Morrowind Open Source Projects: Who They Are, What They Do And What They Will Become



Hey Freegamers, 

My name is Antoine and I’ve been a devotee of this site and the Linux Game Tome for years. Now I have the priviledge to contribute back an article. Thank you qubodup for helping me out with this article. I love open source games, but I have a particular soft spot for those that allow creativity and collaboration from their users. Imagine if there existed an open source, and therefore completely editable, game engine with as much content as Morrowind’s fans have created available for it? As many of you are aware, there are currently fan projects working to extend the life, reach, and functionality of The Elder Scrolls III: Morrowind far beyond what’s possible using Bethesda’s Construction Set modding tools.


Can you guess which screen is rendered by what engine? :)

About Morrowind: Morrowind is an enormous proprietary game loved by fans for its atmospheric and immersive world filled with bizarre giant mushrooms, homes built into giant vines, and barren wastelands. However, it was plagued by software bugs, had many elements that were half-baked in their execution, and its game engine took poor advantage of GPUs. Some of these problems fans were able to address with unofficial patches and mods, but others could not be solved without changing the actual game engine.

When I found an open source reimplentation of the Morrowind engine I had to become involved. I’m very new to the group, but I’m helping out the PR team. However, just days after finding OpenMW, I discovered two more such projects existed, with rumors of a fourth. Mark Siewert of The Crystal Scrolls (and soon OpenMW), said the multitude of projects are a testament to the interest people still have in this game’s strange world. Indeed, look at the massive undertakings of fan projects like Tamriel Rebuilt, MGE XE, MGSO, or type in on YouTube “Morrowind 2011” or “Morrwind 2012” and you’ll get a sense for the countless hours fans continue dedicating to improve Morrowind a decade after its release.

I spoke with the developers of the different engines about their projects to get an idea of what their development status is, what their goals are, and how they’re accomplishing them. A quick disclaimer; you need a legal copy of Morrowind to use any of these engines for playing Morrowind. You can get one from steam (it goes on sale every couple of months) or by purchasing one on ebay.

OpenMW began in 2008 by Nicolay Korslund, it uses ogre3d, bullet physics, OpenAL, OIS, NifLib, and MYGUI. Nicolay stepped down as project lead last year and was replaced by the developer Marc “Zini” Zinnschlag and is joined by many great developers.

Project Aedra, was started by Tom Lopes in 2009. It employs NifLib, Bullet Collision, Quake 3 Arena for "pmove" character controller code, and the FastLZ library.

The Crystal scrolls was started by Mark Siewert in 2007 and it employs the Crystal Space 3d engine.

So what do these projects have in common? Well, they are licensed under some form of the GNU GPL license, written in C++, and aim to have all the features of original Morrowind, including compatibility with all official and unofficial expansions and plug-ins (and those based on external programs such as the Script Extender). Their individual goals are listed below. 


Additional Goals:

OpenMW
Project Aedra
The Crystal Scrolls
  • Allow greater modification: change game rules, create new spell effects, etc through scripting.
  • Fix system design bugs, like the "dirty" GMST entries in mods, and the save game "doubling" problem
Post 1.0:
  • Improve the interface and journal system
  • (possibly) improve game mechanics, physics, combat and AI
  • (possibly) support multiplayer
  • (possibly) improve graphics to use more modern hardware
  • Be blindingly fast
  • Multi-thread support
  • Multiplayer support
  • Modern graphics engine
  • Upgraded physics engine
  • Upgraded AI
  • Fix bugs in Morrowind (mostly related to data merging)
  • Add many functions of FPS Optimizer including a fix for the world map
  • Support for multiple .ini files, with each capable of overwriting some of the default settings.
Post 1.0:
  • Support for external tools that modify the Morrowind.exe like Morrowind Script Extender
  • Multiple world spaces like in Oblivion (would reduce mod compatibility issues)


Features:


