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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raevol
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Re: OpenMW 0.22.0

Post by raevol » 22 Mar 2013, 17:53

Zini, is the changelog in the readme ready for me? :D
Last edited by raevol on 22 Mar 2013, 22:19, edited 1 time in total.

K1ll
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Joined: 06 Aug 2011, 21:54

Re: OpenMW 0.22.0

Post by K1ll » 22 Mar 2013, 18:27

Linux targz packages:

32 Bit
64 Bit

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Zini
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Re: OpenMW 0.22.0

Post by Zini » 22 Mar 2013, 19:08

raevol wrote:Zini, is the changelog in the readme ready for me? :D
Yes

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raevol
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Location: Caldera

Re: OpenMW 0.22.0

Post by raevol » 22 Mar 2013, 22:25

Zini wrote:
raevol wrote:Zini, is the changelog in the readme ready for me? :D
Yes
Thanks!

For my reference:
CHANGELOG

0.22.0

Bug #311: Potential infinite recursion in script compiler
Bug #355: Keyboard repeat rate (in Xorg) are left disabled after game exit.
Bug #382: Weird effect in 3rd person on water
Bug #387: Always use detailed shape for physics raycasts
Bug #420: Potion/ingredient effects do not stack
Bug #429: Parts of dwemer door not picked up correctly for activation/tooltips
Bug #434/Bug #605: Object movement between cells not properly implemented
Bug #502: Duplicate player collision model at origin
Bug #509: Dialogue topic list shifts inappropriately
Bug #513: Sliding stairs
Bug #515: Launcher does not support non-latin strings
Bug #525: Race selection preview camera wrong position
Bug #526: Attributes / skills should not go below zero
Bug #529: Class and Birthsign menus options should be preselected
Bug #530: Lock window button graphic missing
Bug #532: Missing map menu graphics
Bug #545: ESX selector does not list ESM files properly
Bug #547: Global variables of type short are read incorrectly
Bug #550: Invisible meshes collision and tooltip
Bug #551: Performance drop when loading multiple ESM files
Bug #552: Don't list CG in options if it is not available
Bug #555: Character creation windows "OK" button broken
Bug #558: Segmentation fault when Alt-tabbing with console opened
Bug #559: Dialog window should not be available before character creation is finished
Bug #560: Tooltip borders should be stretched
Bug #562: Sound should not be played when an object cannot be picked up
Bug #565: Water animation speed + timescale
Bug #572: Better Bodies' textures don't work
Bug #573: OpenMW doesn't load if TR_Mainland.esm is enabled (Tamriel Rebuilt mod)
Bug #574: Moving left/right should not cancel auto-run
Bug #575: Crash entering the Chamber of Song
Bug #576: Missing includes
Bug #577: Left Gloves Addon causes ESMReader exception
Bug #579: Unable to open container "Kvama Egg Sack"
Bug #581: Mimicking vanilla Morrowind water
Bug #583: Gender not recognized
Bug #586: Wrong char gen behaviour
Bug #587: "End" script statements with spaces don't work
Bug #589: Closing message boxes by pressing the activation key
Bug #590: Ugly Dagoth Ur rendering
Bug #591: Race selection issues
Bug #593: Persuasion response should be random
Bug #595: Footless guard
Bug #599: Waterfalls are invisible from a certain distance
Bug #600: Waterfalls rendered incorrectly, cut off by water
Bug #607: New beast bodies mod crashes
Bug #608: Crash in cell "Mournhold, Royal Palace"
Bug #611: OpenMW doesn't find some of textures used in Tamriel Rebuilt
Bug #613: Messagebox causing assert to fail
Bug #615: Meshes invisible from above water
Bug #617: Potion effects should be hidden until discovered
Bug #619: certain moss hanging from tree has rendering bug
Bug #621: Batching bloodmoon's trees
Bug #623: NiMaterialProperty alpha unhandled
Bug #628: Launcher in latest master crashes the game
Bug #633: Crash on startup: Better Heads
Bug #636: Incorrect Char Gen Menu Behavior
Feature #29: Allow ESPs and multiple ESMs
Feature #94: Finish class selection-dialogue
Feature #149: Texture Alphas
Feature #237: Run Morrowind-ini importer from launcher
Feature #286: Update Active Spell Icons
Feature #334: Swimming animation
Feature #335: Walking animation
Feature #360: Proper collision shapes for NPCs and creatures
Feature #367: Lights that behave more like original morrowind implementation
Feature #477: Special local scripting variables
Feature #528: Message boxes should close when enter is pressed under certain conditions.
Feature #543: Add bsa files to the settings imported by the ini importer
Feature #594: coordinate space and utility functions
Feature #625: Zoom in vanity mode
Task #464: Refactor launcher ESX selector into a re-usable component
Task #624: Unified implementation of type-variable sub-records
Whew!

