OpenSceneGraph port now playable

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scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

OpenSceneGraph port now playable

Post by scrawl »

During the past three months, the OpenMW team has been hard at work porting their codebase away from the Ogre3D engine and towards the OpenSceneGraph rendering toolkit. The previous post talks about our motivations.

We are pleased to announce the porting efforts are finally bearing fruit - as in, all gameplay-essential features have been ported across, so users can enjoy a legitimate game of Morrowind in the OpenMW-osg branch.

...

read the full post: https://openmw.org/2015/openscenegraph-port-playable/
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Lazaroth
Posts: 220
Joined: 30 May 2012, 05:04

Re: OpenSceneGraph port now playable

Post by Lazaroth »

Congratulations! Well done!

Could someone please compile a 64-bit windows version? :roll:

Edit: Ok, I've finished reading the announcement as well.

Great stuff overall. Additionally, it's been fun and interesting following the progress on Trello and Github.

I have one point I'd like to add regarding your 1.0 push suggestion. Since it might not contain everything the Ogre version has (shaders, distant land etc - things also shown in the various release videos by weirdsexy) and you said that background cell loading now would be trivial, I'd say it's a fair compromise to add it. People do love eye candy after all, and not having those dreaded loading bars might just make up for (temporarily) losing that eye candy.
sg1efc
Posts: 84
Joined: 16 Nov 2012, 02:35

Re: OpenSceneGraph port now playable

Post by sg1efc »

Great work everyone, Thank you! :)
K0kt409P
Posts: 148
Joined: 06 Aug 2013, 09:14

Re: OpenSceneGraph port now playable

Post by K0kt409P »

Do you want bug reports against the osg branch yet, or should that wait until it's more complete? I gave it a spin and noticed several things that seemed off, but I'm not sure they are actual bugs or just the result of some missing subsystem which has yet to be ported. For example:
  • The sun was up in the middle of the night.
  • The fps counter shows 0 constantly.
  • A full screen loading screen comes up when moving between adjacent exterior cells.
  • Water lighting effect seems off (extremely bright in some angles, basically non-existant in others).
Regardless, great work so far! Very exciting progress indeed.
fanofyourwork
Posts: 4
Joined: 09 Aug 2014, 13:38

Re: OpenSceneGraph port now playable

Post by fanofyourwork »

Super cool news!! Very excited 8-) 8-) 8-)
Uncanny
Posts: 14
Joined: 20 Jul 2014, 20:49

Re: OpenSceneGraph port now playable

Post by Uncanny »

Finally! Been waiting for this. Thank you all for your hard work! Could someone post a build please (win -64)? I really want to give it a try. :D
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lysol
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Location: Sweden

Re: OpenSceneGraph port now playable

Post by lysol »

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Sslaxx
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Location: Malvern, UK
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Re: OpenSceneGraph port now playable

Post by Sslaxx »

Is the next release planned to be 1.0 then?
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Pherim
Posts: 140
Joined: 27 Aug 2014, 15:37

Re: OpenSceneGraph port now playable

Post by Pherim »

Best news ever! I'm so excited for this. Looks like switching to OSG was the best thing that could happen to OpenMW. Congratulations, I didn't expect it to be ported so fast (but then again, I have no idea whatsoever how long something like this usually takes :roll: ).

This is seriously the most amazing project ever!
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Ace (SWE)
Posts: 887
Joined: 15 Aug 2011, 14:56

Re: OpenSceneGraph port now playable

Post by Ace (SWE) »

Lazaroth wrote:Could someone please compile a 64-bit windows version? :roll:
Guess what I've been doing the last day or two? ;)

My progress has been slowed a bit by my birthday, and the fact that I have to do it from my parents, on my linux laptop, using rdp to my home desktop, over wifi, in a caravan ~40m from the house.

At least there's 100/100 optical fiber here so the internet is nice.
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