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

Re: OpenMW 0.40.0

Post by Holgar » 03 Sep 2016, 13:58

@psi29a

Oh Sir, sorry for my misbehaviour!
Not intended to do any offense here
apt-get returned an error message here while updating ubuntu14.04 lts reporting problems relating to security keys.
Have to reboot and reinstall openMW to reproduce that.

Then coming back


~

edit:
Hmmm please understand that I'm very happy with what's going on along with this project and I'm really not defending anyone here but just thinking ....

It looks like you are having some problem with a *too complex* routine of release.
Well. I'm not an insider, so cannot tell, but: what about reducing the download sources? If you are on launchpad, you are on linux and out.

€dit: deleted some rubbish stuff ;)
Last edited by Holgar on 04 Sep 2016, 14:22, edited 1 time in total.

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raevol
Posts: 3016
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.40.0

Post by raevol » 04 Sep 2016, 00:47

K1ll wrote:Well to keep this short here is the text for the Release Notes:
Thank you so much! Sorry if my tone was a little frustrated in that previous post.

I'm guessing we're set to go. I'll do the release here shortly.

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Atahualpa
Posts: 1044
Joined: 09 Feb 2016, 20:03

Re: OpenMW 0.40.0

Post by Atahualpa » 04 Sep 2016, 01:00

Hooray! :D

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raevol
Posts: 3016
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Location: Caldera

Re: OpenMW 0.40.0

Post by raevol » 04 Sep 2016, 01:23

Atahualpa wrote:Hooray! :D
I know right? :shock:

Release texts:

Code: Select all

The OpenMW team is proud to announce the release of version 0.40.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release brings some small new features, but mainly bug fixes and improvements. We're winding down on implementable features, these are exciting times for OpenMW, even if releases have a little less user-visible changes. The game is basically fully playable, and future releases will bring mostly more fixes and optimizations.

Check out the release video (http://www.youtube.com/watch?v=avPbctre9Qw) and the OpenMW-CS release video (http://www.youtube.com/watch?v=izlm2CAnCpY) by the prodigious Atahualpa, and see below for the full list of changes.

Known Issues:
- Shadows are not re-implemented at this time, as well as distant land
- To use the Linux targz package binaries Qt4 and libpng12 must be installed on your system

