1.0 Release

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ezze
Posts: 489
Joined: 21 Nov 2013, 13:20

Re: 1.0 Release

Post by ezze » 03 May 2017, 10:07

CMAugust wrote:I follow OpenMW closely not just for its present usefulness but for its future promise - namely, all the things that will be possible when "the great dehardcoding" is complete. A process which, as has been explained time and again, will only begin when OpenMW 1.0 is officially released and not a moment sooner. So I can understand people's enthusiasm to see that magical number in the not too distant future. :)
This, I am also aware that I can play Morrowind with OpenMW now better than with the original engine. But my main interest was actually modding, so at the moment with all the (actually fairly small) features I would need to the mod not considered I am a bit out. On the other hand, I do understand and agree about Zini point of focusing on replacing morrowind.exe and nothing more before 1.0 .

TechNoirMK
Posts: 84
Joined: 19 Aug 2015, 15:58

Re: 1.0 Release

Post by TechNoirMK » 04 May 2017, 17:37

sonicboom12345 wrote:Wired, Kotaku, GiantBomb, Destructoid, The Escapist, TB, Jim Serling
So nothing of value, then? :lol:

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Jyby
Posts: 408
Joined: 10 Dec 2013, 04:16

Re: 1.0 Release

Post by Jyby » 05 May 2017, 01:41

Isn't there a ticket about this in the bug tracker? https://bugs.openmw.org/issues/1000

I think 1.0 might mean fantastic mods are being made and played with our tech. When OpenMW-CS catches up, assuming OpenMW progresses as well, then we know we're #1 :D
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ezze
Posts: 489
Joined: 21 Nov 2013, 13:20

Re: 1.0 Release

Post by ezze » 06 May 2017, 16:51

I always wondered, if somebody tries to merge a "post-1.0" feature, what happens? It get rejected?

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DestinedToDie
Posts: 1163
Joined: 29 Jun 2015, 09:08

Re: 1.0 Release

Post by DestinedToDie » 06 May 2017, 17:19

From my limited observation it sometimes goes through, other times doesn't. Normal maps is a post 1.0 feature, or should be, but we have them.

There was a user-requested feature for item flavor text. And someone implemented it. Never got accepted because the issue was that it changed the omw.addon format and developers weren't into the idea of changing anything in the format before getting to post 1.0.

I would recommend consulting with Zini or Scrawl on whether it'll go through before starting work on implementation.
Last edited by DestinedToDie on 06 May 2017, 17:21, edited 3 times in total.

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AnyOldName3
Posts: 1928
Joined: 26 Nov 2015, 03:25

Re: 1.0 Release

Post by AnyOldName3 » 06 May 2017, 17:20

It depends. If it changes the omwaddon format so it's no longer just a renamed esp, it won't get merged, for example. If it changes a significant amount of code and/or locks something in a specific direction, it won't get merged. If it's something that can be trivially enabled and disabled and doesn't meddle with much of the codebase, it'll probably get merged.
AnyOldName3, Master of Shadows

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Svetomech
Posts: 69
Joined: 01 Jun 2014, 12:51
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Re: 1.0 Release

Post by Svetomech » 06 May 2017, 22:08

Am I the only one who have been actually waiting for 0.42 to happen instead of waiting for 1.0?
0.41 came out in December of the previous year for pete's sake! :( Also, the meaning of universe lies ahead.

Biboran
Posts: 84
Joined: 03 Feb 2016, 12:50

Re: 1.0 Release

Post by Biboran » 07 May 2017, 09:30

I'am waiting 0.43

Jenikk
Posts: 4
Joined: 07 Jan 2017, 09:28

Re: 1.0 Release

Post by Jenikk » 07 May 2017, 09:43

I'm waiting for each commit on Github because each step counts ;)

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