OpenMW 0.23.0

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 0.23.0

Post by Zini »

0.23.0 is already progressing nicely, so it is time for my regular posting.

In 0.22.0 we did a lot of bug squashing. It would be great if we can continue this trend in 0.23.0. Since we are getting closer to 1.0 we can't really afford to accumulate more and more bugs.

Some work on the Ai is already underway. This will certainly not be finished in 0.23.0, but maybe we can at least see the non-combat AI finishing.

Potentially skills could become a major point for this release. I have moved everything but ranged combat, magic and sneaking to 0.23.0 and (not counting some missing pieces of research) we have the means to implement them now.
Particular important should be the melee combat part, but we need some work on the animations for that first (weapon and shield rendering).

The editor is still lagging behind OpenMW, though we made some progress. I made a list of what changes need to be made before we can show the editor to the public. Graffy is already hard at work on this, but more help is always welcome.

We should aim for another short release (3-4 weeks) and if we keep up the activity level we currently have, that could very well happen.
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Zini
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Re: OpenMW 0.23.0

Post by Zini »

It just came to my attention that this task (including running attack animations) is rather pivotal for several other tasks. Is someone planning to pick it up in the near future? Its still assigned to gus, but that was months ago.
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gus
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Re: OpenMW 0.23.0

Post by gus »

This task needs animation layering (ie the ability to play weapononehand: equip and such). Once animation layering is implemented, porting my old code to the new animation system shouldn't take much time.
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pvdk
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Re: OpenMW 0.23.0

Post by pvdk »

Could we have opening doors in this release? We would need to add a way to add objects of a different type to the physics system, but we need that anyway.
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Zini
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Re: OpenMW 0.23.0

Post by Zini »

I would prefer not to. This is tricky to get right and we already have enough complicated stuff for this release.
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psi29a
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Re: OpenMW 0.23.0

Post by psi29a »

Fine... then I want exploding doors until we can get around to opening them.

You run up to door, bam... npcs/mosnters on other side take splash damage. You walk through.

DO NOT SAY IT IS A POST 1.0 FEATURE!

8-)
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Greendogo
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Re: OpenMW 0.23.0

Post by Greendogo »

BrotherBrick wrote:-snip-
This. :D
Tarius
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Re: OpenMW 0.23.0

Post by Tarius »

BrotherBrick wrote:Fine... then I want exploding doors until we can get around to opening them.

You run up to door, bam... npcs/mosnters on other side take splash damage. You walk through.

DO NOT SAY IT IS A POST 1.0 FEATURE!

8-)
I agree with this. haha
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Zini
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Re: OpenMW 0.23.0

Post by Zini »

We should probably start to warm up for the next release. First RC builds in a week or so?
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cdoublejj
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Re: OpenMW 0.23.0

Post by cdoublejj »

Zini wrote:0.23.0 is already progressing nicely
God damn, neglected the forums for two weeks and the main new pages already has two videos up with massive updates. Now here you are rolling along for 0.23.0.

Bravo!

Next thing you know we will be at 0.25.0
Last edited by cdoublejj on 12 Apr 2013, 10:36, edited 1 time in total.
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