Changelog:
- Implemented NPC "Face" function
- Implemented weather dependent sun/moon reflections
- Implemented effect removal for abilities, fixes locked player movement upon exiting portable house mods
- Implemented deletion of moved references
- Fixed possible reference duplication when a mod modifies the corresponding refID
- Fixed creatures in cells without pathgrids not wandering
- Fixed death events to trigger at the end of the death animation instead of the beginning
- Fixed timed effects not to be interrupted when resting
- Fixed constant effects not to be put on hold when resting
- Fixed some issues with how Magicka is calculated in regard to Fortify Magicka effect and Intelligence
- Fixed several issues with telekinesis interaction
- Fixed issues with how the "#" character was handled in directory names in the config
- Fixed Slowfall spell to now stop forward momentum when jumping
- Fixed not being able to replace parent cell references with a cell reference of different type
- Fixed Cliff Racers not being able to attack targets below them
- Fixed creatures and NPCs not being able to aim ranged attacks vertically
- Fixed the player spawning at the origin if the cell they saved in doesn't exist anymore
- Fixed crash that could occur when using teleportation spells
- Fixed ESS-Importer not separating item stacks
- Fixed NPCs forgetting they had talked to the player before for their voiced dialog
- Fixed NPCs not looping their AiTravel assignments
- Fixed NPCs wandering to invalid locations after training
- Fixed NPCs wandering off their pathgrid when player waits
- Fixed "StopCombat" AI command not functioning correctly
- Fixed Larienna Macrina not correctly stopping combat after killing Hrelvesuu in the "Battle at Nchurdamz" quest
- Fixed monsters respawning when loading a quicksave
- Fixed a visual effect playing in Dagoth Ur's chamber that shouldn't be there
- Fixed blight weather still occurring after killing Dagoth Ur
- Fixed new dialog in a mod inheriting some data from the dialog it replaces
- Fixed actors that start the game dead always using the same death pose
- Fixed NPCs to not auto-equip ammunition
- Fixed NPCs not favoring ranged weapons
- Fixed NPCs detecting the player when they don't have line of sight
- Fixed ashmire particles rendering outside of their pool
- Fixed AiWander start time resetting when saving/loading
- Fixed 1st and 3rd person camera not converting from .ess correctly with ESS-Importer
- Fixed issues caused by the idle camera when the player is paralyzed
- Fixed nearby monsters who have not detected the player not preventing the player from resting
- Fixed an issue with the victim of a pickpocket not always being alerted
- Fixed dead NPCs and creatures contributing to Sneak skill increases
- Fixed weather dependent dialog playing in interior cells
- Fixed effects cast by summons persisting after their death
- Fixed an issue with parallax map rendering
- Fixed level up graphic to match vanilla game behavior
- Fixed segfault in Atrayonis's "Anthology Solstheim: Tomb of the Snow Prince" mod
- Fixed issues with invisibility not dispelling correctly
- Fixed the first couple of seconds of NPC speech being muted on some PCs
- Fixed being able to stack effects from identical magic scrolls
- Fixed 3rd person camera distance getting stuck
- Fixed AiFollow and AiEscort durations to be handled as in-game hours instead of seconds, as per the vanilla engine
- Fixed a couple of issues with how fatigue is displayed when the player has fortified strength
- OpenMW-CS: Implemented multiple deletion of subrecords
- OpenMW-CS: Reimplemented pathgrid rendering
- OpenMW-CS: Implemented configurable key bindings
- OpenMW-CS: Implemented pathgrid editing
- OpenMW-CS: Fixed Start Scripts table not updating when a script is added
- OpenMW-CS: Fixed tooltips not showing in scene view unless holding mouse button on them
- OpenMW-CS: Fixed tab width in Script Editor to be 4 characters instead of 4 pixels
- OpenMW-CS: Fixed being able to create duplicate pathgrid records
- OpenMW-CS: Fixed data in Weapon records not being properly set
- OpenMW-CS: Fixed Regions table to show weather options and allow editing them
HTML:

Code: Select all

<p>The OpenMW team is proud to announce the release of version 0.40.0! Grab it from our <a href="https://openmw.org/downloads/">Downloads Page</a> for all operating systems. This release brings some small new features, but mainly bug fixes and improvements. We're winding down on implementable features, these are exciting times for OpenMW, even if releases have a little less user-visible changes. The game is basically fully playable, and future releases will bring mostly more fixes and optimizations.</p>

<p>Check out the <a href="http://www.youtube.com/watch?v=avPbctre9Qw">release video</a> and the <a href="http://www.youtube.com/watch?v=izlm2CAnCpY">OpenMW-CS release video</a> by the prodigious Atahualpa, and see below for the full list of changes.</p>

<p><b>Known Issues:</b><br>
<ul><li>Shadows are not re-implemented at this time, as well as distant land</li>
<li>To use the Linux targz package binaries Qt4 and libpng12 must be installed on your system</li></ul></p>

