OpenMW 0.35.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
K1ll
Posts: 146
Joined: 06 Aug 2011, 21:54

Re: OpenMW 0.35.0

Post by K1ll » 15 Feb 2015, 22:05

Linux targz package release builds:

32 Bit
64 Bit

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AlphaMode2
Posts: 28
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Re: OpenMW 0.35.0

Post by AlphaMode2 » 15 Feb 2015, 23:46

OS X releases? Anyone that could upload them here?

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

Re: OpenMW 0.35.0

Post by corristo » 16 Feb 2015, 08:51

AlphaMode2 wrote:OS X releases? Anyone that could upload them here?
Done.

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psi29a
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Re: OpenMW 0.35.0

Post by psi29a » 16 Feb 2015, 16:38

corristo wrote:
AlphaMode2 wrote:OS X releases? Anyone that could upload them here?
Done.
Why? We let github do our hosting for us now... so there really isn't a need to update download page anymore.

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psi29a
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Re: OpenMW 0.35.0

Post by psi29a » 16 Feb 2015, 16:42

raevol wrote:
psi29a wrote:I'll get to it first thing tomorrow. :)
Draft of the release is up on Github. Let me know when the packages are uploaded, and I'll finish it up. If I could trouble you to leave the Github release as a draft so I can drop everything at the same time I would appreciate it! And thanks so much for doing the uploads, I know my crap American ISP is a pain in your neck. :(
Done and done... all releases uploaded to github.

We are live on our PPA and waiting for review/upload for debian.

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raevol
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Re: OpenMW 0.35.0

Post by raevol » 16 Feb 2015, 21:46

Running to a meeting, will post all of the things as soon as I get back.

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raevol
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Re: OpenMW 0.35.0

Post by raevol » 16 Feb 2015, 22:33

Release texts:

Plaintext:

Code: Select all

The OpenMW team is proud to announce the release of version 0.35.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release includes over 100 bug fixes and improvements, and brings our "1.0" release much closer. Some notable features include the beginnings of an ess-Importer command line tool to import save games from vanilla Morrowind, proper handling of the Calm effect, and AI fast-forward functionality. Read the full changelog and bask in the glory of the huge amount of work that has gone into this release... Two more things: several OpenMW utilities have been renamed as of this release, including OpenCS being renamed to OpenMW-CS. And we would really appreciate any feedback on the launcher's Data File selection UI. Enjoy!

