Några moddare har släppt en inofficiell expansion, som de har döpt till Tamriel Rebuilt, till Morrowind som innehåller resten av regionen Morrowind:
http://www.nexusmods.com/morrowind/mods/42145/?
Det mycket intressanta »öppen källkod«-projektet OpenMW närmar sig 1.0:
https://forum.openmw.org/viewtopic.php?f=20&t=3207
Intressanta tankar om OpenMW:
http://www.rockpapershotgun.com/2015...openmw-update/
http://www.nexusmods.com/morrowind/mods/42145/?
Citat:
About the Project
Tamriel Rebuilt is a large fan project for The Elder Scrolls III: Morrowind. When Bethesda Softworks, the developers of the Elder Scrolls series, started designing the game towards the end of the 1990s, the original intent was to include all of the eponymous country's landmass in the game. As it turned out, this was too large a task and the scope was reduced to Morrowind's central volcanic island, Vvardenfell. Even so, the result was an enormous, colorful world that many, in our project and and beyond, still consider one of their most memorable game experiences.
Our aim is to pick up where Bethesda left off: by creating the rest of its mainland, we are building Morrowind as it could have been, in a way thatis truthful to the vision of the original developers. Rather than just providing a game world several times the size of the original, we want that world's vistas, stories and people to be every inch as captivating as its example.
Tamriel Rebuilt is a long-term project. What took a team of paid, full-time developers several years obviously takes a group of volunteers longer. On the other hand we also have the luxury of not being bound by the same temporal and budgetary constraints that a game studio is subject to, which means we are free to undertake some things that would otherwise never become reality. There is much to be created, much to be expanded and improved upon, and for that we need all the help we can get. If you love Morrowind and its world, if you are interested in the creation of mods or games, or if you just want a creative outlet in a lively online community, consider taking a look at how to join the project.
We hope you enjoy our creation!
-The Tamriel Rebuilt Team
Project Status
As of December 2015, the latest build of Tamriel Rebuilt is version 15.12, released on December 17th, 2015. Aside from bug-fixes, we have focused a lot on internal housekeeping, sorting out our plugins and file structure to make things easier for us going forward. 15.12 is also the first build to be packaged with the TR_Travels.esp. This update is the third of our new release scheme, and is the second in our series of 90-day rolling updates. Our next update will be released in March 2015. Future updates will continue to be maintenance releases. Please consult our changelog for a detailed list of changes and fixes. You are encouraged to visit our forums, or social media outlets to keep track of current progress.
Thank you for your continued support, and we hope you enjoy this release!
-The Tamriel Rebuilt Team
Tamriel Rebuilt is a large fan project for The Elder Scrolls III: Morrowind. When Bethesda Softworks, the developers of the Elder Scrolls series, started designing the game towards the end of the 1990s, the original intent was to include all of the eponymous country's landmass in the game. As it turned out, this was too large a task and the scope was reduced to Morrowind's central volcanic island, Vvardenfell. Even so, the result was an enormous, colorful world that many, in our project and and beyond, still consider one of their most memorable game experiences.
Our aim is to pick up where Bethesda left off: by creating the rest of its mainland, we are building Morrowind as it could have been, in a way thatis truthful to the vision of the original developers. Rather than just providing a game world several times the size of the original, we want that world's vistas, stories and people to be every inch as captivating as its example.
Tamriel Rebuilt is a long-term project. What took a team of paid, full-time developers several years obviously takes a group of volunteers longer. On the other hand we also have the luxury of not being bound by the same temporal and budgetary constraints that a game studio is subject to, which means we are free to undertake some things that would otherwise never become reality. There is much to be created, much to be expanded and improved upon, and for that we need all the help we can get. If you love Morrowind and its world, if you are interested in the creation of mods or games, or if you just want a creative outlet in a lively online community, consider taking a look at how to join the project.
We hope you enjoy our creation!
-The Tamriel Rebuilt Team
Project Status
As of December 2015, the latest build of Tamriel Rebuilt is version 15.12, released on December 17th, 2015. Aside from bug-fixes, we have focused a lot on internal housekeeping, sorting out our plugins and file structure to make things easier for us going forward. 15.12 is also the first build to be packaged with the TR_Travels.esp. This update is the third of our new release scheme, and is the second in our series of 90-day rolling updates. Our next update will be released in March 2015. Future updates will continue to be maintenance releases. Please consult our changelog for a detailed list of changes and fixes. You are encouraged to visit our forums, or social media outlets to keep track of current progress.
Thank you for your continued support, and we hope you enjoy this release!
-The Tamriel Rebuilt Team
Det mycket intressanta »öppen källkod«-projektet OpenMW närmar sig 1.0:
https://forum.openmw.org/viewtopic.php?f=20&t=3207
Citat:
Ursprungligen postat av Zini
Work on 0.38.0 is already well under way. Time for a new roadmap posting.
Not much to say about OpenMW. We are more or less done. Still a few minor holes to plug, some fixes and scrawl also seems to be doing some more optimisation.
The big topic is OpenMW-CS. Unfortunately development has calmed down a lot. We need more activity, if we want to finish our Editor in time for the OpenMW 1.0 release (not mandatory, but strongly preferable). Consider this a call to arms.
The two biggest issues (workload-wise) are:
* Editor: Reimplement 3D scene camera system
* Editor: redo user settings system
These tasks aren't incredibly hard, but not trivial either. The former one is especially important, because we can't do much about the missing 3D editing functions until the cameras have been sorted out.
