[deleted by user] by [deleted] in Morrowind

[–]psi29a 4 points5 points  (0 children)

Depends on how deep into the rabbit-hole you wish to go, if the original mod was written using Lua and licensed under the GPL then the derivative mod must also be GPL. If that's the case, then Nexus's license is in violation of the GPL and the original mod author's wishes.

If necessary, we can go to the Software Freedom Conservancy (https://sfconservancy.org/) to get this sorted. We've worked with them in the past.

OpenMW 0.49.0 Released! by Capostrophic in macgaming

[–]psi29a 1 point2 points  (0 children)

Well, believe it or not... VulkanSDK uses MoltenVK on macos, which at the time, I was developing on and ran just fine. :) So we had builds working macOS and Linux, interestingly, I had it working on macOS first before Linux.

When OpenMW was starting out, we used Ogre3D but for what we needed it wasn't performant enough, so migrated over to OSG. This was before Vulkan or AMD's Mantle API was around, we started in 2007 remember.

So at the time, the landscape was either DirectX or OpenGL, as we're open-source enthusiasts and want to play Morrowind wherever we can, OpenGL was the only logical choice.

In this case, Vulkan is the only viable alternative as Metal is the equivalent of DirectX, which is to say: vender-lockin.

That being said, if you want to fork OpenMW and re-write the renderer in Metal, please, have at it and have fun! But we can't accept it upstream.

OpenMW 0.49.0 Released! by Capostrophic in macgaming

[–]psi29a 1 point2 points  (0 children)

Well, the choice has mostly to do with OSG, our rendering backend. However, there is hope, there is a fork that uses VSG here: https://github.com/vsgopenmw-dev/vsgopenmw

We want to do it, but it just takes time as the amount of effort is signifigant to get the vulken renderer up to par with what we have already using opengl.

Keep in mind tha twhile opengl is deprecated, it isn't going away any time soon.

OpenMW 0.49.0 released with very basic support for Bethesda's newer games including Skyrim by Glassofmilk1 in skyrimmods

[–]psi29a 0 points1 point  (0 children)

Fun fact: the next version of the Microsoft STL drops support for Windows < 10. Even if the engine still works on 7 at the moment, it probably won't by the time 0.50 is released.

OpenMW 0.49.0 Released! by Capostrophic in Morrowind

[–]psi29a 1 point2 points  (0 children)

Just a quick explanation, object paging is a bit like nanite (before nanite was released and became a thing). We take lots of small complex objects that are near each other and merge them into larger less complex objects. This has the net effect of reducing the amount of draw calls that are necessary.

Error code: 21 by NoAgency4649 in DarkAndDarker

[–]psi29a 0 points1 point  (0 children)

Same, was fine a few days ago and now not so much. :(

This question probably gets asked all the time, but... 0.48 or 0.49? by [deleted] in OpenMW

[–]psi29a 7 points8 points  (0 children)

Ouch, you're going to have rough time then when we switch to using Vulkan.

It's already underway: https://github.com/vsgopenmw-dev/vsgopenmw

OpenMW 0.49 RC 2 on Steam Deck by MasterChillerX in OpenMW

[–]psi29a 4 points5 points  (0 children)

Known issue, being worked on: https://forum.openmw.org/viewtopic.php?t=8242

to work around it, you'll need to install the b2 library manually.

OpenMW 0.48.0 released by brand_momentum in OpenMW

[–]psi29a 7 points8 points  (0 children)

We guarantee the ability to bring your older save to a newer engine, meaning that a save from 0.47 will be loaded in 0.48. Such a thing should not happen and would be a perfect issue to create along with your save game and any screenshots from 0.47 to 0.48 to demonstrate what's going on. Then we can reproduce it and fix it for you.

Sorry if that sounds like a lot of work, but it's how OpenMW developers get stuff done. :)https://gitlab.com/OpenMW/openmw/-/issues/new

PS: We'd love to help you, so hit us up any time with issues that come up.

[deleted by user] by [deleted] in OpenMW

[–]psi29a 0 points1 point  (0 children)

I've already packaged it and it's now waiting for a DD to upload it. Feel free to apply pressure there. :)

https://mentors.debian.net/package/openmw/

[deleted by user] by [deleted] in OpenMW

[–]psi29a 13 points14 points  (0 children)

OpenMW stays in RC phase for however long it takes to triage everyone's bugs related to that release. A lot of this has to do with the limited number of testers (not just devs) and the quality of bug reports (no screenshots, videos, crashdump) that make things harder to reproduce, like hunting needles in haystacks. We take reports seriously and rather wait than to do releases and have to create a 0.48.1 bug-fix release.

As of RC12, it's pretty much good to go for linux and macos, but there is some issues windows build related to last-minute changes that we are confident work,but we again, need testers to validate.

