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.
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Zini
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Re: OpenMW 0.38.0

Post by Zini » 20 Jan 2016, 10:54

Looks good to me.

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Ace (SWE)
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Re: OpenMW 0.38.0

Post by Ace (SWE) » 20 Jan 2016, 18:07

As a side note, if you want you can add to the Downloads page that OpenMW is now available in the Chocolatey repositories for Windows; https://chocolatey.org/packages/openmw.
I'll be pushing 0.38.0 onto there as soon as it's released properly.

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lgromanowski
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Re: OpenMW 0.38.0

Post by lgromanowski » 20 Jan 2016, 18:34

Ace (SWE) wrote:As a side note, if you want you can add to the Downloads page that OpenMW is now available in the Chocolatey repositories for Windows; https://chocolatey.org/packages/openmw.
I'll be pushing 0.38.0 onto there as soon as it's released properly.
Added, thanks!
best regards,
Lukasz

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Amenophis
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Re: OpenMW 0.38.0

Post by Amenophis » 20 Jan 2016, 18:48

@Ace(SWE) Hello. I have a question. That chocolatley works like a repository to the stable versions of OpenMW or is more like your nightlies?
My fixes and tweaks on vanilla and modded quests for Morrowind.
http://www.nexusmods.com/morrowind/mods/43107/?

K1ll
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Re: OpenMW 0.38.0

Post by K1ll » 20 Jan 2016, 20:29

OpenMW 0.38.0 Linux targz release packages:

32 Bit
64 Bit

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rstevenson1976
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Re: OpenMW 0.38.0

Post by rstevenson1976 » 21 Jan 2016, 00:24

when I max out the field of view I get a fish eye effect
and when I get close to the skaal villige in solstheim I either get a frame drop to 1 or it stays at 60 and just freezes up even with no mods active

CPU: Intel Core i5-3470 CPU @ 3.6GHz
GPU: NVidia GeForce GTX 670
RAM: 4306MB / 7929MB

Cramal
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Re: OpenMW 0.38.0

Post by Cramal » 21 Jan 2016, 02:28

rstevenson.

Are these issue also here with 0.37?

What version/OS are you using?

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rstevenson1976
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Re: OpenMW 0.38.0

Post by rstevenson1976 » 21 Jan 2016, 03:30

Cramal wrote:rstevenson.

Are these issue also here with 0.37?

What version/OS are you using?
no, I don't think it was a problem with 0.37 since I did go there to turn in the skull and start the quest with the standing stones prior to upgrading, using *buntu 14.04

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Ace (SWE)
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Re: OpenMW 0.38.0

Post by Ace (SWE) » 21 Jan 2016, 04:21

Amenophis wrote:@Ace(SWE) Hello. I have a question. That chocolatley works like a repository to the stable versions of OpenMW or is more like your nightlies?
Well, they support automatic packages, so I could theoretically set up automatic chocolatey packages for the nightlies. But for now it's just going to be the full release, I'll look into it again later on.

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Amenophis
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Re: OpenMW 0.38.0

Post by Amenophis » 21 Jan 2016, 04:24

Understood.
My fixes and tweaks on vanilla and modded quests for Morrowind.
http://www.nexusmods.com/morrowind/mods/43107/?

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