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

Changelog:
- Implemented Calm effect removing combat packages
- Implemented first stages of ess-Importer, an importer for vanilla Morrowind save games, this feature is not complete
- Implemented previous/next weapon and spell equipping hotkeys
- Implemented XYZ rotation keys support
- Implemented AI fast-forward
- Implemented NPC drowning while knocked out
- Implemented setting for exterior cell grid size
- Implemented some leveled list script functions
- Implemented testing dialog scripts with --script-all
- Implemented NPC lookAt controller
- Implemented handling initial state of particle system
- Implemented a warning when loading a savegame that depends on non-existent content files
- Implemented conversion of global map exploration overlay for ess-Importer
- Implemented command line option to load a save game
- Implemented new display of load order problems in the Data Files tab of the launcher
- Fixed some sound effects playing at very loud levels
- Fixed transparency issues with some UI elements
- Fixed launcher handling of master and plugin selections loaded from openmw.cfg
- Fixed water display issue on AMD cards
- Fixed a text display issue when highlighting words in dialog
- Fixed a launcher crash when a content file is locked
- Fixed being able to stand on top of hostile creatures
- Fixed creatures climbing on top of the player
- Fixed AITravel to more accurately emulate vanilla
- Fixed some moon display issues
- Fixed place-able items having collision
- Fixed AIFollow distance for groups of multiple followers
- Fixed some staircase climbing issues in Vivec
- Fixed permanent magic effects not being saved in savegames
- Fixed crash due to zero-sized particles
- Fixed a model scaling issue
- Fixed activated enchanted item magic not being saved in savegames
- Fixed a crash caused by Ogre shadow handling
- Fixed not being able to equip a shield with a two-handed weapon
- Fixed an issue with player fall height when stepping down
- Fixed an error-handling issue preventing the Sword of Perithia mod from loading
- Fixed launcher reseting alterations made to the mod list order
- Fixed some issues with NPC idle voices
- Fixed vampire corpses standing up when being looted
- Fixed spell cost not highlighting on mouseover
- Fixed tooltips still showing when menu is toggled off
- Fixed rain effect showing while underwater
- Fixed extreme framedrop when running into certain corners
- Fixed mod "Shrines - Restore Health and Cancel Options" restore health option not working
- Fixed animation groups for light and door objects
- Fixed slaughterfish not attacking partially submerged enemies
- Fixed air movement mechanics
- Fixed handling of NPCs with missing hair/head models
- Fixed position flicker after an animation ends
- Fixed supporting region names in cell dialog filter for mod "Julan Ashlander Companion"
- Fixed issues with animated collision shape
- Fixed mod "Morrowind Rebirth 2.81" causing Balmora bridges to not have collision
- Fixed summons to reset when the spell is recast
- Fixed equipment update when unequipping non-related items removing ammunition
- Fixed not falling back to the top-level directory when looking for resources
- Fixed mod pathgrids not overwriting the existing pathgrid
- Fixed a gameplay stopper with the Russian version of the ChaosHeart mod
- Fixed the resurrect function to work correctly
- Fixed functionality to allow mods to overwrite existing records in the IndexedStore
- Fixed an issue with extra bytes to fix an error with the mod "Animated Morrowind - Expanded"
- Fixed multi-character comparison operators to allow spaces
- Fixed handling deleted references to fix the "Gateway Ghost" quest
- Fixed summoning to allow multiple instances of the same creature by using different spells
- Fixed pathgrid in the (0, 0) exterior cell not loading
- Fixed actor original position not being saved with the wander package
- Fixed creatures not receiving fall damage (shouts to this amazing bug description: http://bugs.openmw.org/issues/2201 )
- Fixed enchant cost issue
- Fixed handling of missing spells and factions to be more graceful
- Fixed several book display issues
- Fixed some script compilation issues
- Fixed scale field for creatures not being handled
- Fixed being able to use enchantments from items that failed to equip
- Fixed handling names for helmet models
- Fixed some NPCs not attacking when they are pickpocketed
- Fixed chargen race preview head default orientation
- Fixed animations with no loop keys being looped
- Fixed spell making to allow adding multiple attribute/skill effects
- Fixed crash when northmarker has been disabled
- Fixed area effect on touch spell behavior
- Fixed dwarven crossbow clipping through the ground when dropped
- Fixed torch animation playing when torch is hidden
- Fixed sneak re-applying after attacking an NPC
- Fixed handling for bipedal creatures without weapons
- Fixed conflict resolution for conflicting dialog topics
- Fixed tab completion for exterior cell names
- Fixed third person view being preserved in save games
- Fixed save/load progress bar behavior
- Fixed TogglePOV not being bindable to the Alt key
- Fixed exception for empty dialog topics
- Fixed PlaceAt function's count behavior
- Fixed map notes to display on the door marker leading to the cell with that note
- Fixed some UI issues to be better compatible with UI overhaul mods
- Fixed an issue with leveled item arguments
- Fixed enchanted arrows being added to the victim
- Fixed missing sound for drawing throwing weapons
- Fixed guards detecting invisible players
- Fixed camera not being attached properly when player becomes a vampire
- Fixed visual effects showing on the overhead map
- Fixed health modifier not resetting when an actor dies
- Fixed God Mode to not require magicka when casting spells
- Fixed attachArrow exception when changing weapon
- Fixed error when disabled objects are moved between cells
- Fixed scripts with names starting with digits failing to compile
- Fixed click activate and de-activate behavior in the Data Files list
- Renamed "profile" to "content list" in the launcher
- Added comments to the local/global openmw.cfg files to clarify their identity
- OpenMW-CS: Implemented clicking on a script error in the report window to set the cursor in the script editor to the respective line/column
- OpenMW-CS: Implemented deleting selected rows from result windows
- OpenMW-CS: Fixed window opening issue when the config file doesn't exist
- OpenMW-CS: Fixed skills to allow values other than 0 through 99
- OpenMW-CS: Fixed an issue with not launching when another instance was falsely detected as running
- OpenMW-CS: Fixed a crash on launch when OpenMW is not installed as well
- OpenMW-CS: Cleanup for the Opening Window and User Settings Window
HTML:

Code: Select all

<p>The OpenMW team is proud to announce the release of version 0.35.0! Grab it from our <a href="https://openmw.org/downloads/">Downloads Page</a> for all operating systems. This release includes over 100 bug fixes and improvements, and brings our "1.0" release much closer. Some notable features include the beginnings of an ess-Importer command line tool to import save games from vanilla Morrowind, proper handling of the Calm effect, and AI fast-forward functionality. Read the full changelog and bask in the glory of the huge amount of work that has gone into this release... Two more things: several OpenMW utilities have been renamed as of this release, including OpenCS being renamed to OpenMW-CS. And we would really appreciate any feedback on the launcher's Data File selection UI. Enjoy!</p>

<p><b>Known Issues:</b><br>
<ul><li>Crash when trying to view cell in render view in OpenMW-CS 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 Calm effect removing combat packages</li>
<li>Implemented first stages of ess-Importer, an importer for vanilla Morrowind save games, this feature is not complete</li>
<li>Implemented previous/next weapon and spell equipping hotkeys</li>
<li>Implemented XYZ rotation keys support</li>
<li>Implemented AI fast-forward</li>
<li>Implemented NPC drowning while knocked out</li>
<li>Implemented setting for exterior cell grid size</li>
<li>Implemented some leveled list script functions</li>
<li>Implemented testing dialog scripts with --script-all</li>
<li>Implemented NPC lookAt controller</li>
<li>Implemented handling initial state of particle system</li>
<li>Implemented a warning when loading a savegame that depends on non-existent content files</li>
<li>Implemented conversion of global map exploration overlay for ess-Importer</li>
<li>Implemented command line option to load a save game</li>
<li>Implemented new display of load order problems in the Data Files tab of the launcher</li>
<li>Fixed some sound effects playing at very loud levels</li>
<li>Fixed transparency issues with some UI elements</li>
<li>Fixed launcher handling of master and plugin selections loaded from openmw.cfg</li>
<li>Fixed water display issue on AMD cards</li>
<li>Fixed a text display issue when highlighting words in dialog</li>
<li>Fixed a launcher crash when a content file is locked</li>
<li>Fixed being able to stand on top of hostile creatures</li>
<li>Fixed creatures climbing on top of the player</li>
<li>Fixed AITravel to more accurately emulate vanilla</li>
<li>Fixed some moon display issues</li>
<li>Fixed place-able items having collision</li>
<li>Fixed AIFollow distance for groups of multiple followers</li>
<li>Fixed some staircase climbing issues in Vivec</li>
<li>Fixed permanent magic effects not being saved in savegames</li>
<li>Fixed crash due to zero-sized particles</li>
<li>Fixed a model scaling issue</li>
<li>Fixed activated enchanted item magic not being saved in savegames</li>
<li>Fixed a crash caused by Ogre shadow handling</li>
<li>Fixed not being able to equip a shield with a two-handed weapon</li>
<li>Fixed an issue with player fall height when stepping down</li>
<li>Fixed an error-handling issue preventing the Sword of Perithia mod from loading</li>
<li>Fixed launcher reseting alterations made to the mod list order</li>
<li>Fixed some issues with NPC idle voices</li>
<li>Fixed vampire corpses standing up when being looted</li>
<li>Fixed spell cost not highlighting on mouseover</li>
<li>Fixed tooltips still showing when menu is toggled off</li>
<li>Fixed rain effect showing while underwater</li>
<li>Fixed extreme framedrop when running into certain corners</li>
<li>Fixed mod "Shrines - Restore Health and Cancel Options" restore health option not working</li>
<li>Fixed animation groups for light and door objects</li>
<li>Fixed slaughterfish not attacking partially submerged enemies</li>
<li>Fixed air movement mechanics</li>
<li>Fixed handling of NPCs with missing hair/head models</li>
<li>Fixed position flicker after an animation ends</li>
<li>Fixed supporting region names in cell dialog filter for mod "Julan Ashlander Companion"</li>
<li>Fixed issues with animated collision shape</li>
<li>Fixed mod "Morrowind Rebirth 2.81" causing Balmora bridges to not have collision</li>
<li>Fixed summons to reset when the spell is recast</li>
<li>Fixed equipment update when unequipping non-related items removing ammunition</li>
<li>Fixed not falling back to the top-level directory when looking for resources</li>
<li>Fixed mod pathgrids not overwriting the existing pathgrid</li>
<li>Fixed a gameplay stopper with the Russian version of the ChaosHeart mod</li>
<li>Fixed the resurrect function to work correctly</li>