<p><b>Changelog:</b><br>
<ul><li>Implemented NPC "Face" function</li>
<li>Implemented weather dependent sun/moon reflections</li>
<li>Implemented effect removal for abilities, fixes locked player movement upon exiting portable house mods</li>
<li>Implemented deletion of moved references</li>
<li>Fixed possible reference duplication when a mod modifies the corresponding refID</li>
<li>Fixed creatures in cells without pathgrids not wandering</li>
<li>Fixed death events to trigger at the end of the death animation instead of the beginning</li>
<li>Fixed timed effects not to be interrupted when resting</li>
<li>Fixed constant effects not to be put on hold when resting</li>
<li>Fixed some issues with how Magicka is calculated in regard to Fortify Magicka effect and Intelligence</li>
<li>Fixed several issues with telekinesis interaction</li>
<li>Fixed issues with how the "#" character was handled in directory names in the config</li>
<li>Fixed Slowfall spell to now stop forward momentum when jumping</li>
<li>Fixed not being able to replace parent cell references with a cell reference of different type</li>
<li>Fixed Cliff Racers not being able to attack targets below them</li>
<li>Fixed creatures and NPCs not being able to aim ranged attacks vertically</li>
<li>Fixed the player spawning at the origin if the cell they saved in doesn't exist anymore</li>
<li>Fixed crash that could occur when using teleportation spells</li>
<li>Fixed ESS-Importer not separating item stacks</li>
<li>Fixed NPCs forgetting they had talked to the player before for their voiced dialog</li>
<li>Fixed NPCs not looping their AiTravel assignments</li>
<li>Fixed NPCs wandering to invalid locations after training</li>
<li>Fixed NPCs wandering off their pathgrid when player waits</li>
<li>Fixed "StopCombat" AI command not functioning correctly</li>
<li>Fixed Larienna Macrina not correctly stopping combat after killing Hrelvesuu in the "Battle at Nchurdamz" quest</li>
<li>Fixed monsters respawning when loading a quicksave</li>
<li>Fixed a visual effect playing in Dagoth Ur's chamber that shouldn't be there</li>
<li>Fixed blight weather still occurring after killing Dagoth Ur</li>
<li>Fixed new dialog in a mod inheriting some data from the dialog it replaces</li>
<li>Fixed actors that start the game dead always using the same death pose</li>
<li>Fixed NPCs to not auto-equip ammunition</li>
<li>Fixed NPCs not favoring ranged weapons</li>
<li>Fixed NPCs detecting the player when they don't have line of sight</li>
<li>Fixed ashmire particles rendering outside of their pool</li>
<li>Fixed AiWander start time resetting when saving/loading</li>
<li>Fixed 1st and 3rd person camera not converting from .ess correctly with ESS-Importer</li>
<li>Fixed issues caused by the idle camera when the player is paralyzed</li>
<li>Fixed nearby monsters who have not detected the player not preventing the player from resting</li>
<li>Fixed an issue with the victim of a pickpocket not always being alerted</li>
<li>Fixed dead NPCs and creatures contributing to Sneak skill increases</li>
<li>Fixed weather dependent dialog playing in interior cells</li>
<li>Fixed effects cast by summons persisting after their death</li>
<li>Fixed an issue with parallax map rendering</li>
<li>Fixed level up graphic to match vanilla game behavior</li>
<li>Fixed segfault in Atrayonis's "Anthology Solstheim: Tomb of the Snow Prince" mod</li>
<li>Fixed issues with invisibility not dispelling correctly</li>
<li>Fixed the first couple of seconds of NPC speech being muted on some PCs</li>
<li>Fixed being able to stack effects from identical magic scrolls</li>
<li>Fixed 3rd person camera distance getting stuck</li>
<li>Fixed AiFollow and AiEscort durations to be handled as in-game hours instead of seconds, as per the vanilla engine</li>
<li>Fixed a couple of issues with how fatigue is displayed when the player has fortified strength</li>
<li>OpenMW-CS: Implemented multiple deletion of subrecords</li>
<li>OpenMW-CS: Reimplemented pathgrid rendering</li>
<li>OpenMW-CS: Implemented configurable key bindings</li>
<li>OpenMW-CS: Implemented pathgrid editing</li>
<li>OpenMW-CS: Fixed Start Scripts table not updating when a script is added</li>
<li>OpenMW-CS: Fixed tooltips not showing in scene view unless holding mouse button on them</li>
<li>OpenMW-CS: Fixed tab width in Script Editor to be 4 characters instead of 4 pixels</li>
<li>OpenMW-CS: Fixed being able to create duplicate pathgrid records</li>
<li>OpenMW-CS: Fixed data in Weapon records not being properly set</li>
<li>OpenMW-CS: Fixed Regions table to show weather options and allow editing them</li></ul></p>
BBCode:

Code: Select all

The OpenMW team is proud to announce the release of version 0.40.0! Grab it from our [url=https://openmw.org/downloads/]Downloads Page[/url] for all operating systems. This release brings some small new features, but mainly bug fixes and improvements. We're winding down on implementable features, these are exciting times for OpenMW, even if releases have a little less user-visible changes. The game is basically fully playable, and future releases will bring mostly more fixes and optimizations.

