Crosmando: Yuck, OpenMW isn't even real Morrowind, it's just a clone using the assets.
vv221: No, it’s not.
It’s a modern engine for Morrowind, similar to
DevilutionX for Diablo or
Julius for Cæsar Ⅲ.
There is no longer any valid reason to play Morrowind in its outdated original engine instead of playing it through OpenMW.
I agree with you, it’s an engine reimplementation. Much like your examples, or dhwem for doom 3.
Nothing wrong with it at all. What I would say is currently (to my understanding) it’s not as feature complete as mgxe. Don’t ask me to be more specific, that’s what I have taken from discussions around, been a while since I have run either.
So that being said, there is still very good reasons to use original morrowind, plus mgxe and code patch. Also, the two are not exclusive, you can run both (as they use the same assets, just the engine which differs), and so see for yourself which one you prefer.
I do hope openmw does indeed be come complete and become a total replacement for the original engine, but I just don’t think it is right there yet.
Edit:
From the openmw FAQs:
Why is the version number less than 1.0? Is OpenMW incomplete?
Don’t let the version number being less than 1.0 fool you: OpenMW is more stable and less buggy than the original Morrowind game engine and only lacks a few minor features.
Reaching version 1.0 signals that it has reached feature parity with the original Morrowind game engine. After that, the project will change directions and de-hardcode Morrowind game mechanics, improve modder tools, and add many new features beyond the original game engine. See this document for the complete post-1.0 roadmap.
So it does currently lack some features.