View Full Version : OpenMW seeks Qt Developer

17th June 2012, 16:43
The OpenMW project is a community of fans creating a new open source engine for running Morrowind, the recipient of the 2002 “RPG Game of the Year”. You will be collaborating with experienced and passionate volunteers from all over the world.

OpenMW is constantly on the search for individuals who are passionate about open source software, game design, preserving classic games, and game modification. We need C++ developers, a Qt developer to work on our editor, and volunteers to bug test.

We are currently recruiting for developer to work on our game editor. The editor will be a program capable of controlling almost all aspects of the game or of create mods, adding user-made game content, and viewing game data.

Qualities we desire:
Knowledge of Qt and C++
Committing code early and often
Willingness to work with an established design

Below are the specific requirements for all of our positions:

Qt Editor Developer
– Experience with C++
– Experience with Qt Framework

C++ Software Developer
– Experience with C++
– Experience with Ogre3d would be useful
– Experience with Bullet physics would be useful
– Experience with Qt Framework would be useful

Bug Tester
– Identify software bugs while playing the game
– Replicating the bugs and submitting them to the bug tracker
– Ability to write clear bug reports

Non-technical requirements:
– Problem-solving skills
– Initiative and the ability to detect both the advantages and the limits of a solution
– Good communication skills
– The ability to work both in a team and as an individual

– Opportunity to learn about game engine design
– Learn other open source software for making games like Ogre3d, Bullet, OIS, and OpenAL
– Involvement in an international open source project
– Build an amazing piece of software that encourages creativity in others

Join us:
Official Youtube Channel: http://www.youtube.com/user/MrOpenMW
For New Developers: http://openmw.org/wiki/index.php?title=Contribution_Wanted
OpenMW Homepage: http://openmw.org/
Chat @freenode http://freenode.net/ #openmw

29th September 2012, 16:56
Hi there,
openMW 0.17.0 has been released and it won't be long untill version 0.18.0. We are still hoping for new Qt developers and that's why we would like this community updated with news about this project. For more info please check the original post.


The release video


We also made a FAQ video


Known Issues:
-Activating a bed can lock up the game
-There is a minor memory leak that will be fixed in 0.18.0

-Implemented potion usage
-Implemented skill gain backend
-Implemented Drain/Fortify dynamic Stats/Attributes magic effects
-Reimplemented dropping items
-Implemented a Pause Menu
-Implemented Camera Modes and proper Player control
-Added support for objects crossing cell borders
-Added support for object rotation and scaling
-Fix for physics shapes and dark textures
-Fix for character normals
-Fix for laggy input on OS X
-Fix for NIF material sharing
-Fixes for various crashes and errors
-Fix for memory leaks
-Various improvements for console scripts
-Various improvements to the source code including cleanup, refactoring and redesign

We hope to hear from you soon,

The OpenMW team

5th October 2012, 20:35
And we're here again, for the release of version 0.18.0!

This version introduces a myriad of new features, including Level-Up, Key re-binding, Spell buying, eating ingredients, using Keys to open things, and much more. Read on for the full changelog, and check out our release commentary video.


Known Issues:

The launcher can crash on OS X versions < 10.8, this will be fixed in version 0.19.0
“Shaking screen effect” can occur on cell change


Implemented Level-Up dialog
Implemented Hide Marker, fixes big black blocks
Implemented Hotkey dialog
Implemented Keyboard and Mouse bindings, input system rewritten
Implemented Spell Buying Window
Added support for handling resources across multiple data directories
Implemented Object Movement/Creation script instructions
Initial AI framework implemented
Implemented eating Ingredients
Implemented Door markers on the local map
Implemented using Keys to open doors/containers
Implemented Loading screens
Implemented Inventory avatar image and race selection head preview (note that only default Dunmer male displays at the moment)
Fixed the size of Preferences menu buttons
Fixed Hand-to-hand always being 100
Fixes for NPC and character animation
Fix for sound coordinates
Fix for exception when drinking self-made potions
Fix for clothes showing up in 1st person
Fix for weird character on door tooltips
Collision fixes
Fix for “onOfferButtonClicked” crash

Interested to help in this project? Be sure to check out the original post for more information.

