OpenMW is a new engine for 2002's Game of the Year, The Elder Scrolls 3: Morrowind. This is our ninth release for 2012! Pretty good for a volunteer project. It aims to be a fully playable (and improved!), open source implementation of the game's engine and functionality. If you are looking for a C++ project, please consider joining us!
You will still need the original game data to play OpenMW. OpenMW will run on Windows, Mac OS X and Linux.
To give you a better idea of what this project is about, here are some of the aims for the future of OpenMW:
-be a full featured reimplementation of Morrowind
-run natively on Windows, Linux and MacOS X
-support all existing content, including Tribunal, Bloodmoon and all user created mods
-allow much greater modability: change game rules, create new spell effects, etc through scripting.
-fix system design bugs, like the "dirty" GMST entries in mods, and the savegame "doubling" problem
-improve the interface and journal system
-It will allow other modders to improve game mechanics, physics, combat, graphics and AI
-It will allow other modders to make multiplayer
OpenMW is released under the GNU GPL V3. We code in c++ and we use Ogre3d renderer and the bullet physics library. We are looking for active developers to help us achieve our 1.0 goal of being a bug free Morrowind that can run natively on Windows, Linux and Mac. If you have spare time, we'd love your help.
Happy New Years! Have you ever wondered what four and a half years worth of code commits to an open source game looks like set to electronica? Turns out it is more hypnotizing than it sounds. This was made with the gource visualization tool.