It's Ogre

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Okulo
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It's Ogre

Post by Okulo » 15 Feb 2015, 11:38

In the past few updates we've been anxiously looking forward to Ogre 2.0, a major milestone of the 3d engine that is used in OpenMW. It would give our development team much more opportunities to make OpenMW work better than ever before. It is somewhat done now and ready for public consumption, but unfortunately moving OpenMW to Ogre 2 isn't just a matter of adding a few new lines of code to the program. Because Ogre 2 is different from Ogre 1, OpenMW needs to evolve along with it.

Some of the issues have to do with the way OpenMW "stitches together" the bodyparts of people to make them a working whole. As you might know, people in Morrowind consist of a torso, a head, legs and arms. They also have to be able to hold items, which is another thing to stitch to the model. Since this bit isn't implemented in Ogre 2 yet, this part will break functionality.

Scrawl's latest post on his website talks more about issues such as these, so if you are technically inclined and want to know more, definitely give it your eyeballs.

Some more work has been done on OpenMW itself, obviously. Aside from the over 100 bugs fixed on the tracker, some features have been added, such as a fast-forward for NPCs. That is, if you wait a certain amount of hours, NPCs will be at a different spot on the map than before.

Since we're approaching the release of 0.35.0 fast, it has already gone in lockdown. New work is going into the version after that. Already included in that is fixing the trajectory of the sun. Turns out that this one bugreporter, Yann GOUY, has been paying attention and has seen that the sun doesn't rise and set in the right spots. The moons aren't working as they should be either, but they will have to wait a bit. Magnus is now fixed, however. Another very important issue solved in 0.36.0 is the ability to dress dead bodies. I, too, find dressing dead orcs up in nothing but an exquisite right glove of paramount importance to my immersion.

A full changelist has already been written for 0.35.0, and the update should drop any day now, so be sure to keep an eye out on the website or let apt/yum/pacman do the work for you.

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Sslaxx
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Re: It's Ogre

Post by Sslaxx » 15 Feb 2015, 14:54

No mention of http://scrawl.bplaced.net/blog/?p=178 this - far more important, I think, than the post about OGRE 2.0.
Stuart "Sslaxx" Moore.

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scrawl
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Re: It's Ogre

Post by scrawl » 15 Feb 2015, 15:10

I'm working on an announcement post.

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psi29a
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Re: It's Ogre

Post by psi29a » 15 Feb 2015, 15:17

scrawl wrote:I'm working on an announcement post.
"OSG: It's full steam ahead"

?

To be fair, we face an uphill and upstream battle here on the packaging side as Debian (and Ubuntu) are looking for maintainers for the OSG package. I'm getting overloaded as it is.
https://packages.qa.debian.org/o/openscenegraph.html

version is currently 3.2.1

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Okulo
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Re: It's Ogre

Post by Okulo » 15 Feb 2015, 22:55

Sslaxx wrote:No mention of http://scrawl.bplaced.net/blog/?p=178 this - far more important, I think, than the post about OGRE 2.0.
I started writing the newspost some time before Scrawl's latest post, so I didn't quite catch that. I tend to start a newspost and add things to it over time and publishing it when I feel I either have enough information or too much time has passed. I knew there was talk of switching to a different engine, but I didn't realize it happened this fast either. I need to be more on top of things, I guess?

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nnayo
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Re: It's Ogre

Post by nnayo » 17 Feb 2015, 07:55

I just want to thank you for considering the sun bug as so important.
it is just I probably spend too much time looking at the stars...

Yann

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Okulo
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Re: It's Ogre

Post by Okulo » 17 Feb 2015, 11:10

You have no idea how hard I laughed when you made the bug report about the moons. That's one bug I never expected to see. You have a good eye for detail.

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