<li>Fixed functionality to allow mods to overwrite existing records in the IndexedStore</li>
<li>Fixed an issue with extra bytes to fix an error with the mod "Animated Morrowind - Expanded"</li>
<li>Fixed multi-character comparison operators to allow spaces</li>
<li>Fixed handling deleted references to fix the "Gateway Ghost" quest</li>
<li>Fixed summoning to allow multiple instances of the same creature by using different spells</li>
<li>Fixed pathgrid in the (0, 0) exterior cell not loading</li>
<li>Fixed actor original position not being saved with the wander package</li>
<li>Fixed creatures not receiving fall damage (shouts to this <a href="http://bugs.openmw.org/issues/2201">amazing bug description</a> )</li>
<li>Fixed enchant cost issue</li>
<li>Fixed enchant cost issue</li>
<li>Fixed handling of missing spells and factions to be more graceful</li>
<li>Fixed several book display issues</li>
<li>Fixed some script compilation issues</li>
<li>Fixed scale field for creatures not being handled</li>
<li>Fixed being able to use enchantments from items that failed to equip</li>
<li>Fixed handling names for helmet models</li>
<li>Fixed some NPCs not attacking when they are pickpocketed</li>
<li>Fixed chargen race preview head default orientation</li>
<li>Fixed animations with no loop keys being looped</li>
<li>Fixed spell making to allow adding multiple attribute/skill effects</li>
<li>Fixed crash when northmarker has been disabled</li>
<li>Fixed area effect on touch spell behavior</li>
<li>Fixed dwarven crossbow clipping through the ground when dropped</li>
<li>Fixed torch animation playing when torch is hidden</li>
<li>Fixed sneak re-applying after attacking an NPC</li>
<li>Fixed handling for bipedal creatures without weapons</li>
<li>Fixed conflict resolution for conflicting dialog topics</li>
<li>Fixed tab completion for exterior cell names</li>
<li>Fixed third person view being preserved in save games</li>
<li>Fixed save/load progress bar behavior</li>
<li>Fixed TogglePOV not being bindable to the Alt key</li>
<li>Fixed exception for empty dialog topics</li>
<li>Fixed PlaceAt function's count behavior</li>
<li>Fixed map notes to display on the door marker leading to the cell with that note</li>
<li>Fixed some UI issues to be better compatible with UI overhaul mods</li>
<li>Fixed an issue with leveled item arguments</li>
<li>Fixed enchanted arrows being added to the victim</li>
<li>Fixed missing sound for drawing throwing weapons</li>
<li>Fixed guards detecting invisible players</li>
<li>Fixed camera not being attached properly when player becomes a vampire</li>
<li>Fixed visual effects showing on the overhead map</li>
<li>Fixed health modifier not resetting when an actor dies</li>
<li>Fixed God Mode to not require magicka when casting spells</li>
<li>Fixed attachArrow exception when changing weapon</li>
<li>Fixed error when disabled objects are moved between cells</li>
<li>Fixed scripts with names starting with digits failing to compile</li>
<li>Fixed click activate and de-activate behavior in the Data Files list</li>
<li>Renamed "profile" to "content list" in the launcher</li>
<li>Added comments to the local/global openmw.cfg files to clarify their identity</li>
<li>OpenMW-CS: Implemented clicking on a script error in the report window to set the cursor in the script editor to the respective line/column</li>
<li>OpenMW-CS: Implemented deleting selected rows from result windows</li>
<li>OpenMW-CS: Fixed window opening issue when the config file doesn't exist</li>
<li>OpenMW-CS: Fixed skills to allow values other than 0 through 99</li>
<li>OpenMW-CS: Fixed an issue with not launching when another instance was falsely detected as running</li>
<li>OpenMW-CS: Fixed a crash on launch when OpenMW is not installed as well</li>
<li>OpenMW-CS: Cleanup for the Opening Window and User Settings Window</li></ul></p>
BBCode:

Code: Select all

The OpenMW team is proud to announce the release of version 0.35.0! Grab it from our [url=https://openmw.org/downloads/]Downloads Page[/url] for all operating systems. This release includes over 100 bug fixes and improvements, and brings our "1.0" release much closer. Some notable features include the beginnings of an ess-Importer command line tool to import save games from vanilla Morrowind, proper handling of the Calm effect, and AI fast-forward functionality. Read the full changelog and bask in the glory of the huge amount of work that has gone into this release... Two more things: several OpenMW utilities have been renamed as of this release, including OpenCS being renamed to OpenMW-CS. And we would really appreciate any feedback on the launcher's Data File selection UI. Enjoy!

