Project History

Future Versions
Roadmap

Version 0.18.0
 Released October 1 2012 
 * Implemented Level-Up dialog
 * Implemented Hide Marker, fixes big black blocks
 * Implemented Hotkey dialog
 * Implemented Keyboard and Mouse bindings, input system rewritten
 * Implemented Spell Buying Window
 * Added support for handling resources across multiple data directories
 * Implemented Object Movement/Creation script instructions
 * Initial AI framework implemented
 * Implemented eating Ingredients
 * Implemented Door markers on the local map
 * Implemented using Keys to open doors/containers
 * Implemented Loading screens
 * Implemented Inventory avatar image and race selection head preview (note that only default Dunmer male displays at the moment)
 * Fixed the size of Preferences menu buttons
 * Fixed Hand-to-hand always being 100
 * Fixes for NPC and character animation
 * Fix for sound coordinates
 * Fix for exception when drinking self-made potions
 * Fix for clothes showing up in 1st person
 * Fix for weird character on door tooltips
 * Collision fixes
 * Fix for “onOfferButtonClicked” crash

Version 0.17.0
 Released August 26 2012 
 * Fixes for physics shapes and dark textures
 * Fix for character normals
 * Fix for laggy input on OS X
 * Added support for objects crossing cell borders
 * Re-implemented dropping items
 * Implemented a Main Menu
 * Implemented Camera Modes and proper Player control
 * Added support for object rotation and scaling
 * Fix for NIF material sharing
 * Implemented potion usage
 * Implemented skill gain backend
 * Implemented Drain/Fortigy dynamic Stats/Attributes magic effects
 * Fix for various crashes and errors
 * Fixes for memory leaks
 * Various improvements for console scripts
 * Various code cleanup and improvements

Version 0.16.0
 Released July 2 2012 
 * 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

Version 0.15.0
 Released May 28 2012 
 * Reimplemented physics system/player movement
 * Implemented terrain collision
 * Implemented pulsating lights
 * Implemented Magic Effect Bookkeeping, and Feather/Burden effects
 * Implemented Book and Scroll windows
 * Implemented Inventory, Container, and Trade windows
 * Implemented item stacking in containers
 * Implemented tooltips for items in the world, and many GUI elements
 * Added faction and other information to Stats window
 * Fixed Resizing arrow’s background transparency
 * Fixed Stats window layout when resizing in the X direction
 * Long topics in dialog window now wrap and sort correctly, and other dialogue window fixes
 * Fixed terrain handling in non-predefined cells

Version 0.14.0
 Released April 30 2012 
 * Fix for meshes rendering with the wrong orientation
 * Fix for better grabbing of small objects
 * Fix to enable toggling of collision rendering
 * Updates to be compatible with Ogre 1.8.0 RC1
 * Fix for Wireframe mode applying to HUD and Console
 * Fix for terrain crashing when moving away from predefined cells
 * Fix to allow OS X Launcher to handle spaces in the binary path
 * Fix to support TGA textures
 * Fix to support wireframe mode in water
 * Added water rendering
 * Added terrain rendering
 * Added ability to render Path Grid
 * Added Factions support
 * Added Local Map
 * Added Compass/Mini-Map
 * Added Clothing/Armour redering
 * Added Window Pinning
 * Added Auto-Equip.
 * Added support for containers tracking changes to their contents
 * Added several NPC Dialogue Window improvements
 * Added backend for a game settings manager
 * Added backend for a Spell List and selected spell
 * Added backend for NPC holstered/drawn state
 * Added a Morrowind.ini Importer (not yet included in the binary packages)
 * Refactored the Sound code
 * MyGUI updated to version 3.2.0


 * NOTE: There is a regression in the Launcher in this release, from which you will observe that the rendering subsystem will default to OpenGL regardless of what was previously selected. This will be fixed in the next release. This can be overcome by setting the rendering system explicitly from the launcher each time, or running the OpenMW binary directly from the command line, which will select the renderer that has been set in your config file.
 * NOTE: There is a known issue where a crash may occur underwater with the underwater effect enabled on OS X

Version 0.13.0
 Released March 28 2012 
 * NPC Dialogue window and mechanics implemented
 * Reimplemented sky rendering, added weather effects
 * Wireframe mode added
 * Fix for sounds broken in 0.12.0
 * Fix for 3D sounds
 * Added sounds for weather, doors, containers, picking up items, and journal
 * Various code cleanup and improvements
 * Fixed an Ogre crash at the Dren plantation
 * Several launcher improvements
 * Added fade to black effect for cutscenes
 * Added backend for equipping items
 * Fix to stop ASCII 16 character from being added to console on its activation in OSX
 * Fixed collision shapes being out of place
 * Fixed torch lights not being visible past a short distance
 * Fixed some transparency rendering problems


 * NOTE: On OSX, the path to the application cannot contain spaces, or the launcher will not work properly.