OpenMWProject AedraThe Crystal Scrolls
WindowsDoneDoneDone
Mac OS XDone--
GNU/LinuxDoneWine-
Game launcherDone-Planning
ConsoleNearlyNearly-
HUDEarlyPartial-
Render InteriorDoneNearly-
Render ExteriorPartial*NearlyDone
Sky RenderingEarlyDonePartial
Day/Night CycleDoneNearlyPartial
NPC RenderingNearlyPartialDone
NPC AnimationsNearly-Nearly
NPC Dialogue Nearly**--
Sound effectsPartialDone-
MusicDoneDone-
Object CollisionPartialDone-
Object interactionNearlyNearly-
Water LayerNearly**NearlyPartial
ScriptingNearlyPartial-
Multiplayer-Early-
Plugin Merging--Planning
Graphical Replacer SupportDoneDone-
Multithread Stream Loading-Partial-
Hardware Animations (Shaders)PlanningPartialNearly
Load DoorsDoneDone-
Render Particle Effects-Planning-
Read Scrolls and Books-Done-
Menus -Partial-
Ground Blends-Early-
Distant Land-Partial-
JournalPartial--
Nearly** = Code is in the repository, but not in the latest release.
Partial* = Code is in repository, but likely to not be activated in a release for quite some time.
- = No code or planning done yet, or possibly not intending to include.

When is your next release?

OpenMW: No exact date, but we are on the verge of our big 0.12.0 release.

Project Aedra: One was just released. The latest download is r163.

Crystal Scrolls: After recently returning from an unexpected and prolonged hiatus, I released a new snapshot two weekends ago.


What’s next?

OpenMW: Work on version 0.13.0 has already begun.

Project Aedra: Everything (in no particular order); scripting, multiplayer, key binding, animated textures, GUI, conformance (tweaking every little thing to be the same as in Morrowind), ground blends, bug fixing, animated skins, distant Land, 3D SFX, and shaders.

Crystal Scrolls: I am going to join forces with the OpenMW team and help them in getting their own project out of the door. While I will still continue developing this project, I also want to see one of the many Open Source Morrowind projects completed. And from my point of view, OpenMW is likely to reach maturity first. I am planning to do more work on things that do not depend on the renderers, so this should be of use to OpenMW as well.
Concerning Crystal Scrolls 0.3:
  • Plugin/Mod support. Possibly with a launcher which lets you disable/enable plug-ins 
  • Support for original save games (it's no that different from plug-ins). 
  • Object interaction. This will enable many additional features, such as picking up objects, entering internal cells, and more. 


How big is your team?

OpenMW: We have eleven active developers (with varying degrees of involvement with OpenMW) and five people working on things like package maintenance, public relations, and website administration. Our team list is here.

Project Aedra: 1 person, me!

Crystal Scrolls: Myself.


How can people contribute?

OpenMW: If you are skilled with C++ or have game programming skills please register at our forum, look at the version 0.13.0 thread and find an unassigned task, assign it to yourself and get started. Also we want people with fast computers and video editing skills to record demonstration videos for Youtube. We hope that releases post 0.13.0 will be playable enough to necessitate many bug testers. If you are learning how to code, download and have a look at OpenMW.

Project Aedra: I'm looking for C and C++ game programmers with prior experience who can help program.

Crystal Scrolls: There are many ways to help out. Now that rendering and animation is mostly out of the way, it is feasible to start implementing more features. My primary goal for 0.3 is to add plug-in/mod support, and object interaction, but one can easily imagine things that are not blocked by this feature: sound, the console, scripting, etc. So if you want to help, install the program and find something that is missing and that might not depend on plug-in support or object interaction.



There you have it folks; three projects sharing a lot of common ground, but with some different goals and feature sets. Which is the best? That depends on who is asking. I suggest trying out all three every six months or to see how their changing and defining their own style. No doubt they will influence each others development with ideas and solutions. It is very exciting that Mark Siewert is joining the OpenMW team. Here’s to open source, games that facilitate creativity, and the preservation and improvement of games for posterity!
[Read More...]


Dev corner: FOSDEM about Games



Fosdem Game Dev

We already mentioned the FOSDEM 2012 role playing game development talk but recently I found links to more open source game development and game design "devrooms" here.


