OpenMW 0.22.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
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Zini
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OpenMW 0.22.0

Post by Zini » 20 Feb 2013, 15:39

New version, new thread: The number of issues on the tracker is getting way too big for me to go over them one by one. Sorry for that.

Anyway, we are making good progress with the editor and with animation. The editor will definitely not make it into 0.22.0, but the basic animation changes, plus at least one feature making use of them are starting to look like a possibility.

Ideally I would like to return to the monthly releases. But it looks like we will be short on user-visible changes again (beyond the animation stuff), because there just isn't that much left to do before 1.0. Most of the outstanding issues are related to the editor or are bugs or depend on animation being handled first. We will see how it goes.

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psi29a
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Re: OpenMW 0.22.0

Post by psi29a » 20 Feb 2013, 15:50

Not true, I see plenty of eye-candy with the multiple esm/esx support landing in 0.22, even if half-baked. No other Morrowind clone project can claim that.

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Zini
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Re: OpenMW 0.22.0

Post by Zini » 20 Feb 2013, 16:04

Funny. I completely forgot about the multiple ESM implementation, even though I have been dealing with it repeatedly over the last couple of days. Okay, forget everything I wrote. This feature alone is sufficient for a release. So, 3-4 weeks to the next RC phase, most likely.

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sirherrbatka
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Re: OpenMW 0.22.0

Post by sirherrbatka » 20 Feb 2013, 16:46

hi, what about spellcasting? It is not present on the roadmap.

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Zini
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Re: OpenMW 0.22.0

Post by Zini » 20 Feb 2013, 16:57

We need animations first. A while back I have reduced the amount of animation-dependant features in the current roadmap, so I don't have to move over that much stuff at every single release (get annoying quickly) and spellcasting was one of the issues that got moves to the openmw-future target. I think we should go for melee combat first. Once we have that, we can tackle spell casting (probably in 0.23.0.).

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sirherrbatka
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Re: OpenMW 0.22.0

Post by sirherrbatka » 20 Feb 2013, 18:09

just animations? I ask because we don't have particles yet, and I'm not sure if it's needed to get spellcasting.

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Greendogo
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Re: OpenMW 0.22.0

Post by Greendogo » 20 Feb 2013, 18:27

It would be a great WierdSexy video to WALK (or run) from the Throne Room in Mournhold all the way to Fort Frostmoth in Solstheim; maybe even touch on some Tamriel Rebuilt mainland. That would really drive home the upcoming animation and ESM support. :D

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raevol
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Re: OpenMW 0.22.0

Post by raevol » 20 Feb 2013, 18:30

Greendogo wrote:It would be a great WierdSexy video to WALK (or run) from the Throne Room in Mournhold all the way to Fort Frostmoth in Solstheim; ...
This.... yes. This would be awesome!

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pvdk
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Re: OpenMW 0.22.0

Post by pvdk » 20 Feb 2013, 19:18

I can announce that I'm almost finished with implementing the first run dialog.

Image

For this task I needed to rewrite the way settings are handled in the launcher, this might need some polishing but it works properly now. I suspect it will also fix the launcher bug regarding non-latin characters as QSettings and the file dialog used to choke on these.

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Greendogo
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Re: OpenMW 0.22.0

Post by Greendogo » 20 Feb 2013, 19:33

Great job Pvdk, I know you've been working on that one for a while.

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