- cross-posted to:
- linux_gaming@lemmy.world
- macgaming@lemmy.world
- openmw
- cross-posted to:
- linux_gaming@lemmy.world
- macgaming@lemmy.world
- openmw
After approximately 10 months in a release candidacy phase, OpenMW 0.48 has finally been released. A list of changes can be found in the link.
The OpenMW team is proud to announce the release of version 0.48.0 of our open-source engine!
So what does another fruitful year of diligent work bring us this time? The two biggest improvements in this new version of OpenMW are the long-awaited post-processing shader framework and an early version of a brand-new Lua scripting API! Both of these features greatly expand what the engine can deliver in terms of visual fidelity and game logic. As usual, we’ve also solved numerous problems major and minor, particularly pertaining to the newly overhauled magic system and character animations.
A full list of changes can be found in the link to Gitlab.
What is OpenMW?
“OpenMW is a free, open source, and modern engine which re-implements and extends the 2002 Gamebryo engine for the open-world role-playing game The Elder Scrolls III: Morrowind.”
It is an excellent way to play Morrowind on modern systems, and on alternative systems other than MS Windows. It requires the a copy of the original game data from Morrowind, as OpenMW does not include assets or any other game data - it is simply a recreation of the game engine. OpenMW can be found on Flathub for Linux users here. https://flathub.org/apps/org.openmw.OpenMW
I have a modified build of this engine on an older version running on my hacked Nintendo Switch, and it is amazing.
That’s awesome. Your comment just sent me back to the good old days of PSP hacking, and to a lesser extent PS Vita hacking. The homebrew on PSP was really special particularly because of the sheer numbers of PSPs sold. I’d love to see an OpenMW Vita version someday :)