10th November 2012, 13:18
The folks at OpenMW are proud to announce the release of version 0.19.0. Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This version introduces Sleeping, Potions, Spell Creation, Travel, and many other features like DEATH!!!.

Check out our release video by WeirdSexy and subscribe to our Youtube channel for more updates and our Facebook page http://www.facebook.com/OpenMW.


Read on for the full changelog.
Known Issues:
- Launcher crashes on OS X < 10.8
- Extreme shaking can occur during exterior cell transitions for some users
- Implemented sleep/wait
- Further implementation for alchemy/potions
- Implemented death
- Implemented spell creation and spell creation window
- Implemented travel and travel dialogue
- Implemented first layer of global map
- Implemented trainer window
- Implemented skill increase from skill books
- Implemented ESM/ESP record saving
- Fix for Character shaking in 3rd person mode near the origin
- Implemented gamma correct rendering (does not work without shaders)
- Fix for fortify attribute effects on the last 3 attributes
- Fix for NCC flag handling, fixes some collision issues
- Sort birthsign menu alphabetically
- Various fixes/cleanup for the launcher
- Fix for sound listener position updating incorrectly
- Implemented dynamically generating splash image list
- Fix for markers interfering with raycasting
- Fix for crash after picking up items from an NPC

Work on the editor is continuing steadily, but we'd love some more help. Another way to help out to give us a hand hunting down bugs by downloading OpenMW and registering on our bug tracker. Thanks!

20th December 2012, 17:23
The OpenMW team is proud to announce the release of version 0.20.0! Release packages for Ubuntu are now available via our Launchpad PPA (https://launchpad.net/~openmw/+archive/openmw). Release packages for other platforms are available on our Download page (https://code.google.com/p/openmw/downloads/list). This release brings a near-complete implementation of the dialoque system, visual player race changes in character creation, and many other fixes and improvements.

Check out WeirdSexy's release video:


Known Issues:
Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
The disposition implementation is severely broken and will give wrong numbers in many cases
Entering a cell containing a Golden Saint model will crash the game
A journal regression causes journal updates to not display correctly

Implemented all missing dialoque filters
Implemented Mercantile skill
Implemented Persuasion dialogue
Initial implemetation of AI package classes
Implemented 2nd layer for Global map
Player race now changes visually during character creation
Fixed Cell reloading when using teleport doors that link to the same cell
Animations now stop when the game is paused
Fixed "0 a.m." to display as "12 a.m."
Fixed text persisting in the "name" field of the potion/spell creation window
Fixed starting date of new games
Fixed console window close behavior
Fixed container window formatting to better accomodate long item names
Fixed some topics not automaticaly being added to the known topic list
Fixed automove working despite DisablePlayerControls being set
Fixed rest dialogue opening again after resting
Fixed double removal of ingredients when creating potions
Various engine code and scripting improvements
Join us!

The OpenMW team is more then ever searching for new members to join in our project. We are especially in need of Qt developers and testers. But of course all kind of work can be done. If you've been following this project because you love what we're doing, why not visit our forums, sign up and be part of something we all want to see finished.

see also:
Official Youtube Channel (http://www.youtube.com/user/MrOpenMW)
For New Developers (http://openmw.org/wiki/index.php?tit...ibution_Wanted)
OpenMW Homepage (http://openmw.org/)
Chat @freenode (http://freenode.net/%20#openmw)

20th February 2013, 13:39
The OpenMW team is proud to announce the release of version 0.21.0! Release packages for Ubuntu are now available via our Launchpad PPA (https://launchpad.net/~openmw/+archive/openmw). Release packages for other platforms are available on our Download page (https://code.google.com/p/openmw/downloads/list). This release introduces video playback, improvements to cell load time, and parsing for escape sequences in dialogue and message boxes.

Check out WeirdSexy's release video (http://youtu.be/7FtIcIPogpQ).

