OpenMW 0.33.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
HiPhish
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Re: OpenMW 0.33.0

Post by HiPhish » 27 Oct 2014, 19:07

I saw that thread, but a torrent is not of much use when there is no one seeding it. It doesn't matter for now anyway though, the build works and there are other beta testers out there as well.

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psi29a
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Re: OpenMW 0.33.0

Post by psi29a » 27 Oct 2014, 19:10

I won't be starting the release process until tomorrow (Tuesday).

K1ll
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Re: OpenMW 0.33.0

Post by K1ll » 27 Oct 2014, 19:21

OpenMW 0.33.0 Linux targz package release builds:

32 Bit
64 Bit

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raevol
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Re: OpenMW 0.33.0

Post by raevol » 27 Oct 2014, 19:49

@psi29a, I'll wait for you.

Tinker
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Re: OpenMW 0.33.0

Post by Tinker » 28 Oct 2014, 09:30

OpenMW 0.33 now available on Arch Linux
Arch Linux - rolling release, always up to date, often partly broken.

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sandstranger
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Re: OpenMW 0.33.0

Post by sandstranger » 28 Oct 2014, 10:59

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Last edited by sandstranger on 18 Jan 2018, 15:44, edited 2 times in total.

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psi29a
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Re: OpenMW 0.33.0

Post by psi29a » 28 Oct 2014, 13:08

0.33 is now sitting into the Debian repo, waiting for review.

I'll see about getting the packages ready for Ubuntu asap.

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Zini
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Re: OpenMW 0.33.0

Post by Zini » 28 Oct 2014, 13:17

I don't think there is any need to rush out the Android port, especially in the state you describe.

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sandstranger
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Re: OpenMW 0.33.0

Post by sandstranger » 28 Oct 2014, 13:23

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Last edited by sandstranger on 18 Jan 2018, 15:45, edited 1 time in total.

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nopoe
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Re: OpenMW 0.33.0

Post by nopoe » 28 Oct 2014, 17:53

In Ace's 32-bit build, Ancestor Ghosts don't stop attacking me when I re-summon them like they do in vanilla Morrowind, making an Atronoch build a little inconvenient. Is that a known issue? I don't see it in the bug tracker when I search for "summoned".

Also, the movement code which is presumably still based on my work isn't behaving well. Walking into flat obstacles works as expected, but you do get stuck occasionally if you're walking at an oblique angle. I remember encountering this earlier and deciding I was ok with it. But for whatever reason now it's jittery whenever you walk into a moving NPC. You climb up moving NPCs and then fall back down all inside a fraction of a second (does the rectangular bounding box sway as an NPC walks?) I really don't like this behavior. If nobody else is working on it I might mess around with the movement code again to see what I can come up with, but I'm a little busy this semester so it might not amount to anything. It would just be nice to not force one of the other developers do this because I remember there was an anti-working-on-physics sentiment among quite a few of them ;)

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