OpenMW 0.40.0

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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robcbwilson
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Joined: 04 Dec 2014, 14:15

Re: OpenMW 0.40.0

Post by robcbwilson » 27 Aug 2016, 18:12

Did a quick test of 0.40.0 on Windows 10 64 bit and it works fine :)

Congratulations everyone on another release :D

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AnyOldName3
Posts: 1928
Joined: 26 Nov 2015, 03:25

Re: OpenMW 0.40.0

Post by AnyOldName3 » 28 Aug 2016, 02:04

How long after the actual proper release is the chocolatey package likely to be updated?
AnyOldName3, Master of Shadows

Holgar
Posts: 18
Joined: 28 Aug 2016, 02:04

Re: OpenMW 0.40.0

Post by Holgar » 28 Aug 2016, 02:14

Congratulations to your new release!

Looks like a real milestone towards the final. Could one say, that the 0.40.0 is kind of RC 1 of openmw-1.0?

Btw: You made my day. I was reading your forum since yesterday afternoon, and at the and of the day I found: "Hey, they're out" :D

Really, really great work.

We'll have a keen look what's going further on here.

Once more:

Gratz and Congratz.

Now starting bughunt

~

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Lagahan
Posts: 47
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Location: Ireland

Re: OpenMW 0.40.0

Post by Lagahan » 28 Aug 2016, 09:23

Played a few hours yesterday of the latest release, damn this engine is shaping up really pretty! Even with the original assets at times it looks great, I finally got rid of my AMD card (got a 1070) so I've been able to turn on the water shaders and DSR without my CPU causing it to grind to a halt. Nabbed a few screenshots, hope Imgur compression doesnt wreck these too much: http://imgur.com/a/e88sZ
Specs: Core i7 8700k @5GHz, EVGA GTX2080ti XC SLI,
32GB RAM @3.2GHz, Windows 10 1803

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ap0
Posts: 291
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Re: OpenMW 0.40.0

Post by ap0 » 28 Aug 2016, 10:30

Care to put them here?

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Lagahan
Posts: 47
Joined: 16 Aug 2014, 11:24
Location: Ireland

Re: OpenMW 0.40.0

Post by Lagahan » 28 Aug 2016, 10:50

ap0 wrote:Care to put them here?
Ah, didn't know about that page, will do!
Edit: Done. Took a while to upload 4K screens (~7MB apiece!) but the quality is better than Imgur.
Specs: Core i7 8700k @5GHz, EVGA GTX2080ti XC SLI,
32GB RAM @3.2GHz, Windows 10 1803

robcbwilson
Posts: 37
Joined: 04 Dec 2014, 14:15

Re: OpenMW 0.40.0

Post by robcbwilson » 28 Aug 2016, 12:05

The water looks awesome doesn't it :D

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Ace (SWE)
Posts: 849
Joined: 15 Aug 2011, 14:56

Re: OpenMW 0.40.0

Post by Ace (SWE) » 28 Aug 2016, 12:15

AnyOldName3 wrote:How long after the actual proper release is the chocolatey package likely to be updated?
As soon as the front-page post is up basically, they won't accept the package until then.

Well, that and the GitHub release has to be done so I have a reputable download source for the files.

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MiroslavXO
Posts: 106
Joined: 13 Feb 2016, 01:07

Re: OpenMW 0.40.0

Post by MiroslavXO » 28 Aug 2016, 13:01

A for shadows, they will come with next release or?

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Capostrophic
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Re: OpenMW 0.40.0

Post by Capostrophic » 28 Aug 2016, 13:57

MiroslavXO wrote:A for shadows, they will come with next release or?
Maybe yes. Maybe and more probable no. I guess scrawl's currently still busy with RL and will code rarely. Perhaps 0.41.0 will be a bugfix release again.

Off-topic: I'm a little experienced with C++ and tried to deal with some bugs, and here's how it went on example of Bug #1662:

1. Hm, this Japanese locale bug looks interesting, I should take a look on it.
2. OK, this is a similar stackoverflow question with the problem, but not solution — Japanese profile usernames on Windows ain't being properly converted or something.
*after some time*
3. Yeah, this should be the cpp file in question.
4. ...
5. wtf isn't working??

eh.

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