  • Alistair Riddoch - The Dynamic Data Driven Worlds of WorldForge.mp3
  • Arthur Huillet - Anatomy of a role playing game.avi
  • Erik Ogenvik - Getting Started With Ogre3d For Game Development.mp3
  • Jeremy Rosen - Balancing a game - the open source way.mp3
  • Thomas Kinnen - Data-Driven and Component-Based Game-Entities.mp3


I also recommend "A New OSI for A New Decade" here, which starts with explaining how not to be annoying when advocating freedom.
[Read More...]


Open Source RPG Development Talk, #AltDevConf



Arthur Huillet of Freedroid talked about RPG development at FOSDEM 2012:


In two and a half hours, the online #AltDevConf starts. There seems to be no way to attend live unless you use Windows or OS X but the talks will be recorded and made available online later.

There will be 25 talks from the range of game programming, education, design and production.
AltDevConf is an online community-driven conference...
We aim provide free access to a comprehensive selection of game development topics taught by leading industry experts, and to create a space where bright and innovative voices can be heard.
[Read More...]


Video Change Logs: Make Your Own!




OpenMW has been steadily reporting about latest progress on their blog and now also released some video change logs with audio commentary.

Freedroid is another project that has been reporting their progress regularly. You can follow them and many more projects on our game planet or dev planet.

To me, short video commentary reports of progress are a delight. While it might be ineffective to make a video for each release, if the changes are not so many and the effort is high, but from time to time having a video change log might be better at getting players interested or developers impressed enough to contribute than a simple CHANGES.txt.

An interesting middle ground is what M.A.R.S. did for their last few releases: screenshot changelogs.

GLC is one of the two nice ways I use to record game videos - here STK

When it comes to gameplay video recording on Linux, I spent some time on the subject and for me it all boiled down to two methods:

  1. GLC is ideal for games that use both OpenGL and ALSA
  2. FFMpeg is an all-rounder, that is a bit slower but works fine if the machine is powerful enough or the resolution low enough

I will gladly offer my experience in recording videos and editing them on Linux to help you make your own. Just post in the comments, start a thread on the forums or email me via qubodup@gmail.com.
[Read More...]


Winter Shorts 3: Wizznic Cursor, TORCS Music, Knights Deathmatch, Humm and Strumm Specs, SuperTux Contest




Wizznic! received more GUI enhancements [video (00:57@YouTube)]
TORCS 1.3.2 brings menu music into the game [.ogg (05:50/7.1MB)]
Knights 0.19 features deathmatch [description]
Humm and Strumm is an in-dev co-op game engine [design .pdf (156kB)]
SuperTux' level contest has four entries so far [submission thread]
[Read More...]


Winter Shorts 2: Wizznic! Mouse Input, Me and My Shadow New Look, Epiar Cleanup, GemRB Platforms and Games



Wizznic!

Wizznic! supports mouse & touchscreen. [Video] Code available on GitHub.

MeAndMyShadow

MeAndMyShadow 0.2rc1 is out. It features tutorial, in-game help, a new default visual style and an improved editor.


Epiar 0.5.0 has been released:
  • UI clean-up
  • Expanded missions system
  • Sound and music additions
  • Main menu
  • Editor greatly expanded
  • Misc. bug fixes
GemRB logo

GemRB 0.7.0 was released recently. Their wiki received a clean-up as well. The engine re-implementation runs on Android and iOS. BG, TotSC, BGII, ToB, IWD and HoW can be played start to end. Some features are missing and there are some new features too.
[Read More...]


Summer Shorts 2 + Screens



Unknown Horizons Player Scores...

gscai of the real-time colony building simulation Unknown horizons wrote a short player-view summary of how the game's artificial intelligence works.

libtcod's project browser filter

libtcod, an advanced toolkit for roguelikes now has an online browser for projects using it that allows to apply filters.

Tactical battle in Hale

I stumbled over Hale, an RPG described as having "deep tactical combat system and storyline".

The project seems to use freely licensed assets, which is a great. I hope that the GUI will receive a makeover (using a pastel background color and killing the 1995'ish 3d button/border look does wonders).