Check out the [url=http://www.youtube.com/watch?v=avPbctre9Qw]release video[/url] and the [url=http://www.youtube.com/watch?v=izlm2CAnCpY]OpenMW-CS release video[/url] by the prodigious Atahualpa, and see below for the full list of changes.

[b]Known Issues:[/b]
[list][*]Shadows are not re-implemented at this time, as well as distant land
[*]To use the Linux targz package binaries Qt4 and libpng12 must be installed on your system[/list]

[b]Changelog:[/b]
[list][*]Implemented NPC "Face" function
[*]Implemented weather dependent sun/moon reflections
[*]Implemented effect removal for abilities, fixes locked player movement upon exiting portable house mods
[*]Implemented deletion of moved references
[*]Fixed possible reference duplication when a mod modifies the corresponding refID
[*]Fixed creatures in cells without pathgrids not wandering
[*]Fixed death events to trigger at the end of the death animation instead of the beginning
[*]Fixed timed effects not to be interrupted when resting
[*]Fixed constant effects not to be put on hold when resting
[*]Fixed some issues with how Magicka is calculated in regard to Fortify Magicka effect and Intelligence
[*]Fixed several issues with telekinesis interaction
[*]Fixed issues with how the "#" character was handled in directory names in the config
[*]Fixed Slowfall spell to now stop forward momentum when jumping
[*]Fixed not being able to replace parent cell references with a cell reference of different type
[*]Fixed Cliff Racers not being able to attack targets below them
[*]Fixed creatures and NPCs not being able to aim ranged attacks vertically
[*]Fixed the player spawning at the origin if the cell they saved in doesn't exist anymore
[*]Fixed crash that could occur when using teleportation spells
[*]Fixed ESS-Importer not separating item stacks
[*]Fixed NPCs forgetting they had talked to the player before for their voiced dialog
[*]Fixed NPCs not looping their AiTravel assignments
[*]Fixed NPCs wandering to invalid locations after training
[*]Fixed NPCs wandering off their pathgrid when player waits
[*]Fixed "StopCombat" AI command not functioning correctly
[*]Fixed Larienna Macrina not correctly stopping combat after killing Hrelvesuu in the "Battle at Nchurdamz" quest
[*]Fixed monsters respawning when loading a quicksave
[*]Fixed a visual effect playing in Dagoth Ur's chamber that shouldn't be there
[*]Fixed blight weather still occurring after killing Dagoth Ur
[*]Fixed new dialog in a mod inheriting some data from the dialog it replaces
[*]Fixed actors that start the game dead always using the same death pose
[*]Fixed NPCs to not auto-equip ammunition
[*]Fixed NPCs not favoring ranged weapons
[*]Fixed NPCs detecting the player when they don't have line of sight
[*]Fixed ashmire particles rendering outside of their pool
[*]Fixed AiWander start time resetting when saving/loading
[*]Fixed 1st and 3rd person camera not converting from .ess correctly with ESS-Importer
[*]Fixed issues caused by the idle camera when the player is paralyzed
[*]Fixed nearby monsters who have not detected the player not preventing the player from resting
[*]Fixed an issue with the victim of a pickpocket not always being alerted
[*]Fixed dead NPCs and creatures contributing to Sneak skill increases
[*]Fixed weather dependent dialog playing in interior cells
[*]Fixed effects cast by summons persisting after their death
[*]Fixed an issue with parallax map rendering
[*]Fixed level up graphic to match vanilla game behavior
[*]Fixed segfault in Atrayonis's "Anthology Solstheim: Tomb of the Snow Prince" mod
[*]Fixed issues with invisibility not dispelling correctly
[*]Fixed the first couple of seconds of NPC speech being muted on some PCs
[*]Fixed being able to stack effects from identical magic scrolls
[*]Fixed 3rd person camera distance getting stuck
[*]Fixed AiFollow and AiEscort durations to be handled as in-game hours instead of seconds, as per the vanilla engine
[*]Fixed a couple of issues with how fatigue is displayed when the player has fortified strength
[*]OpenMW-CS: Implemented multiple deletion of subrecords
[*]OpenMW-CS: Reimplemented pathgrid rendering
[*]OpenMW-CS: Implemented configurable key bindings
[*]OpenMW-CS: Implemented pathgrid editing
[*]OpenMW-CS: Fixed Start Scripts table not updating when a script is added
[*]OpenMW-CS: Fixed tooltips not showing in scene view unless holding mouse button on them
[*]OpenMW-CS: Fixed tab width in Script Editor to be 4 characters instead of 4 pixels
[*]OpenMW-CS: Fixed being able to create duplicate pathgrid records
[*]OpenMW-CS: Fixed data in Weapon records not being properly set
[*]OpenMW-CS: Fixed Regions table to show weather options and allow editing them[/list]

