OpenMW 0.21.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
maqifrnswa
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Re: OpenMW 0.21.0

Post by maqifrnswa » 19 Feb 2013, 03:57

BrotherBrick wrote:Ubuntu PPA is ready with 0.21.0

Our changelog:
* removed nvidia-cg-toolkit dependency
* added ffmpeg and supporting libraries for video playback
Debian builds of the Ubuntu PPA package are ready too.
Info at viewtopic.php?f=20&t=1298

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raevol
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Re: OpenMW 0.21.0

Post by raevol » 19 Feb 2013, 07:10

K1ll wrote:Here are the release targzs:

32 Bit
64 Bit

Scrawl noticed that shader compilation is quite slow with these binaries (probably due to old boost wave version), but i simply don't have time to fix that at the moment.
The 64-bit link seems to be down. :(

EDIT: Uploads are done and but not featured yet, waiting for the Linux Binary 64-bit package still. Release announcements:

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The OpenMW team is proud to announce the release of version 0.21.0! Release packages for Ubuntu are now available via our Launchpad PPA (https://launchpad.net/~openmw/+archive/openmw). Release packages for other platforms are available on our Download page (https://code.google.com/p/openmw/downloads/list). This release introduces video playback, improvements to cell load time, and parsing for escape sequences in dialogue and message boxes.

Check out WeirdSexy's release video: http://youtu.be/7FtIcIPogpQ

Known Issues:
- No sound when playing videos on OS X
- Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
- Launcher crash on OS X < 10.8

Changelog:
- Various dialogue, trading, and disposition fixes and improvements
- Torch flickering improved to better match vanilla Morrowind
- Fix for attribute fluctuation when infected with Ash Woe Blight
- Adjusted activation range to better match vanilla Morrowind
- Fixes for the Journal UI
- Fixed crash caused by Golden Saint models
- Fix for beast races being able to wear shoes
- Fix for background music not playing
- Fix for meshes without certain node names not being loaded
- Fix for incorrect terrain shape on inital cell load
- Fix for MWGui::InventoryWindow creating a duplicate player actor at the origin
- Added video playback
- Added support for escape sequences in message box and dialogue text
- Added AI related script functions, note that AI is not functional yet
- Implemented fallbacks for necessary ini values in the importer, unused in OpenMW as of yet
- Implemented execution of scripts of objects in containers/inventories in active cells
- Cell loading performance improvements
- Removed broken GMST contamination fixing mechanism
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<p>The OpenMW team is proud to announce the release of version 0.21.0! Release packages for Ubuntu are now available via our <a href="https://launchpad.net/~openmw/+archive/openmw">Launchpad PPA</a>. Release packages for other platforms are available on our <a href="https://code.google.com/p/openmw/downloads/list">Download page</a>. This release introduces video playback, improvements to cell load time, and parsing for escape sequences in dialogue and message boxes.</p>

<p>Check out WeirdSexy's <a href="http://youtu.be/7FtIcIPogpQ">release video</a>.</p>

<b>Known Issues:</b>
<ul><li>No sound when playing videos on OS X</li>
<li>Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)</li>
<li>Launcher crash on OS X < 10.8</li></ul>

<b>Changelog:</b>
<ul><li>Various dialogue, trading, and disposition fixes and improvements</li>
<li>Torch flickering improved to better match vanilla Morrowind</li>
<li>Fix for attribute fluctuation when infected with Ash Woe Blight</li>
<li>Adjusted activation range to better match vanilla Morrowind</li>
<li>Fixes for the Journal UI</li>
<li>Fixed crash caused by Golden Saint models</li>
<li>Fix for beast races being able to wear shoes</li>
<li>Fix for background music not playing</li>
<li>Fix for meshes without certain node names not being loaded</li>
<li>Fix for incorrect terrain shape on inital cell load</li>
<li>Fix for MWGui::InventoryWindow creating a duplicate player actor at the origin</li>
<li>Added video playback</li>
<li>Added support for escape sequences in message box and dialogue text</li>
<li>Added AI related script functions, note that AI is not functional yet</li>
<li>Implemented fallbacks for necessary ini values in the importer, unused in OpenMW as of yet</li>
<li>Implemented execution of scripts of objects in containers/inventories in active cells</li>
<li>Cell loading performance improvements</li>
<li>Removed broken GMST contamination fixing mechanism</li></ul>
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The OpenMW team is proud to announce the release of version 0.21.0! Release packages for Ubuntu are now available via our [url=https://launchpad.net/~openmw/+archive/openmw]Launchpad PPA[/url]. Release packages for other platforms are available on our [url=https://code.google.com/p/openmw/downloads/list]Download page[/url]. This release introduces video playback, improvements to cell load time, and parsing for escape sequences in dialogue and message boxes.

