OpenMW 0.34.0

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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Location: Caldera

Re: OpenMW 0.34.0

Post by raevol » 21 Dec 2014, 04:45

Release announcements in various formats:

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The OpenMW team is proud to announce the release of version 0.34.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release features many bug fixes, improvements to installation and the launcher, and exciting updates to OpenCS. Our "1.0" release remains excitingly close!

Known Issues:
- Crash when trying to view cell in render view in OpenCS on OSX
- Crash when switching from full screen to windowed mode on D3D9

Changelog:
- Implemented ClampMode in NiTexturingProperty, fixes some floating plant textures
- Implemented INI-importer for the launcher
- Implemented "encoding" option in the launcher
- Disabled third-person zoom by default due to usability issues (can be re-enabled in settings file)
- Fixed several launcher and installation issues
- Fixed issue with BIK video/audio playback sync
- Fixed NPCs ignoring player invisibility when engaged in combat
- Fixed long class names being cut off in the UI
- Fixed running while levitating draining fatigue
- Fixed handling of disabled plugins
- Fixed ToggleMenus not closing dialog windows
- Fixed crash when calling getDistance on items in the player's inventory
- Fixed the Buglamp tooltip showing the item weight
- Fixed slave crime reaction to PC picking up slave's bracers
- Fixed Dremora death animation
- Fixed Mansilamat Vabdas's floating corpse
- Fixed bounty not being completely removed after the Larius Varro Tells A Little Story quest
- Fixed silenced enemies attempting to cast spells
- Fixed The Warlords quest
- Fixed sneak attacks on hostiles causing a bounty
- Fixed a crash caused by incorrect handling of getPcRank and similar defines
- Fixed pause in Storm Atronach animation
- Fixed a bug in TerrainGrid::getWorldBoundingBox
- Fixed crash on exceptions while adding startup scripts
- Fixed AiWander path finder hang when quickly changing cells
- Fixed crash when playing OGG files
- Fixed Dagoth Gares talking to the player even when he is not there
- Fixed overflow exploit in bartering
- Fixed a crash when maximizing the window with the race selection dialog open on D3D9
- Fixed script command "Activate, player" not working
- Fixed buttons only lighting on hover over their label
- Fixed Slowfall effect being too weak
- Fixed several skeleton/bone model and animation issues
- Fixed script handling to treat the [ character as whitespace
- Fixed a crash in character preview for non-existing meshes
- Fixed abrupt transition when ash storms end
- Fixed mouse movements being tracked during video playback
- Fixed a crash on exit
- Fixed being able to attack Almalexia during her final monologue
- Fixed the frame time cap not being applied to Ogre's ControllerManager
- Fixed recalculation of Magicka to be less aggressive
- Fixed Azura's spirit fading away too fast
- Fixed Magicka becoming negative
- Fixed health so it drops to 0 if it goes below 1.
- Fixed floating hairs in Westly's Pluginless Head And Hair Replacer
- Fixed some issues with mods that use conversation scripts to update the PC
- Fixed graphical issues with Morrowind Grass Mod
- Fixed issues with renaming profiles in the launcher
- OpenCS: Implemented rendering cell markers
- OpenCS: Implemented double-click functionality in tables
- OpenCS: Implemented user settings dialog grouping, labeling, and tooltips
- OpenCS: Implemented editing positions of references in the 3D scene
- OpenCS: Implemented edit mode button on the scene toolbar
- OpenCS: Implemented user setting for showing the status bar
- OpenCS: Improved the layout of the user settings dialog
- OpenCS: Fixed script compiler sometimes failing to find IDs
- OpenCS: Fixed verifier not handling Windows-specific path issues when dealing with resources
- OpenCS: Fixed display of combat/magic/stealth values
- OpenCS: Fixed saving
- OpenCS: Fixed exception caused by following the Creature column of a SoundGen record
- OpenCS: Fixed MDL subrecord error
- OpenCS: Fixed coordinate and rotation editing
- OpenCS: Fixed several window and view handling issues
- OpenCS: Fixed loading plugins with moved references, implementation of moved references still pending
- OpenCS: Fixed a crash when closing cell render window on OSX
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<p>The OpenMW team is proud to announce the release of version 0.34.0! Grab it from our <a href="https://openmw.org/downloads/">Downloads Page</a> for all operating systems. This release features many bug fixes, improvements to installation and the launcher, and exciting updates to OpenCS. Our "1.0" release remains excitingly close!</p>