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

[b]Changelog:[/b]
[list][*]Implemented Calm effect removing combat packages
[*]Implemented first stages of ess-Importer, an importer for vanilla Morrowind save games, this feature is not complete
[*]Implemented previous/next weapon and spell equipping hotkeys
[*]Implemented XYZ rotation keys support
[*]Implemented AI fast-forward
[*]Implemented NPC drowning while knocked out
[*]Implemented setting for exterior cell grid size
[*]Implemented some leveled list script functions
[*]Implemented testing dialog scripts with --script-all
[*]Implemented NPC lookAt controller
[*]Implemented handling initial state of particle system
[*]Implemented a warning when loading a savegame that depends on non-existent content files
[*]Implemented conversion of global map exploration overlay for ess-Importer
[*]Implemented command line option to load a save game
[*]Implemented new display of load order problems in the Data Files tab of the launcher
[*]Fixed some sound effects playing at very loud levels
[*]Fixed transparency issues with some UI elements
[*]Fixed launcher handling of master and plugin selections loaded from openmw.cfg
[*]Fixed water display issue on AMD cards
[*]Fixed a text display issue when highlighting words in dialog
[*]Fixed a launcher crash when a content file is locked
[*]Fixed being able to stand on top of hostile creatures
[*]Fixed creatures climbing on top of the player
[*]Fixed AITravel to more accurately emulate vanilla
[*]Fixed some moon display issues
[*]Fixed place-able items having collision
[*]Fixed AIFollow distance for groups of multiple followers
[*]Fixed some staircase climbing issues in Vivec
[*]Fixed permanent magic effects not being saved in savegames
[*]Fixed crash due to zero-sized particles
[*]Fixed a model scaling issue
[*]Fixed activated enchanted item magic not being saved in savegames
[*]Fixed a crash caused by Ogre shadow handling
[*]Fixed not being able to equip a shield with a two-handed weapon
[*]Fixed an issue with player fall height when stepping down
[*]Fixed an error-handling issue preventing the Sword of Perithia mod from loading
[*]Fixed launcher reseting alterations made to the mod list order
[*]Fixed some issues with NPC idle voices
[*]Fixed vampire corpses standing up when being looted
[*]Fixed spell cost not highlighting on mouseover
[*]Fixed tooltips still showing when menu is toggled off
[*]Fixed rain effect showing while underwater
[*]Fixed extreme framedrop when running into certain corners
[*]Fixed mod "Shrines - Restore Health and Cancel Options" restore health option not working
[*]Fixed animation groups for light and door objects
[*]Fixed slaughterfish not attacking partially submerged enemies
[*]Fixed air movement mechanics
[*]Fixed handling of NPCs with missing hair/head models
[*]Fixed position flicker after an animation ends
[*]Fixed supporting region names in cell dialog filter for mod "Julan Ashlander Companion"
[*]Fixed issues with animated collision shape
[*]Fixed mod "Morrowind Rebirth 2.81" causing Balmora bridges to not have collision
[*]Fixed summons to reset when the spell is recast
[*]Fixed equipment update when unequipping non-related items removing ammunition
[*]Fixed not falling back to the top-level directory when looking for resources
[*]Fixed mod pathgrids not overwriting the existing pathgrid
[*]Fixed a gameplay stopper with the Russian version of the ChaosHeart mod
[*]Fixed the resurrect function to work correctly
[*]Fixed functionality to allow mods to overwrite existing records in the IndexedStore
[*]Fixed an issue with extra bytes to fix an error with the mod "Animated Morrowind - Expanded"
[*]Fixed multi-character comparison operators to allow spaces
[*]Fixed handling deleted references to fix the "Gateway Ghost" quest
[*]Fixed summoning to allow multiple instances of the same creature by using different spells
[*]Fixed pathgrid in the (0, 0) exterior cell not loading
[*]Fixed actor original position not being saved with the wander package
[*]Fixed creatures not receiving fall damage (shouts to this [url=http://bugs.openmw.org/issues/2201]amazing bug description[/url] )
[*]Fixed enchant cost issue
[*]Fixed handling of missing spells and factions to be more graceful
[*]Fixed several book display issues
[*]Fixed some script compilation issues
[*]Fixed scale field for creatures not being handled
[*]Fixed being able to use enchantments from items that failed to equip
[*]Fixed handling names for helmet models
[*]Fixed some NPCs not attacking when they are pickpocketed
[*]Fixed chargen race preview head default orientation
[*]Fixed animations with no loop keys being looped
[*]Fixed spell making to allow adding multiple attribute/skill effects
[*]Fixed crash when northmarker has been disabled
[*]Fixed area effect on touch spell behavior
[*]Fixed dwarven crossbow clipping through the ground when dropped
[*]Fixed torch animation playing when torch is hidden
[*]Fixed sneak re-applying after attacking an NPC
[*]Fixed handling for bipedal creatures without weapons
[*]Fixed conflict resolution for conflicting dialog topics
[*]Fixed tab completion for exterior cell names
[*]Fixed third person view being preserved in save games
[*]Fixed save/load progress bar behavior
[*]Fixed TogglePOV not being bindable to the Alt key
[*]Fixed exception for empty dialog topics
[*]Fixed PlaceAt function's count behavior
[*]Fixed map notes to display on the door marker leading to the cell with that note
[*]Fixed some UI issues to be better compatible with UI overhaul mods
[*]Fixed an issue with leveled item arguments
[*]Fixed enchanted arrows being added to the victim
[*]Fixed missing sound for drawing throwing weapons
[*]Fixed guards detecting invisible players
[*]Fixed camera not being attached properly when player becomes a vampire
[*]Fixed visual effects showing on the overhead map
[*]Fixed health modifier not resetting when an actor dies
[*]Fixed God Mode to not require magicka when casting spells
[*]Fixed attachArrow exception when changing weapon
[*]Fixed error when disabled objects are moved between cells
[*]Fixed scripts with names starting with digits failing to compile
[*]Fixed click activate and de-activate behavior in the Data Files list
[*]Renamed "profile" to "content list" in the launcher
[*]Added comments to the local/global openmw.cfg files to clarify their identity
[*]OpenMW-CS: Implemented clicking on a script error in the report window to set the cursor in the script editor to the respective line/column
[*]OpenMW-CS: Implemented deleting selected rows from result windows
[*]OpenMW-CS: Fixed window opening issue when the config file doesn't exist
[*]OpenMW-CS: Fixed skills to allow values other than 0 through 99
[*]OpenMW-CS: Fixed an issue with not launching when another instance was falsely detected as running
[*]OpenMW-CS: Fixed a crash on launch when OpenMW is not installed as well
[*]OpenMW-CS: Cleanup for the Opening Window and User Settings Window[/list]
Last edited by raevol on 16 Feb 2015, 23:08, edited 3 times in total.