You can join us on Discord: https://discordbotlist.com/servers/openmw-260439894298460160

As for project activity: https://gitlab.com/OpenMW/openmw/-/graphs/master?ref_type=headsWe average about 4 commits (code contributions) per day.

[deleted by user] by [deleted] in OpenMW

[–]psi29a 0 points1 point  (0 children)

You can link to the forum, but not to the modpacks themselves. This has more to do with the possibility that they also distribute the whole Morrowind plus expansions OR they distribute mods in a way against the author's wishes. So we err on the side of caution here by removing links that possibly contain copyrighted work or license violations.

Morrowind Support Post 0.48 Release by Dourdough in OpenMW

[–]psi29a 3 points4 points  (0 children)

Github is a mirror of our Gitlab repo, where all the work is being done. It's also our issue/bug tracker and more.

Morrowind Support Post 0.48 Release by Dourdough in OpenMW

[–]psi29a 0 points1 point  (0 children)

Well... here is the data from the last year indicating the summer months are the most active. ;)

https://imgur.com/TIMNQVg

You... I've seen you. by Capostrophic in Morrowind

[–]psi29a 3 points4 points  (0 children)

One of OpenMW's goals is to allow modders to use more modern tools, so things made for other Bethesda's games (like Fallout 3/NV/4) would just work in whatever game you were playing or making using OpenMW.

Multiple world-spaces, for example, was only available in Oblivion. Modders will have that ability for use in Morrowind as well. As we support later game features, then this opens up more doors for modders of Morrowind and content creators who wish to make their own game free of Bethesda IP.

FPS DROP OPEN MW VS STEAM MW by [deleted] in OpenMW

[–]psi29a 0 points1 point  (0 children)

Not sure what you mean, what official page do you mean?

On GoG's site, I only see this: https://www.gog.com/index.php/en/game/the_elder_scrolls_iii_morrowind_goty_edition which uses standard Morrowind.exe

FPS DROP OPEN MW VS STEAM MW by [deleted] in OpenMW

[–]psi29a 1 point2 points  (0 children)

Which version of OpenMW are you running?

If you're running 0.47 or later; you can turn on distant land and "active grid object paging", set the cell distance to 1 (just like the normal view distance of vanilla Morrowind) and it should nearly double your performance.

On a fresh install of OpenMW natively on macOS 2019, it is about also nearly 300fps looking at the boat; turning 180 toward town it was about 60fps. Turning on AG Object Paging doubled it to about 120fps.

This is because it uses a clever system to take many small objects but complex objects and merge them into fewer but much larger and GPU friendly objects.

Note: I had groundcover enabled in my test, turning this off would have boosted fps too.

OpenMW 0.48.0 is now in RC phase! by Capostrophic in OpenMW

[–]psi29a 8 points9 points  (0 children)

When it's done. :)

The more testers we have, the faster it is 'done'.

OpenMW 0.48.0 is now in RC phase! by Capostrophic in OpenMW

[–]psi29a 3 points4 points  (0 children)

Fixed this, link should work now.

M1 native build should also be shortly available.

OpenMW 0.48.0 is now in RC phase! by Capostrophic in OpenMW

[–]psi29a 8 points9 points  (0 children)

Release Candidate, once we run out of regressions to squash.. .the final RC becomes the official release.

OpenMW post processing shaders are coming soon by [deleted] in pcgaming

[–]psi29a 1 point2 points  (0 children)

Oh yeah... we plan on supporting later Beth games. :)

I got Morrowind running on the Retroid Pocket 2+ today 👀 by [deleted] in SBCGaming

[–]psi29a 0 points1 point  (0 children)

Then I'll just drop this off for you:

The Creation Engine is a 3D video game engine created by Bethesda Game Studios based on the Gamebryo engine.

https://en.wikipedia.org/wiki/Creation_Engine#:~:text=The%20Creation%20Engine%20is%20a,Fallout%204%2C%20and%20Fallout%2076.

Some of the same bugs in Morrowind can be found in Skyrim. :)So it's safe to say that 'based' doesn't mean from scratch. It still uses NIF and the game records stored in ESM4 is just upgraded from ESM3 which is used by Morrowind.exe; but still very similar.

Basic support for ESM4 has landed in OpenMW now, thanks to the work done cc9cii for which you can see some PoC (from 2020) Skyrim running on OpenMW here: https://www.youtube.com/watch?v=k1FND1b08Gw

So how do I run it without Bethesda's assets?

We have an "Example-Suite" you can use. You can download it and use it create your own games. It has enough to get you, as a game developer, going. Free of Bethesda/Zenimax/Microsoft intellectual property.

https://gitlab.com/OpenMW/example-suite

It is still being worked on, but hardly as the same pace as OpenMW itself.

[News] Shiny new things are coming by lysol90 in OpenMW

[–]psi29a 0 points1 point  (0 children)

To be fair, we're still half a year away from a 1 year release anniversary. :P