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.
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raevol
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Re: OpenMW 0.33.0

Post by raevol » 25 Oct 2014, 00:34

Zini wrote:Oops. There is a problem. Two features that did not make it into the release:

* https://bugs.openmw.org/issues/1310
* https://bugs.openmw.org/issues/854
Like so? https://gist.github.com/mickeylyle/12ea ... /revisions

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Zini
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Re: OpenMW 0.33.0

Post by Zini » 25 Oct 2014, 11:12

Yeah.

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raevol
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Re: OpenMW 0.33.0

Post by raevol » 25 Oct 2014, 12:11

Cool. Are our known issues the same?

And I guess give the RCs a few more days for testing, and for psi29a to get back?

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Zini
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Re: OpenMW 0.33.0

Post by Zini » 25 Oct 2014, 16:46

Known issues are unchanged.

I think we had enough testing. Unless something else comes up, I will start the release on Monday.

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raevol
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Re: OpenMW 0.33.0

Post by raevol » 25 Oct 2014, 22:03

Sounds good.

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Zini
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Re: OpenMW 0.33.0

Post by Zini » 27 Oct 2014, 07:43

Tag has been applied. Please start the release.

corristo
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Re: OpenMW 0.33.0

Post by corristo » 27 Oct 2014, 11:18


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Ace (SWE)
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Re: OpenMW 0.33.0

Post by Ace (SWE) » 27 Oct 2014, 12:35

Windows release builds:

32-bits
64-bits

HiPhish
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Re: OpenMW 0.33.0

Post by HiPhish » 27 Oct 2014, 17:40

Corristo, do you set optimisations on your compiler when you make builds? If not, could you do so when the next release is up? It would be interesting to see if the game would perform better on my hardware (iMac early 2009); being only able to say "works" or "doesn't work" kind of sucks. I would rather be able to play through the game and look for actual bugs.

corristo
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Re: OpenMW 0.33.0

Post by corristo » 27 Oct 2014, 18:53

@HiPhish
This guy made optimized build, take a look: http://forum.openmw.org/viewtopic.php?f ... 498#p28458

I'll definitely check my compiler settings in future.

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