OpenMW 0.26.0

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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Br0ken
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Re: OpenMW 0.26.0

Post by Br0ken »

Ace (SWE) wrote:If the people with issues would like to test the new built versions and see if they still have those problems?
Works without any crash. 8-)
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Zini
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Re: OpenMW 0.26.0

Post by Zini »

Great.

Tag has been applied. Start the release, please!
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psi29a
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Re: OpenMW 0.26.0

Post by psi29a »

You'll get something on the PPA tomorrow. ;)
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Br0ken
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Re: OpenMW 0.26.0

Post by Br0ken »

Couple of warnings:
"Failed to find animation idle3 for scrib"
"Failed to find animation jump for kagouti"
Is that bad?
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sirherrbatka
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Re: OpenMW 0.26.0

Post by sirherrbatka »

Kagouti jump animation? :?
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raevol
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Re: OpenMW 0.26.0

Post by raevol »

Hey, if anyone with access to our google code page wants to help upload the release packages as they get built, that'd be a great help... I still need to code-ify the release announcement, but the big holdup for our releases is always me finding the time to sit down and upload stuff for a couple hours on my slow-as-snot American internet connection. Let me know!
Chris
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Re: OpenMW 0.26.0

Post by Chris »

Br0ken wrote:Couple of warnings:
"Failed to find animation idle3 for scrib"
"Failed to find animation jump for kagouti"
Is that bad?
No, it's fine. They're just being asked to play animations they don't have, so they don't play them.
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Br0ken
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Re: OpenMW 0.26.0

Post by Br0ken »

Shield rendering in hand-to-hand combat. I can bash Fargoth! :D

Image
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raevol
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Re: OpenMW 0.26.0

Post by raevol »

I wrote a little script to make processing the release announcements easier: https://github.com/mickeylyle/openmwreleasescript

I'm just realizing that it doesn't do anything with the youtube URLs, but I will deal with that tomorrow...
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psi29a
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Re: OpenMW 0.26.0

Post by psi29a »

Packages are now ready on the PPA.
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