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raevol
Posts: 3016
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.40.0

Post by raevol » 04 Sep 2016, 01:55

Ok. I think we are released. I can't tell because the main page hasn't updated for me in my CDN, or *something*.

Congrats to the entire team!!! Thank you everyone for your hard work!!

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

Re: OpenMW 0.40.0

Post by Ace (SWE) » 04 Sep 2016, 01:59

Pushed the Chocolatey package, we'll see how long it takes to go through moderation.

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psi29a
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Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
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Re: OpenMW 0.40.0

Post by psi29a » 04 Sep 2016, 08:03

Holgar wrote:apt-get returned an error message here while updating ubuntu14.04 lts reporting problems relating to security keys.
Have to reboot and reinstall openMW to reproduce that.
Weird, every pull request we get from people on github uses travis-ci which creates a totally new ubuntu14.04 instance using our PPA. It has run thousands of times, without a problem and nothing relating to security keys. This sounds more like a problem on your side, since security keys is something between you (your computer) and Canonical's PPA service and not with us.

I'll quote the website here: https://launchpad.net/~openmw/+archive/ubuntu/openmw
Official way to add openmw ppa:

Code: Select all

sudo add-apt-repository ppa:openmw/openmw
sudo apt-get update

Display sources.list entries for:
deb http://ppa.launchpad.net/openmw/openmw/ubuntu trusty main
deb-src http://ppa.launchpad.net/openmw/openmw/ubuntu trusty main
Signing key:
1024R/23AC1401 (What is this?)
Fingerprint:
D1FA60B3123DC6ACB284F8AB589AF1AA23AC1401
So I'm guessing is that you haven't added Canonical's key for our PPA, or used the official way of adding repos, try this:

Code: Select all

sudo apt-key adv --keyserver keyserver.ubuntu.com --recv-keys 23AC1401
This is all just a guess, you still haven't provided any more information. You haven't cut & pasted the actual error yet.

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Atahualpa
Posts: 1044
Joined: 09 Feb 2016, 20:03

Re: OpenMW 0.40.0

Post by Atahualpa » 04 Sep 2016, 08:45

Holgar wrote: edit:
Hmmm please understand that I'm very happy with what's going on along with this project and I'm really not defending anyone here but just thinking ....