<p><b>Known Issues:</b><br>
<ul><li>Crash when trying to view cell in render view in OpenCS on OSX</li>
<li>Crash when switching from full screen to windowed mode on D3D9</li></ul></p>

<p><b>Changelog:</b><br>
<ul><li>Implemented ClampMode in NiTexturingProperty, fixes some floating plant textures</li>
<li>Implemented INI-importer for the launcher</li>
<li>Implemented "encoding" option in the launcher</li>
<li>Disabled third-person zoom by default due to usability issues (can be re-enabled in settings file)</li>
<li>Fixed several launcher and installation issues</li>
<li>Fixed issue with BIK video/audio playback sync</li>
<li>Fixed NPCs ignoring player invisibility when engaged in combat</li>
<li>Fixed long class names being cut off in the UI</li>
<li>Fixed running while levitating draining fatigue</li>
<li>Fixed handling of disabled plugins</li>
<li>Fixed ToggleMenus not closing dialog windows</li>
<li>Fixed crash when calling getDistance on items in the player's inventory</li>
<li>Fixed the Buglamp tooltip showing the item weight</li>
<li>Fixed slave crime reaction to PC picking up slave's bracers</li>
<li>Fixed Dremora death animation</li>
<li>Fixed Mansilamat Vabdas's floating corpse</li>
<li>Fixed bounty not being completely removed after the Larius Varro Tells A Little Story quest</li>
<li>Fixed silenced enemies attempting to cast spells</li>
<li>Fixed The Warlords quest</li>
<li>Fixed sneak attacks on hostiles causing a bounty</li>
<li>Fixed a crash caused by incorrect handling of getPcRank and similar defines</li>
<li>Fixed pause in Storm Atronach animation</li>
<li>Fixed a bug in TerrainGrid::getWorldBoundingBox</li>
<li>Fixed crash on exceptions while adding startup scripts</li>
<li>Fixed AiWander path finder hang when quickly changing cells</li>
<li>Fixed crash when playing OGG files</li>
<li>Fixed Dagoth Gares talking to the player even when he is not there</li>
<li>Fixed overflow exploit in bartering</li>
<li>Fixed a crash when maximizing the window with the race selection dialog open on D3D9</li>
<li>Fixed script command "Activate, player" not working</li>
<li>Fixed buttons only lighting on hover over their label</li>
<li>Fixed Slowfall effect being too weak</li>
<li>Fixed several skeleton/bone model and animation issues</li>
<li>Fixed script handling to treat the [ character as whitespace</li>
<li>Fixed a crash in character preview for non-existing meshes</li>
<li>Fixed abrupt transition when ash storms end</li>
<li>Fixed mouse movements being tracked during video playback</li>
<li>Fixed a crash on exit</li>
<li>Fixed being able to attack Almalexia during her final monologue</li>
<li>Fixed the frame time cap not being applied to Ogre's ControllerManager</li>
<li>Fixed recalculation of Magicka to be less aggressive</li>
<li>Fixed Azura's spirit fading away too fast</li>
<li>Fixed Magicka becoming negative</li>
<li>Fixed health so it drops to 0 if it goes below 1.</li>
<li>Fixed floating hairs in Westly's Pluginless Head And Hair Replacer</li>
<li>Fixed some issues with mods that use conversation scripts to update the PC</li>
<li>Fixed graphical issues with Morrowind Grass Mod</li>
<li>Fixed issues with renaming profiles in the launcher</li>
<li>OpenCS: Implemented rendering cell markers</li>
<li>OpenCS: Implemented double-click functionality in tables</li>
<li>OpenCS: Implemented user settings dialog grouping, labeling, and tooltips</li>
<li>OpenCS: Implemented editing positions of references in the 3D scene</li>
<li>OpenCS: Implemented edit mode button on the scene toolbar</li>
<li>OpenCS: Implemented user setting for showing the status bar</li>
<li>OpenCS: Improved the layout of the user settings dialog</li>
<li>OpenCS: Fixed script compiler sometimes failing to find IDs</li>
<li>OpenCS: Fixed verifier not handling Windows-specific path issues when dealing with resources</li>
<li>OpenCS: Fixed display of combat/magic/stealth values</li>
<li>OpenCS: Fixed saving</li>
<li>OpenCS: Fixed exception caused by following the Creature column of a SoundGen record</li>
<li>OpenCS: Fixed MDL subrecord error</li>
<li>OpenCS: Fixed coordinate and rotation editing</li>
<li>OpenCS: Fixed several window and view handling issues</li>
<li>OpenCS: Fixed loading plugins with moved references, implementation of moved references still pending</li>
<li>OpenCS: Fixed a crash when closing cell render window on OSX</li></ul></p>
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The OpenMW team is proud to announce the release of version 0.34.0! Grab it from our [url=https://openmw.org/downloads/]Downloads Page[/url] for all operating systems. This release features many bug fixes, improvements to installation and the launcher, and exciting updates to OpenCS. Our "1.0" release remains excitingly close!

