OpenMW: 100% Scripting Functionality

openmw

The OpenMW team have reached another major milestone in the development of their open-source re-implementation of the Morrowind engine:

We’ve reached a new milestone in OpenMW development: We have 100% script functionality! Morrowind is a game that uses scripts for special events to take place. If one of these scripts does not run, these events would not take place and quests might not be finishable or magic effects might not work. Sometimes these scripts cannot be straight-up read by OpenMW, for example because it has these stray arguments that we have talked about a while ago. Fortunately, that is no longer the case. From now on, all 1204(!) scripts in Morrowind can be read and applied. This is a big leap towards feature completeness, so unsurprisingly, high fives were given all around.

The team is, of course, not stopping there; much work remains to be done. They are presently working on optimizing the codebase for the engine, and are also working on fonts for the engine to use. One of the team has also begun updating the original game assets to Ogre 3D, and would appreciate any help the community can offer in that effort.