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    Call for Presentations - Qt World Summit

    OpenMW (Open source Morrowind) seeks Qt developer

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    • O
      OpenMW last edited by

      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

      Benefits:
      – 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

      !http://openmw.org/wiki/images/6/6b/014-11.jpg(OpenMW version 0.14.0)!

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        OpenMW last edited by

        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.

        "Screenshot":https://wiki.openmw.org/images/thumb/6/66/017-6.jpg/800px-017-6.jpg

        "The release video":https://www.youtube.com/watch?v=uI0GP2p89rA

        We also made a "FAQ video":https://www.youtube.com/watch?v=g2PKBD0D9Gw

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

        Changelog:
        -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

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        • O
          OpenMW last edited by

          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.

          http://www.youtube.com/watch?v=LdEThh8efGs

          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

          Changelog:

          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.

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          • I
            inbush1 last edited by

            Is there any open vacancy of Qt Editor Developer? How can I contact you?

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            • P
              philosopher last edited by

              I can write it without bugs. sn.igor1@gmail.com

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              • O
                OpenMW last edited by

                To all interested to help, please post a on our "recruiting forums":https://forum.openmw.org/viewforum.php?f=22

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                • O
                  OpenMW last edited by

                  And here we are again, this time with the release of version 0.19.0!

                  Release packages for Ubuntu are now available via our [url=https://launchpad.net/~openmw/+archive/openmw]Launchpad PPA[/url] . Release packages for other platforms are available on our [url=https://code.google.com/p/openmw/downloads/list]Download page[/url]. This version introduces Sleeping, Potions, DEATH!!, Spell Creation, Travel, and many other features.

                  Check out our release video by WeirdSexy: http://youtu.be/yw2ITfTzzg4

                  Known Issues:

                  • Launcher crashes on OS X < 10.8
                  • Extreme shaking can occur during exterior cell transitions for some users

                  Changelog:

                  • 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

                  You want to contribute or find out more about this project, be sure to check out these sites:

                  [url=http://www.youtube.com/user/MrOpenMW]Official Youtube Channel[/url]
                  [url=http://openmw.org/wiki/index.php?tit...ibution_Wanted]For New Developers[/url]
                  [url=http://openmw.org/]OpenMW Homepage[/url]
                  [url=http://freenode.net/ #openmw]Chat @freenode[/url]

                  [url=https://bugs.openmw.org/versions/11]These[/url] are the tasks planned for version 0.20.0.

                  Hope to hear from you soon,

                  the OpenMW team

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                    OpenMW last edited by

                    The OpenMW project is in search of Qt-developers. Our next release will be coming out soon and part of the team will be getting his hands on the custom editor for OpenMW. If you are interested to help with this, please contact us on our forums.

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                      OpenMW last edited by

                      The OpenMW team is proud to announce the release of version 0.20.0! Release packages for Ubuntu are now available via our [url=https://launchpad.net/~openmw/+archive/openmw]Launchpad PPA[/url]. Release packages for other platforms are available on our [url=https://code.google.com/p/openmw/downloads/list]Download page[/url]. 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 [url=http://www.youtube.com/watch?v=swXDXgYUqFA]release video[/url].

                      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

                      Changelog:
                      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!

                      [size=3] 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.[/size]

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

                      !https://wiki.openmw.org/images/e/ea/Map.jpg(OpenMW)!
                      The 2nd layer has been added to the world map.

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                      • O
                        OpenMW last edited by

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

                        Check out WeirdSexy's [url=http://youtu.be/7FtIcIPogpQ]release video[/url].

                        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

                        Changelog:

                        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

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

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                          OpenMW last edited by

                          The OpenMW team is incredibly proud to announce the release of version 0.22.0! Release packages for Ubuntu are now available via our [url=https://launchpad.net/~openmw/+archive/openmw]Launchpad PPA[/url] and for Debian in our [url=http://forum.openmw.org/viewtopic.php?f=20&t=1298]Debian PPA[/url]. Release packages for other platforms are available on our [url=https://code.google.com/p/openmw/downloads/list]Download page[/url]. 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 [url=http://www.youtube.com/watch?v=a-i73Qb3KKw]release video[/url] by the inexorable WeirdSexy.

                          Changelog:
                          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:
                          [url=http://www.youtube.com/user/MrOpenMW]Official Youtube Channel[/url]
                          [url=http://openmw.org/wiki/index.php?tit...ibution_Wanted]For New Developers[/url]
                          [url=http://openmw.org/]OpenMW Homepage[/url]
                          [url=http://freenode.net/ #openmw]Chat @freenode[/url]

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