It looks like you are having some problem with a *too complex* routine of release.
Well. I'm not an insider, so cannot tell, but: what about reducing the download sources? If you are on launchpad, you are on linux and out.
Better discuss our release process in this new thread by raevol (our Release Manager):
viewtopic.php?f=20&t=3755
Holgar wrote: With regard to the windows side of life:
Get in contact with them Players here:
Hey: He will shoot me if he learnes about this:
http://forum.worldofplayers.de/forum/fo ... Scrolls-de
call for thoronador e.g.
I don't get your point, could you elaborate on this? In case of doubt, just pm me in German, if this is going to make things easier. (I already maintain the OpenMW accounts at the SureAI forums and at Scharesoft.)

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

Re: OpenMW 0.40.0

Post by Pherim » 04 Sep 2016, 09:45

Atahualpa wrote:Thanks for spreading the word. A bit of exterior discussion is always good. (Although Pherim and you are obviously members of our forums. :) )
Yeah, well, as you are probably well aware, the German Morrowind community is all but dead... and I have my doubts this will change much even after OpenMW 1.0 will be released... :?
psi29a wrote: I do not like your tone and how you are bullying people into 'hurrying up' or demanding _anything_. Everyone here is a volunteer, doing what they can with what time they have. You are being warned, be nice and help instead.
A word of advice, don't mind too much what he writes, he has a very direct attitude sometimes, while at other times it is difficult to understand what he is talking about even in German... I don't think he intended to "bully" anyone, he was probably a bit too excited about the new version, at least that's what his posts in the German forum suggested. However, I understand your wish to keep a civilized tone in these forums. Well, he already apologized, so I guess everything's fine.

Anyway, congratulations on another amazing release! I love how it is getting along, and I am looking forward to the things to come! ;)

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

Re: OpenMW 0.40.0

Post by Holgar » 04 Sep 2016, 14:51

Holgar wrote: With regard to the windows side of life:
Get in contact with them Players here:
Hey: He will shoot me if he learnes about this:
http://forum.worldofplayers.de/forum/fo ... Scrolls-de
call for thoronador e.g.
atahualpa wrote:I don't get your point, could you elaborate on this? In case of doubt, just pm me in German, if this is going to make things easier. (I already maintain the OpenMW accounts at the SureAI forums and at Scharesoft.),
I was pondering, whether it would help if there could be a reduced set of official relase hosting, and had a short discussion about that with one of the admins at WoES (strictly unofficial of course). By rethinking this I found this a litlle bit rubbish. And yes, Pherim is quite right: In addition to not having slept enough I might have been a little overmotivated
@psi29a
With regard to this Signature key:
Your link to the launchpad page is the one I know. In fact I was updating 14.04 to *16.04.01* And I'd like to doublecheck before posting this once again.

Last but not least!
raevol wrote: Ok. I think we are released. I can't tell because the main page hasn't updated for me in my CDN, or *something*.
Good to know ;)
Congrats to the entire team!!! Thank you everyone for your hard work!!
Yepp! I second that!

:D

€diting to avoid doublepost:

Atm I cannot do any thing else but report this (please have a look into the attached txt.file with terminal output.) Probably I have to dig deeper into it.

I have added the launchpad repository to the sources.list via Ubuntu software management tool. The key is imported, but the warning of not authenticated packages stays on. *shrug*

Maybe here is the problem:

The key is registered ($>apt-key list), but the output says, it's of 2012
Apt-key on Ubutuntu 16.04.1 wrote:
pub 1024R/23AC1401 2012-02-29
uid Launchpad PPA for OpenMW
Shouldn't this be updated with the new package? To be sure: In the end I did a complete fresh reinstall of 16.04.1 LTS some days ago, also added some other 3rd party software like MediathekView and Stellarium - no problems found. At the moment I'm stuck. Btw: Is this the right place here to discuss this?

Probably Last €dit:

i don't know why, but the here aforementioned error does not appear any more without any change in configuration by my side *shrug* But better so. Now scanning openmw linux terminal error messages :D Of course, they won't get here in this thread and not be posted here in the forums until before I have understood them. But I experience a strange behaviour of your news page. Even when I reload the page two times or so, the announcement of 0.40.0 appears, but the link to the video is 0.39 :?
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