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Greendogo
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Re: OpenMW 0.22.0

Post by Greendogo » 22 Mar 2013, 23:59

What a release!
2 Tasks
14 Features
57 Bugs

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sirherrbatka
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Re: OpenMW 0.22.0

Post by sirherrbatka » 23 Mar 2013, 10:28

yes, the most impressive so far…

PS
Greendogo, you have 666 posts.

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Zini
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Re: OpenMW 0.22.0

Post by Zini » 23 Mar 2013, 10:46

btw. here is the list of major know issues:

- Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
- Launcher crash on OS X < 10.8
- Polish version of Morrowind.esm makes OpenMW crash


And we should also mention in the release announcement, that the user must run the ini importer at least once (which can be done automatically through the launcher).

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psi29a
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Re: OpenMW 0.22.0

Post by psi29a » 23 Mar 2013, 12:50

There is also an issue with buildd (build bot / debuild) and miniimporter. Someone forgot to add dpkg installation instructions.

Code: Select all

--- openmw-0.22.0.orig/apps/mwiniimporter/CMakeLists.txt
+++ openmw-0.22.0/apps/mwiniimporter/CMakeLists.txt
@@ -22,3 +22,8 @@ if (BUILD_WITH_CODE_COVERAGE)
   add_definitions (--coverage)
   target_link_libraries(mwiniimport gcov)
 endif()
+
+if(DPKG_PROGRAM)
+    INSTALL(TARGETS mwiniimport RUNTIME DESTINATION games COMPONENT mwiniimport)
+endif()
+

I've included it in with the PPA package as a patch, but we should push it in for 0.23.0 release. I'll push it when I get the chance, or if someone else would want to do it before I get around to it. ;)

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WeirdSexy
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Re: OpenMW 0.22.0

Post by WeirdSexy » 23 Mar 2013, 13:07

I will try to get a video up by tonight, but it will definitely be after you European boys have gone to bed.

I want to ask this since I haven't tested. Does anti-aliasing now work for all systems/graphics vendors/opengl/directx? If so, has this only come about in this release? I feel like I would have noticed it before, but maybe not. I have a hard-on for anti-aliasing and I want to mention it if it has just happened in this release.

maqifrnswa
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Joined: 14 Jan 2013, 03:57

Re: OpenMW 0.22.0

Post by maqifrnswa » 23 Mar 2013, 17:49

i think there is probably only 2 users (including myself...) but the debian PPA has been pushed. i386 is up and amd64 is pending.

BrotherBrick: thanks for the ubuntu PPA work, I really just grab your code verbatim and build against Wheezy. Do you think you can enable the parallel building flag? For now I add it each upload. In debian/rules you just need:

%:
dh [email protected] --parallel


And if you have the following environmental variable set in .bashrc (or somewhere else):
export DEB_BUILD_OPTIONS="parallel=5"

you see a massive increase in compile speed. Which doesn't really matter for PPAs, but since I am hosting my own build network I appreciate the speedup.

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