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.
corristo
Posts: 493
Joined: 12 Aug 2011, 08:29

Re: OpenMW 0.34.0

Post by corristo » 18 Dec 2014, 09:11

Here we go, OpenMW 0.34 for OS X: http://downloads.openmw.org/osx/openmw-0.34.0.dmg

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Ace (SWE)
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Joined: 15 Aug 2011, 14:56

Re: OpenMW 0.34.0

Post by Ace (SWE) » 19 Dec 2014, 08:23

Here we go, windows builds finally;

32-bit
64-bit

Sorry for the wait, real life has been keeping me busy.

On an unrelated note, build time is a bit high on Windows. I think I'll be looking into ways of trying to cut it down a bit in the future.
(The time values overlap by the way, built it with multiple jobs)

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psi29a
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Re: OpenMW 0.34.0

Post by psi29a » 19 Dec 2014, 13:51

Sent it on in to Debian for review.

Update:
building and uploading to PPA for Ubuntu precise, trusty, utopic and vivid.

Heads up, with all the cruft we have for precise support, I propose that we drop precise support in the future. Especially when we take the step to next Ogre release.

HiPhish
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Joined: 02 Jul 2012, 08:36

Re: OpenMW 0.34.0

Post by HiPhish » 19 Dec 2014, 19:56

Corristo, do you have compiler optimisation turned on when you build? I'm asking because I can't see any performance increase compared to the 0.33.0 build. It might be a good idea to build with optimisation on from now, OpenMW has become playable and better performance will allow more users to test. Macs are particularly problematic, our graphics cards are always at the lower end of the spectrum, cannot be replaced and since the machines are so expensive we are stuck with them for quite a while.

corristo
Posts: 493
Joined: 12 Aug 2011, 08:29

Re: OpenMW 0.34.0

Post by corristo » 19 Dec 2014, 23:39

@HiPhish
nothing special, just "-O3" as always (CMake default for release configuration).

I'm thinking about creating homebrew formula, so users could build OpenMW on their Macs themselves with CPU-specific flags (AFAIK homebrew by defaults picks proper optimization flags) effortlessly.

UPD: Anyway, I don't think that messing around with compiler switches could bring any serious performance improvements. We're mostly GPU-bound (especially on older Macs), and GPU performance has almost nothing to do with compiler optimizations.
Last edited by corristo on 20 Dec 2014, 15:49, edited 1 time in total.

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raevol
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Re: OpenMW 0.34.0

Post by raevol » 20 Dec 2014, 04:03

Sorry I have been MIA, all the things I have been putting off because I was focused on finals sprang up and slapped me around as soon as finals were over.

Here's a new release draft: https://gist.github.com/mickeylyle/6f83 ... /revisions

Zini, sorry to hold things up more, but I'd like your final approval on that draft as there's some critical changes.

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Zini
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Joined: 06 Aug 2011, 15:16

Re: OpenMW 0.34.0

Post by Zini » 20 Dec 2014, 13:50

This
Crash or unexpected behavior while closing OpenCS cell render window on OSX
has been fixed. The rest looks okay.

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MiroslavR
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Joined: 12 Feb 2014, 17:45

Re: OpenMW 0.34.0

Post by MiroslavR » 20 Dec 2014, 16:04

A few typos:
  • "Darth Gares" -> "Dagoth Gares"
  • "floading" -> "floating"
  • "hanlding" -> "handling"
Fixed recalculation of Magicka less aggressive
This seems grammatically incorrect.
Disabled third-person view by default due to usability issues (can be re-enabled in settings file)
Pretty sure this should say "zoom" instead of "view".
Fixed crash when adding light_de_streetlight_01_223 to the player via the console
That's just a specific example. A better description would be "Fixed crash when calling getDistance on items in the player's inventory".

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sirherrbatka
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Joined: 07 Aug 2011, 17:21

Re: OpenMW 0.34.0

Post by sirherrbatka » 20 Dec 2014, 18:09

"Darth Gares" -> "Dagoth Gares"
That made my day!

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raevol
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Location: Caldera

Re: OpenMW 0.34.0

Post by raevol » 21 Dec 2014, 04:42

Thanks all, much revisions: https://gist.github.com/mickeylyle/6f83 ... /revisions

I really appreciate the copy-editing, as I tend to write fast and loose while writing the announcement, because translating the gobblygook people put in their bug reports into layman english is some form of linguistic wizardry. Especially when I don't have the best understanding of the technical aspects of every issue...

Starting the release now!

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