Hmm hmm, how's this look? https://gist.github.com/mickeylyle/2a0c ... /revisions
EDIT: Zini, do we need new release builds done at this point? Anything we are waiting on? Or are we using RC3?
OpenMW 0.37.0 (?)
Re: OpenMW 0.37.0 (?)
Hello all, long time no see!
Okay, I'll try to keep this short:
So, all I can do at this point is keep everyone posted on my environment progress. I'd welcome input on what should go into an OSG video in the meantime, though.
Okay, I'll try to keep this short:
- I am ashamed of dropping off from doing videos
- I would like to do an OSG video as a way of getting back into it
- However, I don't have the tools I used to use to make videos anymore (Adobe Creative Suite)
- I want to build a podcasting environment using open source tools, but there are unknowns in this for me. I don't know how long it will take to set everything up and learn a workflow.
So, all I can do at this point is keep everyone posted on my environment progress. I'd welcome input on what should go into an OSG video in the meantime, though.
Re: OpenMW 0.37.0 (?)
I'd say:
- Why switch to OSG from Ogre, what benefits does it bring etc
- Talk about HUGE perf boost with OSG as engine (and more improvements to come)
- Of course a ton of bugs got fixed in the process (no need to dive deeply, there's just too much to cover)
- [probably too early to discuss just yet] Current status, near-future feature plans
- Why switch to OSG from Ogre, what benefits does it bring etc
- Talk about HUGE perf boost with OSG as engine (and more improvements to come)
- Of course a ton of bugs got fixed in the process (no need to dive deeply, there's just too much to cover)
- [probably too early to discuss just yet] Current status, near-future feature plans
Re: OpenMW 0.37.0 (?)
Hi WeirdSexy, great to hear from you!
- Higher framerates. About 250-400% on a typical desktop system. Feel free to do your own tests and show the numbers in the video.
- The game starts up faster, and cells load much faster. Cells that were previously visited load more or less instantly.
- Correct scaling of NPCs.
- The batching system for static objects was ditched (since our new renderer is so fast that we don't need it). Practical benefits resulting from this are improved lighting, and the ability to move Static objects via scripts.
- Proper support for alpha blended objects. Previously we used alpha testing instead (in an effort to facilitate the static object batching system), which produces hard edges. Now the foliage looks as intended.
- Profiling overlay which is mainly meant for OpenMW developers, but could be useful to modders as well to find bottlenecks and optimize their plugins.
- Antialiasing now works on all platforms.
- Plenty of bug fixes not worth showing in video form, but maybe could be briefly mentioned at the end.
For the one or two OpenMW videos I made a year ago, I used SimpleScreenRecorder, audacity, and kdenlive. kdenlive had a few bugs but it was workable.I want to build a podcasting environment using open source tools, but there are unknowns in this for me. I don't know how long it will take to set everything up and learn a workflow.
It would be great to have a video on the OSG port separate from the release video. We can show:So, all I can do at this point is keep everyone posted on my environment progress. I'd welcome input on what should go into an OSG video in the meantime, though.
- Higher framerates. About 250-400% on a typical desktop system. Feel free to do your own tests and show the numbers in the video.
- The game starts up faster, and cells load much faster. Cells that were previously visited load more or less instantly.
- Correct scaling of NPCs.
- The batching system for static objects was ditched (since our new renderer is so fast that we don't need it). Practical benefits resulting from this are improved lighting, and the ability to move Static objects via scripts.
- Proper support for alpha blended objects. Previously we used alpha testing instead (in an effort to facilitate the static object batching system), which produces hard edges. Now the foliage looks as intended.
- Profiling overlay which is mainly meant for OpenMW developers, but could be useful to modders as well to find bottlenecks and optimize their plugins.
- Antialiasing now works on all platforms.
- Plenty of bug fixes not worth showing in video form, but maybe could be briefly mentioned at the end.
The technical details are a bit too involved for a short video. I think the video should just focus on new features and improvements. We can link to the existing blog posts for technical details.- Why switch to OSG from Ogre, what benefits does it bring etc
We could mention the native mesh format that is not in the 0.37 release but in master. Then we need to mention features that were not ported yet (see the 0.37 release announcement) and declare plans to restore these features in the near future.- [probably too early to discuss just yet] Current status, near-future feature plans
Re: OpenMW 0.37.0 (?)
@raevol: The last round of RCs isn't that old (for some platforms at least). But I think we are nearly there.
@corristo, @ace: Anything to add regarding your respective platforms?
@corristo, @ace: Anything to add regarding your respective platforms?
Re: OpenMW 0.37.0 (?)
I'd prefer to run another build, mainly because there's no easy way to update the packaged version file in the Windows installer.
And it's nice to have the release build say it's a release build.
And it's nice to have the release build say it's a release build.
Re: OpenMW 0.37.0 (?)
Well, yeah, please do make the release build from the release tag. I think that should be obvious.
@Zini: time to create the tag?
@Zini: time to create the tag?
Re: OpenMW 0.37.0 (?)
Oh, I forgot about the tag, good stuff.
@WeirdSexy look into OpenShot (http://openshot.org/). It should be the video editor you need, and I've met the guy who makes it a few times, he's a super good guy. Don't let the simplicity of the editor fool you, it's actually pretty powerful.
@WeirdSexy look into OpenShot (http://openshot.org/). It should be the video editor you need, and I've met the guy who makes it a few times, he's a super good guy. Don't let the simplicity of the editor fool you, it's actually pretty powerful.
Re: OpenMW 0.37.0 (?)
OpenShot frequently crashed when I tried it, but maybe that is fixed by now. It's worth a shot (heh).@WeirdSexy look into OpenShot (http://openshot.org/). It should be the video editor you need, and I've met the guy who makes it a few times, he's a super good guy. Don't let the simplicity of the editor fool you, it's actually pretty powerful.
Re: OpenMW 0.37.0 (?)
Read somewhere that blender actually has a quite descent video editing tool. Might be worth checking out?