For the 3D scene, we are still missing the rendering for a few components:
* Editor: Render cell markers v2
* Editor: Render water
* Editor: Render cell border markers
* Editor: Render path grid v2
Not essential to progress but it would be nice if we could complete scene rendering for 0.38.0.
Of course there are still dozens of other (mostly smaller) editor tasks; too many to sum them up here.
For the release schedule we want something faster again. 1-2 months. Getting into the one release per month schedule would be nice, but that would require a lot of new development activity on the editor. As it stands we don't have enough tasks left for OpenMW to make it worth a (non-maintenance) release, so future releases will have to be primarily about OpenMW-CS.
Not much to say about OpenMW. We are more or less done. Still a few minor holes to plug, some fixes and scrawl also seems to be doing some more optimisation.
The big topic is OpenMW-CS. Unfortunately development has calmed down a lot. We need more activity, if we want to finish our Editor in time for the OpenMW 1.0 release (not mandatory, but strongly preferable). Consider this a call to arms.
The two biggest issues (workload-wise) are:
* Editor: Reimplement 3D scene camera system
* Editor: redo user settings system
These tasks aren't incredibly hard, but not trivial either. The former one is especially important, because we can't do much about the missing 3D editing functions until the cameras have been sorted out.
For the 3D scene, we are still missing the rendering for a few components:
* Editor: Render cell markers v2
* Editor: Render water
* Editor: Render cell border markers
* Editor: Render path grid v2
Not essential to progress but it would be nice if we could complete scene rendering for 0.38.0.
Of course there are still dozens of other (mostly smaller) editor tasks; too many to sum them up here.
For the release schedule we want something faster again. 1-2 months. Getting into the one release per month schedule would be nice, but that would require a lot of new development activity on the editor. As it stands we don't have enough tasks left for OpenMW to make it worth a (non-maintenance) release, so future releases will have to be primarily about OpenMW-CS.
Intressanta tankar om OpenMW:
http://www.rockpapershotgun.com/2015...openmw-update/
Citat:
Ursprungligen postat av rsf
As someone familiar with opensource software I’d like to emphasize some things from a non-Morrowind perspective:
* What they’ve done is created a 3d openworld RPG engine from scratch that just happens to be compatible with Morrowind’s data formats (art content) and supports its’ feature set.
* Because the engine contains no code from Bethesda, and because the project distributes no art or any copyrightable things from Bethesda, it should be completely legal to give total conversions FREE without requiring permission from anyone – as long as those total conversions do not contain any IP or work from Bethesda or from anyone else without permission.
* It is also legal to create and sell total conversions on this engine, or to fund-raise non-profit modding projects so modders can work full time or part time.
* It’s legal to fundraise for further engine development.
* It is possible to take the engine code and develop in a different direction i.e. a fork – the open source nature allows different projects to benefit from the areas they overlap provided they collaborate and communicate. If you have a big openworld project that could use this engine as a starting point you can fork the engine, and also see where both projects can benefit. It’s also possible to leverage opensource libraries/tools to develop the engine further.
* The engine right now would just be a minimal feature set aimed at being compatible with Morrowind, including graphical capabilities – i.e. Don’t be fooled by it looking like Morrowind because that was the intention. The sky is the limit, as far as any future improvements are concerned.
* It’s fine to ship a basic total conversion with the project for interested parties without Morrowind, to help develop and test the engine, and to allow modders a starting point. OPenMW appears to be doing this with their “Game template Project” according to a brief search of their webpage.
Like they said, if anyone wants to help develop the engine, or contribute in any other way they’d welcome any contribution. This is how open source projects work, and interested parties should just jump in. Similarly modders should go at it, with the knowledge that any total conversions could have a really huge audience.
* What they’ve done is created a 3d openworld RPG engine from scratch that just happens to be compatible with Morrowind’s data formats (art content) and supports its’ feature set.
* Because the engine contains no code from Bethesda, and because the project distributes no art or any copyrightable things from Bethesda, it should be completely legal to give total conversions FREE without requiring permission from anyone – as long as those total conversions do not contain any IP or work from Bethesda or from anyone else without permission.
* It is also legal to create and sell total conversions on this engine, or to fund-raise non-profit modding projects so modders can work full time or part time.
* It’s legal to fundraise for further engine development.
* It is possible to take the engine code and develop in a different direction i.e. a fork – the open source nature allows different projects to benefit from the areas they overlap provided they collaborate and communicate. If you have a big openworld project that could use this engine as a starting point you can fork the engine, and also see where both projects can benefit. It’s also possible to leverage opensource libraries/tools to develop the engine further.
* The engine right now would just be a minimal feature set aimed at being compatible with Morrowind, including graphical capabilities – i.e. Don’t be fooled by it looking like Morrowind because that was the intention. The sky is the limit, as far as any future improvements are concerned.
* It’s fine to ship a basic total conversion with the project for interested parties without Morrowind, to help develop and test the engine, and to allow modders a starting point. OPenMW appears to be doing this with their “Game template Project” according to a brief search of their webpage.
Like they said, if anyone wants to help develop the engine, or contribute in any other way they’d welcome any contribution. This is how open source projects work, and interested parties should just jump in. Similarly modders should go at it, with the knowledge that any total conversions could have a really huge audience.
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Senast redigerad av NixYO 2015-12-21 kl. 13:10.
Senast redigerad av NixYO 2015-12-21 kl. 13:10.
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