

If you have a look at the sidebar, you’ll notice a handful of badges: GitHub, GitLab, Discord, matrix, Twitter, Reddit – all without a single line of JavaScript, as in, no tracking. Moreover, since more and more people are browsing the web via their phones, we are more than happy that vtastek took the time to make the blog responsive, so that it looks great on mobile as well! Jetpack because our posts are written in Markdown.Polylang, since WordPress doesn’t support internationalization by default and some of our blogposts are translated into a couple of languages.Also, no need to fetch your pitchforks if you’re using Tor or a VPN: we configured Cloudflare to not annoy you, so it’s only used as a CDN/cache. our Cloudflare integration, since our server is not super powerful and we’ve been slashdot’ed before.Ten years using WordPress and still kicking! But it was time to clean up the dust a bit.įirst of all, we removed unnecessary plugins like akismet and its friends to only keep: We took some time this year to overhaul, simplify and awesomify our web presence and infrastructure. Thank you for your support and see you again for the next blog post which is going to detail our short-term and long-term plans for OpenNeverMind! This will be removed in future stable releases to avoid any copyright issues.Ĭheck out our official announcement video by the always reliable Atahualpa and the forever faithful Johnnyhostile to see our improved defaults in action. Please also note that OpenNeverMind 0.13.37 still has built-in Morrowind support. - enable/disable camera collision (key binding is equal to in the settings menu).- move to clicked ground or interact with clicked object.For now, the movement controls are as follows: Grab it from here – but be aware that this version is still WIP and any savegames made using it won’t be compatible with 0.47.0 (you can, however, use 0.47.0 savegames with this version). We have just released version 0.13.37 of our heavily altered engine. OpenMW is no more, long live OpenNeverMind! With the first iteration of Lua scripting support merged, we finally had our eureka moment: why not completely shift the focus of development to yet another class of games? This was a month ago, and today we – the former OpenMW team – are proud to announce the rebranding of our project to become a general-purpose engine for isometric RPGs the likes of Baldur’s Gate or Neverwinter Nights. OpenMW has been in development for well over a decade now, and it has become a viable way to play Morrowind on almost every platform imaginable.Īs a consequence, we have discussed possible future main goals for our engine but quickly realised that the current scope greatly limits both the engine’s potential and our developers’ creativity.