User avatar
Ace (SWE)
Posts: 829
Joined: 15 Aug 2011, 14:56

Re: OpenMW 0.35.0

Post by Ace (SWE) » 16 Feb 2015, 22:38

raevol wrote:- Release texts -
I think you mean OpenMW 0.35.0, not 0.34.0.

Actually, could those even be the 0.34.0 release notes?

Edit:
Ah, you fixed it.
Nevermind then

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

Re: OpenMW 0.35.0

Post by raevol » 16 Feb 2015, 22:55

Ace (SWE) wrote:I think you mean OpenMW 0.35.0, not 0.34.0.
Yea that was almost pretty bad. :oops: We are released! Great job everyone! And thanks psi29a for the uploads!

CONGRATULATIONS to all!!

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Pherim
Posts: 140
Joined: 27 Aug 2014, 15:37

Re: OpenMW 0.35.0

Post by Pherim » 19 Feb 2015, 13:37

Just tested 0.35, performance seems to have increased quite a bit (though in light of the recent announcements that doesn't mean a lot I think). At first it didn't want to let me run Bloodmoon (German Version) and said something about Master file not loaded, but now it works and the error is gone so I don't know exactly what it said.

Also, started a new game and FELL OFF THE SHIP??? :shock:
I can't remember that happening in previous versions.

Anyway, I'm afraid I won't have the time to test this much more at the moment, so this is just what I could observe from quickly firing it up.

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