Example sound visualization at Freesound 2.0

Freesound went 2.0! CC-BY and CC0 as license options! (Unfortunately CC-BY-NC as well). Sampling+ remains for legacy sounds where authors have not switched to a modern license. Read the announcement here.

Six-legged vehicle in Xonotic

Xonotic 0.5 brings new maps, vehicles and multi-language support. Many more details can be found in their annoucnement post.
[Read More...]


News Shorts



OpenPatrician is a not-yet-playable free implementation in Java of Ascaron's classic The Patrician and The Patrician 2. There are some assets but unfortunately the project's default license is a noncommercial one.

OpenMW is moving forward: new blog look, renderer is being refractored, inventory being implemented, record saving too.

Alex the Allegator was part-ported to HTML5 using the melonJS library. I'm #9 on the high score at time of post! :D

DusteD, maker of Wizznic! is not dead.

Blendswap now has a slim set of rules for contributors and texture licenses are annoying.

Bandit Racer is a car racing and combat game in HTML5, built with GameJS. Comes with track editor and pretty UI. An earlier version multiplayer mode, which will probably come back sooner or later
[Read More...]


Arx Fatalis Linux Port Progress



The Arx Fatalis porting effort has been going full steam ahead; a lot of developments on that project. They recieved a Wiki sponsored by the PARPG guys, made subreddit to post updates to and have quite a few repositories where the different team members are working on the seperate goals of the project.

Development wise, they recently achieved ingame rendering on linux using Winelibs. This is not the ideal solution for the project, but they want to get something workable ASAP so it is the quickest.


As you can surely see, there's a lot that still needs doing; but it's tremendous progress in the short amount of time that they've been working on it so far.


[Read More...]


Convergent evolution?



Today we have a small biology lesson ;)
Have a look at this screenshot:


A nice warehouse



TeamFortress2, right? Well WRONG ;) It is actually a screenshot from one of the maps from the upcoming War§ow 0.55 release!


War§ow is a open-source game based on the updated Quake2 engine QFusion, and has already seen some quite successful previous releases. They focus on a fast, e-sports style game play and their general art direction is a pretty nice cell-shaded comic world.

Lately their their style has been for sure party influenced by TeamFortress2 however, which at least in my opinion is not a bad thing :) For a whole bunch of other screenshots and an update on what else you can expect from the new version, check out their newest blog post here. Overall there will be some pretty nice improvements, and probably a significant performance increase with VBO integration into the engine.


But maybe most interestingly, they will also include a new game play mode, Capture the Flag: Tactics. And guess what? It will be a class based team CTF, with turrets and ammo dispensers. Sounds familiar right? :p

Say Hello to Mr. Turret


Sadly I have to mention though that the art content of War§ow is completely unfree, and its development team shows a general lack of interest in the idea of FOSS... Yes the engine source code is available, but probably only because it is GPL and therefore has to be.
Second lesson for today, kids: GPL is good, mkay?
[Read More...]


A3P: Acquire, Attack, Asplode, PWN!



Hey FreeGamer crowd, I hope there are still a few people around ;)
Today there will be only a short update, as I simply can't believe this gem of a game (see below) has not been featured on this page!
EDIT: Do not miss qudobup's post about FOSS engine news directly below this one!

A unique arena shooter

So someone had the balls (pun intended) and released a completely unique arena shooter with many nifty features, described by the creator as a mix of TPS/RTS/OMG/BBQ ;)
Check out A3P, if that has sparked your interest! At it's current version (0.5) it can be described as a third person arena shooter with some small RTS/squad command elements, and it is definitely fun to play:



The technical specs are rather interesting too: Based on the BSD licensed Panda3D engine (while itself being licensed MIT; the media license is unclear though) it has all the bells and whistles one can expect from a modern game (Full GLSL shader based rendering, networked ODE physics, even integration into your webbrowser).
Yet it was developed by ONE man in only ONE year! That makes us fellow free game developers look a bit bad, I guess :( Maybe that's because it was developed in Python!
Check out the development blog for further insight into this miracle ;)
[Read More...]


 

Categories

Recent Comments

Popular Posts

Return to top of page Copyright © 2010 | Platinum Theme Converted into Blogger Template by HackTutors