Known Issues:
No sound when playing videos on OS X
Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
Launcher crash on OS X < 10.8

Various dialogue, trading, and disposition fixes and improvements
Torch flickering improved to better match vanilla Morrowind
Fix for attribute fluctuation when infected with Ash Woe Blight
Adjusted activation range to better match vanilla Morrowind
Fixes for the Journal UI
Fixed crash caused by Golden Saint models
Fix for beast races being able to wear shoes
Fix for background music not playing
Fix for meshes without certain node names not being loaded
Fix for incorrect terrain shape on inital cell load
Fix for MWGui::InventoryWindow creating a duplicate player actor at the origin
Added video playback
Added support for escape sequences in message box and dialogue text
Added AI related script functions, note that AI is not functional yet
Implemented fallbacks for necessary ini values in the importer, unused in OpenMW as of yet
Implemented execution of scripts of objects in containers/inventories in active cells
Cell loading performance improvements
Removed broken GMST contamination fixing mechanism

17th March 2013, 17:12
Its a good news and best for me. I am impressed with this opportunity for QT developer.
I like this opportunity and i will think to apply it soon.

30th March 2013, 11:44
Re: OpenMW

Postby OpenMW » 1 minute ago
The OpenMW team is incredibly proud to announce the release of version 0.22.0! Release packages for Ubuntu are now available via our Launchpad PPA and for Debian in our Debian PPA. Release packages for other platforms are available on our Download page. This release introduces the long awaited animation feature, many thanks to everyone on the team who has worked to bring this to fruition. Another major feature implemented in this release is support for loading multiple ESM and ESP files. Prepare to travel to Mournhold, Bloodmoon, and beyond into Tamriel Rebuilt and other mods. Other features include the "Dispose of Corpse" button, lights that are more faithful to classic Morrowind, and working active spell icons. The bug fix list for this release is quite extensive, see below.

PLEASE NOTE: Starting with this release, you must run the ini importer at least once! This can be done automatically through the launcher.

Known Issues:

Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
Launcher crash on OS X < 10.8
Polish version of Morrowind.esm makes OpenMW crash

Check out the release video by the inexorable WeirdSexy.



Implemented Active Spell Icons
Implemented walking, running, and swimming animation
Implemented support for ESPs and multiple ESMs
Implemented proper collision shapes for NPCs and creatures
Implemented lights that behave more like vanilla Morrowind
Implemented importing BSA files as part of the settings imported by the config importer
Implemented zoom in vanity mode
Implemented potion/ingredient effect stacking
Implemented object movement between cells
Implemented closing message boxes by pressing the activation key
Implemented random persuasion responses
Implemented closing message boxes when enter is pressed
Use rendered object shape for physics raycasts
Improved the race selection preview camera
Class and Birthsign menus options are now preselected
Disabled dialog window until character creation is finished
Decoupled water animation speed from timescale
Changed underwater rendering to more closely resemble vanilla Morrowind
Hid potion effects until discovered
Finished class selection-dialogue
Re-factored Launcher ESX selector into a re-usable component
Various fixes and implementations for the script compiler
Fix for a keyboard repeat rate issue
Fix for errant character outline on water in 3rd person
Fix for duplicate player collision model at origin
Fix for dialogue list jumping when a topic is clicked
Fix to prevent attributes/skills going below zero
Fix for global variables of type short being read incorrectly
Fix for collision and tooltip on invisible meshes
Fix for CG showing in Options when it is not available
Fix for crash when Alt-tabbing with the console open
Fix for pick up sound playing when object cannot be picked up
Fix for moving left or right canceling auto-move
Fix for gender being swapped (woops!)
Fix for footless guards
Fix for waterfalls not rendering at a certain distance
Fix for crash in "Mournhold, Royal Palace"
Fix for not finding non-DDS textures
Fix for some meshes being invisible from above water in Bloodmoon
Fix for Messagebox causing assert to fail
Fixes for Launcher file path selection
Fixes for missing/incorrect UI graphical elements
Fixes for various transparency rendering issues
Fixes fo various character generation UI issues
Fixes for config import in Launcher
Fixes for various new issues discovered when handling mod content
Various code cleanup

see also:
*Official Youtube Channel*
*For New Developers*
*OpenMW Homepage*
*Chat @freenode*