[b]Known Issues:[/b]
[list][*]Crash when trying to view cell in render view in OpenCS on OSX
[*]Crash when switching from full screen to windowed mode on D3D9[/list]

[b]Changelog:[/b]
[list][*]Implemented ClampMode in NiTexturingProperty, fixes some floating plant textures
[*]Implemented INI-importer for the launcher
[*]Implemented "encoding" option in the launcher
[*]Disabled third-person zoom by default due to usability issues (can be re-enabled in settings file)
[*]Fixed several launcher and installation issues
[*]Fixed issue with BIK video/audio playback sync
[*]Fixed NPCs ignoring player invisibility when engaged in combat
[*]Fixed long class names being cut off in the UI
[*]Fixed running while levitating draining fatigue
[*]Fixed handling of disabled plugins
[*]Fixed ToggleMenus not closing dialog windows
[*]Fixed crash when calling getDistance on items in the player's inventory
[*]Fixed the Buglamp tooltip showing the item weight
[*]Fixed slave crime reaction to PC picking up slave's bracers
[*]Fixed Dremora death animation
[*]Fixed Mansilamat Vabdas's floating corpse
[*]Fixed bounty not being completely removed after the Larius Varro Tells A Little Story quest
[*]Fixed silenced enemies attempting to cast spells
[*]Fixed The Warlords quest
[*]Fixed sneak attacks on hostiles causing a bounty
[*]Fixed a crash caused by incorrect handling of getPcRank and similar defines
[*]Fixed pause in Storm Atronach animation
[*]Fixed a bug in TerrainGrid::getWorldBoundingBox
[*]Fixed crash on exceptions while adding startup scripts
[*]Fixed AiWander path finder hang when quickly changing cells
[*]Fixed crash when playing OGG files
[*]Fixed Dagoth Gares talking to the player even when he is not there
[*]Fixed overflow exploit in bartering
[*]Fixed a crash when maximizing the window with the race selection dialog open on D3D9
[*]Fixed script command "Activate, player" not working
[*]Fixed buttons only lighting on hover over their label
[*]Fixed Slowfall effect being too weak
[*]Fixed several skeleton/bone model and animation issues
[*]Fixed script handling to treat the [ character as whitespace
[*]Fixed a crash in character preview for non-existing meshes
[*]Fixed abrupt transition when ash storms end
[*]Fixed mouse movements being tracked during video playback
[*]Fixed a crash on exit
[*]Fixed being able to attack Almalexia during her final monologue
[*]Fixed the frame time cap not being applied to Ogre's ControllerManager
[*]Fixed recalculation of Magicka to be less aggressive
[*]Fixed Azura's spirit fading away too fast
[*]Fixed Magicka becoming negative
[*]Fixed health so it drops to 0 if it goes below 1.
[*]Fixed floating hairs in Westly's Pluginless Head And Hair Replacer
[*]Fixed some issues with mods that use conversation scripts to update the PC
[*]Fixed graphical issues with Morrowind Grass Mod
[*]Fixed issues with renaming profiles in the launcher
[*]OpenCS: Implemented rendering cell markers
[*]OpenCS: Implemented double-click functionality in tables
[*]OpenCS: Implemented user settings dialog grouping, labeling, and tooltips
[*]OpenCS: Implemented editing positions of references in the 3D scene
[*]OpenCS: Implemented edit mode button on the scene toolbar
[*]OpenCS: Implemented user setting for showing the status bar
[*]OpenCS: Improved the layout of the user settings dialog
[*]OpenCS: Fixed script compiler sometimes failing to find IDs
[*]OpenCS: Fixed verifier not handling Windows-specific path issues when dealing with resources
[*]OpenCS: Fixed display of combat/magic/stealth values
[*]OpenCS: Fixed saving
[*]OpenCS: Fixed exception caused by following the Creature column of a SoundGen record
[*]OpenCS: Fixed MDL subrecord error
[*]OpenCS: Fixed coordinate and rotation editing
[*]OpenCS: Fixed several window and view handling issues
[*]OpenCS: Fixed loading plugins with moved references, implementation of moved references still pending
[*]OpenCS: Fixed a crash when closing cell render window on OSX[/list]
Last edited by raevol on 21 Dec 2014, 19:56, edited 1 time in total.

