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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WeirdSexy
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Re: OpenMW 0.26.0

Post by WeirdSexy » 31 Aug 2013, 14:36

TorbenC, thanks!

Igro, thanks I'll try that when I'm on Linux later.

EDIT: would this be an accurate thing to say about the AI feature in the release video?
AI packages are now initialized by the engine. This means that NPCs now dutifully execute any AI behavior that is assigned to them. An easy way to see this is by looking at outdoor NPCs in towns that have the package AIWander assigned to them. They now wander aimlessly around town all on their own!

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TorbenC
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Re: OpenMW 0.26.0

Post by TorbenC » 31 Aug 2013, 20:29

WeirdSexy wrote:TorbenC, thanks!
would this be an accurate thing to say about the AI feature in the release video?
AI packages are now initialized by the engine. This means that NPCs now dutifully execute any AI behavior that is assigned to them. An easy way to see this is by looking at outdoor NPCs in towns that have the package AIWander assigned to them. They now wander aimlessly around town all on their own!
That looks great in my opinion.

Edit: Hmm, might want to change "now dutifully execute any AI behavior that is assigned" to "now dutifully execute any implemented AI behavior that is assigned", to clarify that not all AIPackages are implemented yet.

corristo
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Re: OpenMW 0.26.0

Post by corristo » 01 Sep 2013, 21:34

Here's some 0.26 build for OS X: https://dl.dropboxusercontent.com/u/284 ... c591b3.dmg

Not sure if it can be considered RC or not. Just need some testing ;)

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Zini
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Re: OpenMW 0.26.0

Post by Zini » 02 Sep 2013, 09:41

Back. Kinda. Partially. Not fully recovered, but I think I can start working again. Will start digging into the stuff that piled up immediately. If nothing goes wrong, we can start with the RC builds later today.

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psi29a
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Re: OpenMW 0.26.0

Post by psi29a » 02 Sep 2013, 09:56

OK!

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Zini
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Re: OpenMW 0.26.0

Post by Zini » 02 Sep 2013, 10:01

Well, that was a lot faster than I expected. Not many pull requests and only one minor merge conflict. All sorted. The openmw-26 branch is up (changelog not updated yet). Critical bug fixes and minor bug fixes that are unlikely to break anything should go into this branch. Everything else should go into master.

Start building the RC packages, please!


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raevol
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Re: OpenMW 0.26.0

Post by raevol » 02 Sep 2013, 12:46

Testing please!

And Zini lemme know when the readme is ready for me.

corristo
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Re: OpenMW 0.26.0

Post by corristo » 02 Sep 2013, 19:11


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Ace (SWE)
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Re: OpenMW 0.26.0

Post by Ace (SWE) » 02 Sep 2013, 21:24

Hmm, interesting. Windows builds are refusing at the moment, and I've got university courses starting so I can't try to fix it right now. Maybe I can get some builds done tomorrow.

Anything that could have changed that leads to errors like this?

Code: Select all

2>OgreMain.lib(OgreMain.dll) : error LNK2005: "public: virtual __cdecl Ogre::ControllerValue<float>::~ControllerValue<float>(void)" ([email protected]@[email protected]@[email protected]) already defined in lights.obj
2>OgreMain.lib(OgreMain.dll) : error LNK2005: "public: __cdecl Ogre::ControllerValue<float>::ControllerValue<float>(void)" ([email protected]@[email protected]@[email protected]) already defined in lights.obj
2>OgreMain.lib(OgreMain.dll) : error LNK2005: "public: __cdecl Ogre::ControllerFunction<float>::ControllerFunction<float>(bool)" ([email protected]@[email protected]@[email protected][email protected]) already defined in lights.obj
Since it's from Ogre I guess it's not OpenMWs fault, but since the earlier builds were buildable...

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