before I continue, I must state that this post is parted into three sections (endorsement, flaming, and suggestions/requests), so don't take anything of it too serious except for the requests and suggestions.
Endorsement: it's great that you keep working on giving MW a decent modern engine which runs on (at least) today's three major OSes, and I just tested the 0.47 and liked a lot of what I saw. But with some statements in your release announcement and the reference documentation you're running very close to going proprietary and to a good part MW-incompatible. See below for what I mean.
bugs/errors, flaming:
- OpenMW has the same bug as MW (which is corrected by the MCP, from which you copied two bug fixes afaik): rain and snow shouldn't fall through solids.
- auto-zooming the map does not work, at least not in the Qt/GNU version, despite what the announcement said. Or did I mistake that and it was a preview to the next version?
- openmw's NIF and texture handling is a bit erratic: openmw does seem to be incapable of handling UTF-8 file/directory names and fqfns (like an assignment of „textures/test/körper-muskulös.dds”) contained in NIFs, and double slashes (which are auto-corrected by original MW) like in „textures/foo//bar/honk.dds” are not handled. Both result in the good old „pink error” (things appear in shaded pink instead of textured, like in MW with wrong textures or nonexistant file paths). In today's times, this is a no-go and has to be corrected.
- btw: you state in the reference docs that normalmaps have to be DX format, not OpenGL, which makes a lot of Morrowind mods unusable until all normals are converted. This, also, is a no-go and merely a programmer's preference or bias which must not be enforced on modders and users.
- about half of the mods I use — many of them quite old, but running flawless in MW, do not work under openmw or they would if their scripts were ever handled/started. Examples are Wrye World/Wrye Travel etc., the Mog race mod, White Wolf of LoKKen, Children of Morrowind, MCA, and NoM.
- I encountered a strange bug: I installed OpenMW and tried it with the German GotY version of Morrowind, then replaced the German version with the English one to have one language in the game and all mods. When I started a new character, some of the audio dialogue was, irritatingly, German and not English. Second issue: in the German version, I had used TR 21, in the English one TR 19. When I visited a place called Id Vano, which existed in TR 19, distant land showed it, but when I came closer, it disappeared and was gone when I was there (Id Vano was removed in TR 20). Does OpenMW (or the libraries it uses) use some sort of cache, and if so, how do I delete it? Things like this should not happen, especially not when OpenMW is supposed to be able to handle several different installations with different sets of mods.
- once again: do not enforce modders to write compatible alternate versions which can be run by OpenMW. OpenMW ought to be fully compatible to MW, enhancing and improving on it. Hence, OpenMW must be able to run all Morrowind mods, and, sooner or later, all(!) MWSE scripts.
- area loading and navmesh building should happen seamlessly in the background (maybe even pushed into background threads), not interrupting the game play. This annoyed in MW, and it annoyed even more in Oblivion and Skyrim where you had to stare at loading screens and wait.
- please incorporate the rain/snow fix. It's silly when you stand beneath a stone arch like the river gates in Suran (or the entrance to the Earthly Delights, for that matter) and rain falls down on you, and seems ridiculous when you have perfectly animated ground cover and weather effects at the same time.
- please incorporate MW-style camera and vanity camera handling, toggle-able between MW and OpenMW style in the configurator for the benefit of the player.
- please, and this is the most urgent request, before turning to graphical goodies like new shading and ground cover stuff, focus on a full and 100% compatible implementation of the morrowind scripting engine, including the safe „backdoors” which many mods use.
- in the scripting engine, maybe a compatibility layer for MWSE scripting would up-value OpenMW even more, making it a real competitor to the combo MW/MGE/MWSE. Otherwise, many good mods will be left out completely and OpenMW will turn into a proprietary „Half Morrowind, half something else”.