Version 0.12.0
 Released March 06 2012 
 * Various rendering fixes and optimizations
 * Refactored engine class
 * Automatic package building
 * Various build fixes and cleanup
 * Various configuration fixes and cleanup, including detection of existing Morrowind installations
 * Basic NPC/Creature animation support added, must be activated from console
 * Basic implementation of Journal Window added
 * Fix for local scripts continuing to run if associated object is deleted
 * Fix for crash when taking screenshots
 * Fix for crash when visiting Akulakhan’s Chamber
 * Added catching of exceptions thrown in input handling functions
 * Fix for NPC Activation not working properly
 * Allow the player to move away from pre-defined cells


 * Regression: Sounds other than music not working
 * Regression: Scroll and button background graphics in launcher not working in Linux package

Version 0.11.1
 Released September 26 2011 
 * Launcher implemented
 * Misc. code cleanup
 * Some optimizations implemented, further optimizations are planned
 * Fix to allow resource loading outside of BSA files
 * Fix to search for openmw.cfg in the correct locations
 * Added the TCL alias for ToggleCollision
 * Added missing cfg file support for some command line options
 * Added reporting of resulting state to Toggle type script instructions
 * Fix for some NPC IDs being interpreted as Topic IDs
 * Implemented back end for player journal
 * Implemented MessageBox
 * Implemented tab completion in console
 * Implemented handling multiple data directories
 * Fix for accessing objects in cells via ID with mixed or upper case IDs
 * Fixed unicode conversion issue to allow localized encoding of gui strings

Version 0.10.0
 Released April 03 2011 
 * NPC dialogue window (not functional yet)
 * Collisions with objects
 * Refactor the PlayerPos class
 * Adjust file locations
 * CMake files and test linking for Bullet
 * Replace Ogre raycasting test for activation with something more precise
 * Adjust player movement according to collision results
 * FPS display
 * Various Portability Improvements
 * Mac OS X support is back!

Version 0.9.0
 Released January 13 2011 
 * Exterior cells loading, unloading and management
 * Character Creation GUI
 * Character creation
 * Make cell names case insensitive when doing internal lookups
 * Music player
 * NPCs rendering

Version 0.8.0
 Released September 10 2010 
 * GUI
 * Complete and working script engine (thanks to Marc Zinnschlag)
 * In game console
 * Sky rendering
 * Sound and music
 * Tons of smaller stuff

Version 0.7.0
 Released June 22 2010 
 * This release is a complete rewrite in C++.
 * All D code has been culled, and all modules have been rewritten.
 * The game is now back up to the level of rendering interior cells and moving around, but physics, sound, GUI, and scripting still remain to be ported from the old codebase.

Version 0.6.0
 Released March 3 2009 
 * Coded a GUI system using MyGUI
 * Skinned MyGUI to look like Morrowind (work in progress)
 * Integrated the Monster script engine
 * Rewrote some functions into script code
 * Very early MyGUI < > Monster binding
 * Fixed Windows sound problems (replaced old openal32.dll)

Version 0.5.0
 Released November 5 2008 
 * Collision detection with Bullet
 * Experimental walk & fall character physics
 * New key bindings:
 * t toggle physics mode (walking, flying, ghost),
 * n night eye, brightens the scene
 * Fixed incompatability with DMD 1.032 and newer compilers
 * * (thanks to tomqyp)
 * Various minor changes and updates

Version 0.4.0
 Released August 30 2008 
 * Switched from Audiere to OpenAL
 * * (BIG thanks to Chris Robinson)
 * Added complete Makefile (again) as a alternative build tool
 * More realistic lighting (thanks again to Chris Robinson)
 * Various localization fixes tested with Russian and French versions
 * Temporary workaround for the Unicode issue: invalid UTF displayed as '?'
 * Added ns option to disable sound, for debugging
 * Various bug fixes
 * Cosmetic changes to placate gdc Wall

Version 0.3.0
 Released July 10 2008  confirmed to work against OIS 1.0.0 (Ubuntu repository package)
 * Built and tested on Windows XP
 * Partial support for FreeBSD (exceptions do not work)
 * You no longer have to download Monster separately
 * Made an alternative for building without DSSS (but DSSS still works)
 * Renamed main program from 'morro' to 'openmw'
 * Made the config system more robust
 * Added oc switch for showing Ogre config window on startup
 * Removed some config files, these are auto generated when missing.
 * Separated plugins.cfg into linux and windows versions.
 * Updated Makefile and sources for increased portability
 * (thanks to Dmitry Marakasov)

Version 0.2.0
 Released June 17 2008 
 * Compiles with gdc
 * Switched to DSSS for building D code
 * Includes the program esmtool

Version 0.1.0
 Released June 03 2008 
 * first release