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.
Chris
Posts: 1625
Joined: 04 Sep 2011, 08:33

Re: OpenMW 0.23.0

Post by Chris »

Zini wrote:That's one reason why I used the word "basic".
Problem being what "basic" means. I'd consider random wandering to be more basic than working out a complete path to reach a target and then walking it (particularly given how Morrowind did wandering, and Morrowind's implementation is the metric most people would use for comparison).
HiPhish
Posts: 323
Joined: 02 Jul 2012, 08:36

Re: OpenMW 0.23.0

Post by HiPhish »

To me basic pathfinding sounds like the AI can just baraly manage not to run off a cliff while AI travel sounds like the AI is able to plan a complete route across Vvardefell, including using public transportation to minimize travel time. I don't know how different OpenMW's pathfinding is from vaniall, but maybe it would better to just drop the "basic", unless the AI really barely mages not to run off cliffs.
User avatar
Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: OpenMW 0.23.0

Post by Zini »

To me basic pathfinding sounds like the AI can just baraly manage not to run off a cliff
That describes the pathfinding both in MW and current OpenMW pretty well. We probably won't improve on it until after 1.0.
HiPhish
Posts: 323
Joined: 02 Jul 2012, 08:36

Re: OpenMW 0.23.0

Post by HiPhish »

Well, if it's not worse than vanilla just call it NPC pathfinding, everyone understands that and since the goal of OpenMW pre-1.0 is to just replace the original engine, not improve upon it, it goes without saying that pathfinding won't be better than vanilla.
Chris
Posts: 1625
Joined: 04 Sep 2011, 08:33

Re: OpenMW 0.23.0

Post by Chris »

But it's not complete, yet. Only the Travel AI package works, and Wander/Escort/Follow don't.
User avatar
Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: OpenMW 0.23.0

Post by Zini »

We are not delaying the release over this discussion, right? Feel free to discuss it as much as you like, but once all packages are ready we are going to have a release and raevol can pick whatever version he fancies (or he can throw a dice or something).
User avatar
psi29a
Posts: 5357
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: OpenMW 0.23.0

Post by psi29a »

No waiting on OSX packages since our maintainer is not around.

Linux packages are ready, we are just waiting on windows builds.
User avatar
Ace (SWE)
Posts: 887
Joined: 15 Aug 2011, 14:56

Re: OpenMW 0.23.0

Post by Ace (SWE) »

The second Windows RC2 builds I did was from the tagged commit, so they should be good to go.
User avatar
raevol
Posts: 3093
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.23.0

Post by raevol »

Cool, I'll be doing the uploads tonight or tomorrow. I'll see where the "Travel AI" discussion sits then. :) Any other fixes on the changelog?

I'll add something about Morrowind 11th anniversary and OS X packages.
User avatar
WeirdSexy
Posts: 611
Joined: 15 Sep 2011, 18:50
Location: USA

Re: OpenMW 0.23.0

Post by WeirdSexy »

I'm going to work on the video today.
It should be up by sometime tomorrow at the latest.
Post Reply