Check out WeirdSexy's [url=http://youtu.be/7FtIcIPogpQ]release video[/url].

[b]Known Issues:[/b]
[list][*]No sound when playing videos on OS X
[*]Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
[*]Launcher crash on OS X < 10.8[/list]

[b]Changelog:[/b]
[list][*]Various dialogue, trading, and disposition fixes and improvements
[*]Torch flickering improved to better match vanilla Morrowind
[*]Fix for attribute fluctuation when infected with Ash Woe Blight
[*]Adjusted activation range to better match vanilla Morrowind
[*]Fixes for the Journal UI
[*]Fixed crash caused by Golden Saint models
[*]Fix for beast races being able to wear shoes
[*]Fix for background music not playing
[*]Fix for meshes without certain node names not being loaded
[*]Fix for incorrect terrain shape on inital cell load
[*]Fix for MWGui::InventoryWindow creating a duplicate player actor at the origin
[*]Added video playback
[*]Added support for escape sequences in message box and dialogue text
[*]Added AI related script functions, note that AI is not functional yet
[*]Implemented fallbacks for necessary ini values in the importer, unused in OpenMW as of yet
[*]Implemented execution of scripts of objects in containers/inventories in active cells
[*]Cell loading performance improvements
[*]Removed broken GMST contamination fixing mechanism[/list]
If you guys would glance over those and make sure I didn't muck them up that'd be helpful. :)
Last edited by raevol on 20 Feb 2013, 07:39, edited 2 times in total.

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Zini
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Re: OpenMW 0.21.0

Post by Zini » 19 Feb 2013, 09:26

The journal regression has been fixed, so it can be removed from the list of known issues. Also, the line about the AiWander crash can be removed, since this problem was specific to 0.21.0 and did not exist in 0.20.0.

corristo
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Re: OpenMW 0.21.0

Post by corristo » 19 Feb 2013, 09:53

@raevol
Your forgot to mention "Launcher crash on OS X < 10.8", this one isn't fixed yet

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WeirdSexy
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Re: OpenMW 0.21.0

Post by WeirdSexy » 19 Feb 2013, 13:10

- Adjusted activation range to better mach vanilla Morrowind
typo. mach -> match

K1ll
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Re: OpenMW 0.21.0

Post by K1ll » 19 Feb 2013, 15:36

raevol wrote:
K1ll wrote:Here are the release targzs:

32 Bit
64 Bit

Scrawl noticed that shader compilation is quite slow with these binaries (probably due to old boost wave version), but i simply don't have time to fix that at the moment.
The 64-bit link seems to be down. :(
Sorry just a little typo. Here's a working link:

64 Bit

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raevol
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Re: OpenMW 0.21.0

Post by raevol » 19 Feb 2013, 17:56

Thanks guys, corrections made. 64-bit Linux uploading now. May have to actually finish the release a bit later, but it's at least in progress.

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raevol
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Re: OpenMW 0.21.0

Post by raevol » 20 Feb 2013, 07:50

We're released!

https://openmw.org/2013/02/20/openmw-0-21-0-released/

The video should show up as embedded once it's made public?

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psi29a
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Re: OpenMW 0.21.0

Post by psi29a » 20 Feb 2013, 09:08

Um... why did you did you use a zip file for the source? The source is always available from launchpad and always the best compression as <version>orig.tar.bz2 ?

https://launchpad.net/~openmw/+archive/openmw/+packages

^-- doesn't matter what release, the orig.tar.bz2 is always the same.

It would just be nice to be consistent. ;)

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raevol
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Re: OpenMW 0.21.0

Post by raevol » 20 Feb 2013, 09:20

I usually get it from github, and this time I couldn't figure out where they hid it in the interface, but I did find a link to download the 0.21.0 tag. Are you sure launchpad doesn't accumulate post-release changes?

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