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.
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raevol
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Re: OpenMW 0.28.0

Post by raevol » 15 Jan 2014, 00:27

lgromanowski wrote:Windows, Linux, OSX binaries are uploaded to sf.net and downloads.openmw.org :)
Wow, we've got a lot of redundancy. Just a note, Google Code is not accepting new downloads as of... oh. Tomorrow. Good to know!

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Greendogo
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Re: OpenMW 0.28.0

Post by Greendogo » 15 Jan 2014, 06:27

Good job guys! Another release bites the dust! :D

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Okulo
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Re: OpenMW 0.28.0

Post by Okulo » 15 Jan 2014, 07:50

Ahh, wonderful. It's in the Arch User Repository now too! OpenCS still segfaults for me, though. :-(

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psi29a
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Re: OpenMW 0.28.0

Post by psi29a » 15 Jan 2014, 08:50

I will knock-out the Ubuntu PPAs today...

"Hold on to your butts!"

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cc9cii
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Re: OpenMW 0.28.0

Post by cc9cii » 16 Jan 2014, 08:34

Congrats and thanks for all your hard work!

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Berandas
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Re: OpenMW 0.28.0

Post by Berandas » 03 Feb 2014, 12:15

Hey guys, congrats on the release, you're doing the great job.
I got myself a new rig, so I did some testing of the recet version and found few errors, I guess they are mostly known, or unimplemented features, but I am reporting them just in case.
I'm using Win64 version on Win7 Pro 64bit.

I guess Alt+Tabing out of the game is not fully implemented, huh?
There are some issues with the automap - screens
Particle effects in the exteriors are reset after area loading, which looks weird.
There is some problem with exterior area loading, several times I got like eight loadings in a row, when I was just going straight.
More problems with sound, I'm using 5.1 surround, but my rear speakers aren't playing any sound (on my previous WinXP 32bit they were), also footsteps are played from R/L speakers only, when strafing directly that way. Music seems to stop playing after first track.
When you look at the water surface from below (underwater) you see reflection of what's underwater, which is odd.
Last edited by Berandas on 03 Feb 2014, 16:29, edited 1 time in total.

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lgromanowski
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Re: OpenMW 0.28.0

Post by lgromanowski » 03 Feb 2014, 12:18

Berandas wrote:Shadows are flickering and highly pixelated in further distance, but I guess these are not fully implemented yet, right?
Shadows quality depends on texture size in game settings (graphic tab).
best regards,
Lukasz

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Berandas
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Re: OpenMW 0.28.0

Post by Berandas » 03 Feb 2014, 16:29

Ah, you're right, I somehow missed it. Thanks

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scrawl
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Re: OpenMW 0.28.0

Post by scrawl » 03 Feb 2014, 21:03

I guess Alt+Tabing out of the game is not fully implemented, huh?
Alt-Tabbing should work. I don't have any issues with it.
There are some issues with the automap - screens
The first one is known. Please create a bug ticket for the second problem.
Particle effects in the exteriors are reset after area loading, which looks weird.
I just committed a change to fast-forward particle systems on load.

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Okulo
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Re: OpenMW 0.28.0

Post by Okulo » 03 Feb 2014, 22:33

lgromanowski wrote:Shadows quality depends on texture size in game settings (graphic tab).
Is this since a recent commit? Because I am running 0.28.0 right now and I have exactly that same issue even though I have the shadow texture size set to 4096. It becomes kinda silly when you see a hard border where shadows turn from flickering and blocky to sharp as you approach them.

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