OpenMW 0.24.0

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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psi29a
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Re: OpenMW 0.24.0

Post by psi29a » 16 May 2013, 16:07

Great job on the 'New Game' ingame... I love it. :) Direct to the intro movie then to the game itself... This will be a 'big' release that actually makes this whole thing playable from the start!

Now... does the launcher pass along the --new-game argument in when you press play? :)

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Zini
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Re: OpenMW 0.24.0

Post by Zini » 16 May 2013, 17:08

Nope. The launcher does not deal with --new-game. It is not supposed to. --new-game will be used only for debugging from now on (either manually or when launching OpenMW from OpenCS).

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Re: OpenMW 0.24.0

Post by psi29a » 16 May 2013, 20:56

Then what is the default behaviour of openmw supposed to be?

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Zini
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Re: OpenMW 0.24.0

Post by Zini » 17 May 2013, 09:19

Once it is fully implemented, the same as MW. We probably need another switch (when firing up OpenMW from the CS) that bypasses the main menu and gets us directly into the game. Once we have a full implementation, using this additional switch would be the only case where --new-game is still coming into play. If we start a new game or load a game from the menu, the --new-game changes are overwritten anyway.

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Greendogo
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Re: OpenMW 0.24.0

Post by Greendogo » 17 May 2013, 09:36

I think most of the time you'd want the CS to load a saved game, since you wouldn't want to go through the new game intro every time you test your mod.

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Zini
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Re: OpenMW 0.24.0

Post by Zini » 17 May 2013, 09:40

Nope. A saved game is not what you want in this case. You typically want to jump to a certain location after your game having been configured in a certain way, depending on what you want to do (god mood, quests advanced to a certain point that you want to test and so on). That can all be done from the CS. No need for saved games.

Edit: Spelling. My spelling it terrible this morning.
Last edited by Zini on 17 May 2013, 09:43, edited 1 time in total.

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Greendogo
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Re: OpenMW 0.24.0

Post by Greendogo » 17 May 2013, 09:41

Oh, alright then, makes sense.

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Re: OpenMW 0.24.0

Post by Glorfdev » 17 May 2013, 21:13

I want to inform that I'll be probably much less active until the end of this month. After some tests on launcher, I started to love Qt and decided to learn it. So I think I'll be able to help with editor after that period.

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Zedd
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Re: OpenMW 0.24.0

Post by Zedd » 18 May 2013, 09:24

Sounds great, polishing those Qt skills. Just what the project needs after all!
Behind you!

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Zini
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Re: OpenMW 0.24.0

Post by Zini » 20 May 2013, 17:13

We are now about 3 weeks into the development of 0.24.0. Since we won't be able have a proper release before the end of the month anyway we can give it a few more days, but if you have anything non-trivial to be included, you probably should send the pull request now. I will call for the RC builds approximately by the end of the week.

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