OpenMW 0.38.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
User avatar
sjek
Posts: 440
Joined: 22 Nov 2014, 10:51

Re: OpenMW 0.38.0

Post by sjek » 08 Dec 2015, 14:39

+1

athought it would open pandora box for modding x)

as the release being next years side, some basic x,y,z movements?

some use the way of modeling statics and all to one big mesh, and texturing that in blender / nifskope before porting to game.
other way would be to use vanilla CS to place statics with wanted id's and then changing to osg meshes.

it's also possible to do ingame measuring ticks with scripts and use dimension scaling which johnd mentioned thought a lot of calculating
Spoiler: Show
"life is crazy"
"craziness has beauty which only crazies understand" some movie clip in the head.
https://wiki.openmw.org/index.php?title=Testing

User avatar
DestinedToDie
Posts: 1161
Joined: 29 Jun 2015, 09:08

Re: OpenMW 0.38.0

Post by DestinedToDie » 08 Dec 2015, 14:50

sjek wrote:other way would be to use vanilla CS to place statics with wanted id's and then changing to osg meshes.
Unfortunately vanilla CS terms of use state that the product cannot be used commercially. Which I intend to do. So it's Open-CS for me.

User avatar
Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: OpenMW 0.38.0

Post by Zini » 09 Dec 2015, 12:11

Will object drag to scene and object move around scene be in 0.38? Will they be implemented as the last features? I could actually handle the current camera, I have my land generated and I'm very anxious to start placing statics.
That depends on if we can more people to help on OpenMW-CS. And the camera is actually a big problem since it interferes with some of the input (drag) planned for editing.

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

Re: OpenMW 0.38.0

Post by scrawl » 14 Dec 2015, 22:13

master has some interesting stuff:

- ESM loading rewrite (greatly improves compatibility with mods)
- object movement tracker (#1176, fixes a lot of scripting issues, both in the vanilla game and in mods).
- more performance optimizations

https://github.com/OpenMW/openmw/compar ... 0...master

438 commits.

I think that's enough material for a new release. How about we aim for a 0.38 by christmas? 8-)

Cramal
Posts: 186
Joined: 19 Sep 2014, 13:37

Re: OpenMW 0.38.0

Post by Cramal » 15 Dec 2015, 05:15

The last release is only 2 weeks old, I think it would be a good idea to wait a little more.

Maybe start the release process in the beginning of January

User avatar
fykc
Posts: 3
Joined: 15 Dec 2015, 07:39

Re: OpenMW 0.38.0

Post by fykc » 15 Dec 2015, 07:44

Cramal wrote:The last release is only 2 weeks old, I think it would be a good idea to wait a little more.

Maybe start the release process in the beginning of January
Why would it be a good idea? I'm sorry, but I cannot see the purpose in putting off the release of the next version just because the last release was a few weeks ago, especially if newer releases contain performance improvements. In my opinion, it'd be better to get releases rolling out as soon as they can be. Rapid releases can help drum up interest and keep people interested. I've seen on more than one forum elsewhere people express concern whether the project is slowing down or not due to the fairly sizable span of time between releases. Rapid releases would help alleviate this.

User avatar
raevol
Posts: 3088
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.38.0

Post by raevol » 15 Dec 2015, 08:26

It usually takes us a couple weeks to actually get the release out anyway, in which time more changes will have rolled in.

User avatar
Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: OpenMW 0.38.0

Post by Zini » 15 Dec 2015, 10:20

Christmas isn't really an option, considering that we need a RC phase, not to mention that people will be busy with RL stuff most of next week and probably for the rest of the month. But I would be okay with kicking off the RC phase at the beginning of January.

User avatar
psi29a
Posts: 4896
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: OpenMW 0.38.0

Post by psi29a » 15 Dec 2015, 12:06

What is the possibility of getting more features back from 0.37 that we are missing in 0.37?

:)

User avatar
Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: OpenMW 0.38.0

Post by Zini » 15 Dec 2015, 15:31

I leave it to scrawl to answer about shadows and other graphical aspects.

Regarding OpenCS my call to arms unfortunately did not result in a response. There is a substantial amount of work to do to catch up with the OGRE version and the camera (itself a sizeable task) is a big roadblock for most of the missing features.

If we go for the early January release the chances to get anything for 0.38.0 are about zero (that is unless someone happens to be really bored over Christmas). We probably get some of the features back for 0.39.0, but to make substantial progress we need to reactivate some of our OpenCS developers.

Post Reply