I would like to introduce my own pet project, which is an open source engine capable of playing The Elder Scrolls 3: Morrowind (plus expansions plus plug-ins), using Crystal Space for the graphics (and possibly sound). At the moment, I have a mostly working terrain renderer, based on a slightly modified terrain2 plugin, and a basic NIF importer (no animations, no particles, no fancy stuff). Multiple master/plugins files are also partially working.
I am currently gearing towards a first public release, but a few things still need to be done before. Since I am working with a modified CS 1.4 snapshot, I am aiming to get at least some of my hacks into the official engine, because otherwise, it would be very difficult to distribute in source code form. The following points should be very useful for other applications as well:
- My local copy of the terrain2 plugin now supports adding terrain cells on the fly, even after the terrain mesh object has been generated. (I also fixed a bug for failing collision detection at negative heightmap values.)
- I have hacked support for non-ZIP archives into the VFS plugin, based on two new interfaces.
I would appreciate any kind of help getting getting these modifications into CS. Of course, any kind of feedback is also welcome!