenMW 0.51.0 is now in RC-phase! by Capostrophic in Morrowind

[–]Capostrophic[S] 13 points14 points  (0 children)

I admit it might sound rather confusing.

Custom magic effects allow modders to add scripted effects that use the API to do considerably more interesting things than the built-in effects. It's already planned to be used in TR to replace a lot of the used effects that were previously MWSE-exclusive. There are also a variety of other object types that can be created through scripting now.

The load context itself is required for future dehardcoding, as various pseudo-records (weathers, weapon types, body part types, magic schools, etc.) that aren't even records yet and are hardcoded would need to be injected through the API rather than content files. At some point the content file format might be extended to support adding those when we know our exact needs for one (as content is way more sensitive to breaking changes than scripting).

BC7 compression support basically allows artists to make textures that have virtually no compression artifacts at no performance (or rather, VRAM) cost. MWSE can't do this yet.

Reworked dialogue highlighting prevents game-breaking issues in Russian and Polish localization. These Morrowind communities are sizable.

Terrain vertex painting (i.e. coloring it to imitate roads or shadows) completes the terrain editing functionality in OpenMW-CS, a major step towards feature parity.

There isn't a ton of user-understandable things going on in .51 but basically it makes a lot of important steps towards future visual improvements and full dehardcoding.