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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sirherrbatka
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Re: OpenMW 0.26.0

Post by sirherrbatka »

https://wiki.openmw.org/images/5/58/0Z3Jspc.jpg

This version starts to look even better! :-)
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Greendogo
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Re: OpenMW 0.26.0

Post by Greendogo »

When Kcat Rawrs
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psi29a
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Re: OpenMW 0.26.0

Post by psi29a »

SDL2 was officially released, I'm tracking the standard Debian release and backported to our Ubuntu PPA.
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Zini
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Re: OpenMW 0.26.0

Post by Zini »

Just a heads up. We are about one month into 0.26.0 now. We are still not back on the same productivity level we had before 0.25.0, but we have a good amount of bug fixes, a couple of smaller features and one really big feature (melee combat). That is enough for a release. Let's give it another week to finish things up and then we will start with the RC builds.
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Greendogo
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Re: OpenMW 0.26.0

Post by Greendogo »

Werewolves are in too, aren't they?
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raevol
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Re: OpenMW 0.26.0

Post by raevol »

Reporting in. How does melee combat look? Can you actually fully equip weapons, swing them around, and kill NPCs?
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Sslaxx
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Re: OpenMW 0.26.0

Post by Sslaxx »

Well, been able to punch people to death. Swinging a sword can be a bit erratic (hitbox?), but I've done that too. Not sure about non-melee weaponry.
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Zini
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Re: OpenMW 0.26.0

Post by Zini »

Werewolves, yes. Melee, yes (we had some improvements regarding hitting recently). No ranged combat yet.
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psi29a
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Re: OpenMW 0.26.0

Post by psi29a »

Don't we also have a Morrowind installer now for non-Windows platforms? That is also a feature right? :)
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sirherrbatka
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Re: OpenMW 0.26.0

Post by sirherrbatka »

Actually 0.26.0 is a really good and feature rich. There is nothing to complain about.
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