I thought you might be interested in a project that also seeks to preserve and extend Morrowind. OpenMW is a new game engine for the role playing game Morrowind. It is open source, cross platform (currently supporting OS X, Linux, and Windows), and written in pure c++. We are designing an engine that runs faster and is vastly more modifiable. We want to preserve Morrowind and provide modders with a better engine and tool kit for creating their works. While Bethesda will not release Morrowind's formulas to us, they encourage our project and we in turn actively encourage our users to purchase Morrowind on Steam. So don't worry; we're not out to destroy Bethesda Softworks.
Primary Goal: Our initial goal is to create a functioning engine for playing Morrowind, Tribunal, Bloodmoon, and all user created mods. This will be version 1.0 of OpenMW and it is our team's most important goal. We are past the halfway point to 1.0.
Future Goals ( post 1.0 ):
Allow much greater modability: change game rules, create new spell effects, etc through advanced scripting.
Fix system design bugs, like the “dirty” GMST entries in mods, and the savegame “doubling” problem.
Continue improving performance
Improve the interface and journal systems.
(Possibly) Improve game mechanics, physics, combat and AI.
(Possibly) Support multiplayer at some point.
(Possibly) Improve graphics to use more modern hardware.
OpenMW is released under the GNU General Public License version 3, and all source code has been written completely from scratch. It is built on various other open source tools, most notably OGRE for graphics, and Bullet for collision (and possibly physics).
OpenMW is in the intermediate stage. There is terrain, cell, and water rendering as well as collisions and animations. Some work has been done on playable elements. We are at the point where we can now begin implementing many skills, attributes, and abilities.
Official Youtube Channel
What Technologies Does OpenMW Use?
OpenMW is built with various open source tools and libraries:
Programming language: C++
Sound: OpenAL and Audiere
The ESM/ESP and BSA loading code was written from scratch, but with much help from available community-generated documentation.
Likewise, the NIF (proprietary 3D mesh) loading code was written
with the help of available online information. Special thanks to the
NIFLA / NifTools gang!
(For an additional list of the technologies in use, see Development Environment Setup: Third-Party Libraries and Tools.)
How to Help
Join the official OpenMW forum and visit our #openmw IRC channel at FreeNode. Tell your friends about our project!Checking out our Issue Tracker and submitting a patch for a bug is a good way to get started. We are looking for individuals with the following skills or experience with.
Bullet physics library
Netimmerse/Gamebryo engine (especially Morrowind)
Reverse engineering gameplay formulas