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 »

Hey all, these Linux release builds are twice the size of our previous release. Is that accurate? The Windows build is actually smaller.
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raevol
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Re: OpenMW 0.22.0

Post by raevol »

Release log draft:
The OpenMW team is incredibly proud to announce the release of version 0.22.0! Release packages for Ubuntu are now available via our Launchpad PPA (https://launchpad.net/~openmw/+archive/openmw) and for Debian in our Debian PPA (http://forum.openmw.org/viewtopic.php?f=20&t=1298). Release packages for other platforms are available on our Download page (https://code.google.com/p/openmw/downloads/list). This release introduces the long awaited animation feature, many thanks to everyone on the team who has worked to bring this to fruition. Another major feature implemented in this release is support for loading multiple ESM and ESP files. Prepare to travel to Mournhold, Bloodmoon, and beyond into Tamriel Rebuilt and other mods. Other features include the "Dispose of Corpse" button, lights that are more faithful to classic Morrowind, and working active spell icons. The bug fix list for this release is quite extensive, see below.

PLEASE NOTE: Starting with this release, you must run the ini importer at least once! This can be done automatically through the launcher.

Known 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

Check out the release video by the inexorable WeirdSexy: http://www.youtube.com/watch?v=a-i73Qb3KKw

Changelog:
- Implemented Active Spell Icons
- Implemented walking, running, and swimming animation
- Implemented support for ESPs and multiple ESMs
- Implemented proper collision shapes for NPCs and creatures
- Implemented lights that behave more like vanilla Morrowind
- Implemented importing BSA files as part of the settings imported by the config importer
- Implemented zoom in vanity mode
- Implemented potion/ingredient effect stacking
- Implemented object movement between cells
- Implemented closing message boxes by pressing the activation key
- Implemented random persuasion responses
- Implemented closing message boxes when enter is pressed
- Use rendered object shape for physics raycasts
- Improved the race selection preview camera
- Class and Birthsign menus options are now preselected
- Disabled dialog window until character creation is finished
- Decoupled water animation speed from timescale
- Changed underwater rendering to more closely resemble vanilla Morrowind
- Hid potion effects until discovered
- Finished class selection-dialogue
- Re-factored Launcher ESX selector into a re-usable component
- Various fixes and implementations for the script compiler
- Fix for a keyboard repeat rate issue
- Fix for errant character outline on water in 3rd person
- Fix for duplicate player collision model at origin
- Fix for dialogue list jumping when a topic is clicked
- Fix to prevent attributes/skills going below zero
- Fix for global variables of type short being read incorrectly
- Fix for collision and tooltip on invisible meshes
- Fix for CG showing in Options when it is not available
- Fix for crash when Alt-tabbing with the console open
- Fix for pick up sound playing when object cannot be picked up
- Fix for moving left or right canceling auto-move
- Fix for gender being swapped (woops!)
- Fix for footless guards
- Fix for waterfalls not rendering at a certain distance
- Fix for crash in "Mournhold, Royal Palace"
- Fix for not finding non-DDS textures
- Fix for some meshes being invisible from above water in Bloodmoon
- Fix for Messagebox causing assert to fail
- Fixes for Launcher file path selection
- Fixes for missing/incorrect UI graphical elements
- Fixes for various transparency rendering issues
- Fixes fo various character generation UI issues
- Fixes for config import in Launcher
- Fixes for various new issues discovered when handling mod content
- Various code cleanup
maqifrnswa, can I get a www link to the debian PPA for people?
Last edited by raevol on 27 Mar 2013, 20:17, edited 3 times in total.
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raevol
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Re: OpenMW 0.22.0

Post by raevol »

raevol wrote:Hey all, these Linux release builds are twice the size of our previous release. Is that accurate? The Windows build is actually smaller.
Looks like libOgreMain.so.1.8.1. in the /lib/ folder is the culprit. Can anyone confirm that this is ok?

EDIT: OSX, source, and the Windows builds that lgro put up a few days ago are uploaded. Once the release announcement is approved I will taggify it. The downloads on the download page are not featured yet, though it looks like we missed updating the featured downloads when we did the last release, most likely my mistake.

In summary: waiting for fixes and then approval for release announcement, and word on these Linux binary packages...
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psi29a
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Re: OpenMW 0.22.0

Post by psi29a »

Send message to k1ll, that is indeed strange considering it should be statically compiled.
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Zini
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Re: OpenMW 0.22.0

Post by Zini »

Bug #572: Better Bodies' textures don't work
Bug #577: Left Gloves Addon causes ESMReader exception
Bug #573: OpenMW doesn't load if TR_Mainland.esm is enabled (Tamriel Rebuilt mod)
Bug #607: New beast bodies mod crashes
Bug #633: Crash on startup: Better Heads
With the multiple ESM/ESP feature we gained access to more content. Some of this content is using variations in the data structures, that we haven't seen before and that OpenMW wasn't prepared for.
Bug #613: Messagebox causing assert to fail
Just an ordinary bug. Using the message box instruction with a certain rare configuration of text could crash OpenMW. My fault. I screwed up with the code for accessing strings in our VM.
Feature #528: Message boxes should close when enter is pressed under certain conditions.
Exactly what it says. Think of the return key shortcut for the Okay button in a dialogue.
Did we fix no sound on OS X videos?
I don't think so, but not sure.


And the release announcement is herewith approved.
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pvdk
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Re: OpenMW 0.22.0

Post by pvdk »

About the release announcement, shouldn't it be: ...incredibly proud instead of ...incredible proud?
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Greendogo
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Re: OpenMW 0.22.0

Post by Greendogo »

pvdk wrote:About the release announcement, shouldn't it be: ...incredibly proud instead of ...incredible proud?
Yes it should be.

Also, I would put the words "Dispose of Corpse" into quotes and capitalize them like I did here.
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WeirdSexy
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Re: OpenMW 0.22.0

Post by WeirdSexy »

inexorable :D

Why not use the shortened link for the video? http://youtu.be/a-i73Qb3KKw
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raevol
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Re: OpenMW 0.22.0

Post by raevol »

Thanks for the edits guys, all taken. I am incredible appreciative for all of your help! ;)
WeirdSexy wrote:Why not use the shortened link for the video? http://youtu.be/a-i73Qb3KKw
When I post to the openmw.org blog, I need the full URL to embed the video. So I get lazy and just change it right away and keep it that way all the way through.

Still waiting for the Debian PPA link, and I'll message K1ll. I'm going to have to upload the linux packages when I get home from work. I'll try to sneak some time to taggify the post today while at work, but I may need to do that tonight as well.
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