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raevol
Posts: 3015
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.34.0

Post by raevol » 21 Dec 2014, 05:13

Damn. :(

Our release files have become so large that I literally cannot upload them. This release isn't significantly larger than the last, but on my crap American internet connection, I can't sustain an upload for a single file for the time it takes to upload, it always fails at the end.

I have the release saved as a draft on github, would someone be able to upload the release packages to that draft, and then ping me? As soon as the files are uploaded I will publish the github release, and do our blog/facebook/twitter posts.

Sorry guys. :( Wish I had better internet...

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dEnigma
Posts: 248
Joined: 24 Nov 2013, 21:24
Location: Hla Oad

Re: OpenMW 0.34.0

Post by dEnigma » 21 Dec 2014, 09:59

sirherrbatka wrote:
"Darth Gares" -> "Dagoth Gares"
That made my day!
Oops, that was my fault because I called him that in the bug report title ;)

Both are titles for bad guys and sound a bit similar, so I tend to sometimes confuse them :mrgreen:
Some pirates achieved immortality by great deeds of cruelty or derring-do. Some achieved immortality by amassing great wealth. But the captain had long ago decided that he would, on the whole, prefer to achieve immortality by not dying

MattLR
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Joined: 21 Dec 2014, 11:36

Re: OpenMW 0.34.0

Post by MattLR » 21 Dec 2014, 11:48

Hi, I'm a long time lurker and I just had a play around with the release, had a couple of thoughts while I was messing with it.

Firstly, the rain effect doesn't look great currently, it's very obvious that it's a small area floating around you, most clear when you're looking upwards, but also when you're looking at distant objects.

Second, it would be cool if adjacent exterior cells, or maybe just the closest adjacent cell, could be preloaded. I don't know the effect that it would have on memory footprint, but even if it was just an option that would be amazing; it would really make travelling around the world feel much more smooth.

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scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

Re: OpenMW 0.34.0

Post by scrawl » 21 Dec 2014, 14:10

Fixed crash when calling getDistance on items in the player's inventor
inventor -> inventory

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sjek
Posts: 430
Joined: 22 Nov 2014, 10:51

Re: OpenMW 0.34.0

Post by sjek » 21 Dec 2014, 14:17

MattLR wrote: Firstly, the rain effect doesn't look great currently, it's very obvious that it's a small area floating around you, most clear when you're looking upwards, but also when you're looking at distant objects.
viewtopic.php?f=38&t=2516 bit of making in 0.33 update and seems that it just the cheap solution what needs to be found and implemented. shaders are making old comps to knees at least. MGE XE shaders way totally no go with previous and this one some years old would still cough in those.

viewtopic.php?f=2&t=1964 for bigger one those world spaces come after 1.0 according to zini's interview. landscaping and stuff would quess.

viewtopic.php?f=3&t=1888 this one (weather effect on screen) maybe if there's some script handle for raining and stuff
Second, it would be cool if adjacent exterior cells, or maybe just the closest adjacent cell, could be preloaded. I don't know the effect that it would have on memory footprint, but even if it was just an option that would be amazing; it would really make traveling around the world feel much more smooth.
as for preloading what have understood first they need paging and batching optimized more. waiting for ogre 2.0 new system would reckon.
viewtopic.php?f=3&t=2492 distant blur or some might be possible
"life is crazy"
"craziness has beauty which only crazies understand" some movie clip in the head.
https://wiki.openmw.org/index.php?title=Testing

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raevol
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Location: Caldera

Re: OpenMW 0.34.0

Post by raevol » 21 Dec 2014, 19:57

scrawl wrote:inventor -> inventory
Thanks, fixed on the three release versions above. Scrawl, might I bug you to upload the release packages to the draft on github? Or psi29a?

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scrawl
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Re: OpenMW 0.34.0

Post by scrawl » 21 Dec 2014, 21:20

I'm on it.

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scrawl
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Re: OpenMW 0.34.0

Post by scrawl » 21 Dec 2014, 23:00

Github upload done.

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raevol
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Location: Caldera

Re: OpenMW 0.34.0

Post by raevol » 22 Dec 2014, 00:33

Thank you so much scrawl! Just got home, publishing the release now.

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