Features: Difference between revisions

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= Misc =
= Misc =


* 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]])
* Various options available to facilitate game testing (see [[Testing#Game_Arguments]]).
* Objects in any cell can be referenced by scripts (in vanilla Morrowind, only objects in recently-visited cells could be referenced).


= Selected Bugfixes =
= Selected Bugfixes =

Revision as of 09:00, 5 December 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

Terrain

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

Misc

  • 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).
  • Objects in any cell can be referenced by scripts (in vanilla Morrowind, only objects in recently-visited cells could be referenced).

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.