Features: Difference between revisions

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* Multiple data directories (see [[Mod installation]])
* Multiple data directories (see [[Mod installation]])
* Replaced the content file limit of 255 with a content file limit of 2147483646 and a per content file limit on the number of dependencies of 255.
* Replaced the content file limit of 255 with a content file limit of 2147483646 and a per content file limit on the number of dependencies of 255.
* Various options available to facilitate game testing (see [[Testing#Game_Arguments]])


= Selected Bugfixes =
= Selected Bugfixes =

Revision as of 05:59, 14 September 2014

This page attempts to keep track of features added to OpenMW that were not part of the original Morrowind engine.

Scripting

  • Stricter compiler and compiler warnings. Error handling in the vanilla MW script compiler was very limited.
  • Function arguments can now be expressions of arbitrary complexity. Vanilla MW would not even allow simple variable arguments for some functions.
  • Arbitrary limitations on code depth/size are not present anymore. For example, there was a limit on how deep you can nest if/endif clauses. And there was also a limit on the length of a if/endif block.
  • Fixed a large number of miscellaneous pitfalls and limitations.

GUI

  • World map adjusts automatically to fit new landmass from mods such as Tamriel Rebuilt
  • Improved save/load dialogs. Saves are organized by character
  • Improved item selection dialog
  • Improved and resizable alchemy dialog
  • Allow keyboard input for item count dialog and trade window price
  • Improved console (colors, tab completion of commands and object IDs)
  • Copy&paste from system clipboard
  • When placing items, irrelevant windows (stats, map and spell windows) will turn transparent on mouse-over and allow click-through

Controls

  • Hardware cursors - this means the GUI cursor is always fluent, independent of the framerate.
  • Keyboard Layout Support - original Morrowind would always use QWERTY keyboard regardless of system setting; OpenMW will correctly map the buttons
  • Held attacks (e.g. a nocked arrow) may be canceled by using the Ready Weapon key.
  • The annoying "Finish your current attack before equipping a new weapon" error has been removed and instead plays the weapon equip animation.

Media

  • Image formats: all formats supported by FreeImage
  • Audio and video formats: all formats supported by FFmpeg

Graphics

  • Unclamped lighting
    • Morrowind used the fixed function pipeline which imposes a limit on the maximum amount of lighting. This typically made day-time lighting look flat. (Add comparison screenshots)
  • Support normal, specular, and parallax maps (TextureModding)
  • Support for all resolutions
  • Adjustable field of view
  • Anisotropic filtering
  • Depth shadow mapping
  • More accurate sun flare using occlusion queries
  • Smooth cloud transition when switching to a different weather

Terrain

  • Uses alpha-splatting (fixes all visible texture seams)
  • Built-in distant terrain support

Misc

  • Camera zoom in third person mode
  • Multiple data directories (see Mod installation)
  • Replaced the content file limit of 255 with a content file limit of 2147483646 and a per content file limit on the number of dependencies of 255.
  • Various options available to facilitate game testing (see Testing#Game_Arguments)

Selected Bugfixes

Since OpenMW is written from scratch, almost all bugs in the Morrowind engine do not affect OpenMW in the first place. Attempting to list them all would be a futile effort, but the most game-breaking ones are worth mentioning:

  • Infinite merchant restock fix
    • Selling an item to a merchant would permanently increase the restock capacity of that item, making it easy to buy enormous amounts of an item very quickly. This exploit no longer exists in OpenMW.
  • Owner contamination fix
    • When an item owned by an NPC is stolen, it could "contaminate" a stack of similar items and flag the whole stack as stolen. OpenMW creates a separate stack for non-stolen items.
  • Savegame doubling fix
    • Morrowind's savegame system suffers from a design flaw that could cause objects to duplicate. This should never happen in OpenMW.