OpenMW 0.28.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
HiPhish
Posts: 323
Joined: 02 Jul 2012, 08:36

Re: OpenMW 0.28.0

Post by HiPhish »

There is no music on OS X, is this known? There is also no sound at all in the intro video, I assume this is related. I also noted two guards in Seyda Neen who kept walking into each other all the time instead of evading after I finished character creation. They just kept walking forward.
K0kt409P
Posts: 148
Joined: 06 Aug 2013, 09:14

Re: OpenMW 0.28.0

Post by K0kt409P »

Lack of music on OSX is known: Issue #1041
corristo
Posts: 495
Joined: 12 Aug 2011, 08:29

Re: OpenMW 0.28.0

Post by corristo »

@HiPhish

absence of sound in videos is related, yes.
User avatar
Greendogo
Posts: 1467
Joined: 26 Aug 2011, 02:04

Re: OpenMW 0.28.0

Post by Greendogo »

I have to say, SirHerrbatka, I'm really enjoying the Doge picture every time I come to the site. Really brightens up my day. I'll have mixed feelings when 0.28 is released and knocks him down the front page! :D
User avatar
raevol
Posts: 3093
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.28.0

Post by raevol »

Speaking of the 0.28.0 release, where are we? I know we're waiting on a release video (no rush!) but are there any big issues we are looking at?
User avatar
Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: OpenMW 0.28.0

Post by Zini »

Well, there was a bug report from Br0ken, but apparently nobody can replicate the problem or has an idea what is going wrong there. Otherwise I think we are good.
User avatar
Greendogo
Posts: 1467
Joined: 26 Aug 2011, 02:04

Re: OpenMW 0.28.0

Post by Greendogo »

Do you mean this bug?
User avatar
PeterBitt
Posts: 144
Joined: 25 Mar 2013, 18:49
Location: Berlin
Contact:

Re: OpenMW 0.28.0

Post by PeterBitt »

scrawl wrote:Well, I found it a bit odd that you only mentioned resist magicka and chameleon when in fact about 70% of effects are implemented (90% in master now).
The light spell is not properly implemented yet right? This one would be awesome to show off normal maps and stuff (especially if it would cause speculars).
User avatar
Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: OpenMW 0.28.0

Post by Zini »

@Greendogo: Yes.
User avatar
WeirdSexy
Posts: 611
Joined: 15 Sep 2011, 18:50
Location: USA

Re: OpenMW 0.28.0

Post by WeirdSexy »

Waiting until the next release to talk about texture mapping shenanigans.

http://youtu.be/x9lTWjXAi9s
Post Reply