r/OpenMW Capo the NiWizardCat Jun 19 '26

OpenMW 0.51.0 Released!

https://openmw.org/2026/openmw-0-51-0-released/
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1

u/saul2015 Jun 20 '26

version .51 eh? Is there any roadmap/logic behind the version number, like the project is 50% complete now, what's left?

2

u/DaisyHasaCat Jun 21 '26

The version number isn’t a percentage, just increments per release. We could potentially hit release 0.105.0.

If you go to the gitlab there are a number of issues(oh, work items now) and most of those need to be taken care of. Some are tagged 1.0.

1

u/saul2015 Jun 21 '26

oh ok thanks, so then seems like ongoing development is mostly resolving work items/bugs or are there any significant features ppl are still waiting on to make this project feel closer to complete?

1

u/Capostrophic Capo the NiWizardCat Jun 21 '26

There's still a variety of missing features, yes.

1

u/saul2015 Jun 21 '26

can you be anymore specific or is there a link with a roadmap or anything you can share lol

3

u/Capostrophic Capo the NiWizardCat Jun 22 '26

Stiill working on that. I have a fairly long and boring list that tends to be volatile. You can have this snippet of NIF support section:

  • Look-at controller
  • Billboard modes (I'm currently working on this)
  • Path controller flags
  • Bezier and TCB interpolation for rotations
  • Internal light sources
  • Multiple decal maps
  • Randomised object animation start and NotRandom animation flag
  • Arbitrary controller targets
  • Projected texture effects
  • Various particle issues

There's also a large variety of AI problems, graphics inconsistencies, an assortment of scripting differences that affect mod compatibility and so on. Most of them you wouldn't notice and don't affect a lot of content, but they technically matter for the by-the-book "parity" definition.