OpenMW 0.41.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
Locked
User avatar
raevol
Posts: 3054
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.41.0

Post by raevol » 06 Dec 2016, 02:17

I agree these issues should be fixed for 0.41.0, but that's a call we should leave to zini. I'm still picking away at the changelog, this stuff is rough to get through.

User avatar
Zini
Posts: 5537
Joined: 06 Aug 2011, 15:16

Re: OpenMW 0.41.0

Post by Zini » 06 Dec 2016, 09:33

The question is do we have anyone with enough time to work on this? We are kinda running out of time here and unless we find a volunteer immediately we would probably have to move the release to next year. If we do not have a volunteer is that something we are willing to do?

Anyway, do we have anyone with a bit of free time and the ability to build OpenMW from source? You don't have to be a coder to do a git bisect and if we know which commit caused the problem that would increase our chances to fix the problem in time (or at least add a workaround).

User avatar
cc9cii
Posts: 485
Joined: 28 Mar 2013, 04:01

Re: OpenMW 0.41.0

Post by cc9cii » 06 Dec 2016, 10:27

I can't build the master branch but I would probably start by looking at canFight() in 7f27e529bbf784aae473e57352b0bf39d5c16f79

User avatar
MiroslavR
Posts: 156
Joined: 12 Feb 2014, 17:45

Re: OpenMW 0.41.0

Post by MiroslavR » 06 Dec 2016, 11:21

cc9cii wrote:I can't build the master branch but I would probably start by looking at canFight() in 7f27e529bbf784aae473e57352b0bf39d5c16f79
I remember this being an issue way before I implemented canFight(). I haven't tested, but I believe Allofich may have found the offending commit here: https://github.com/OpenMW/openmw/pull/1 ... -264912114. I can see that the PR removes a line of sight check in the AiCombat package.

Allofich
Posts: 104
Joined: 28 May 2016, 12:50

Re: OpenMW 0.41.0

Post by Allofich » 06 Dec 2016, 12:30

Yeah as I noted in that PR, the commit immediately before that PR is merged does not have the problem, while the merging commit does have it, so I'm pretty sure that the problem is there.

User avatar
Zini
Posts: 5537
Joined: 06 Aug 2011, 15:16

Re: OpenMW 0.41.0

Post by Zini » 06 Dec 2016, 15:20

Good. And we now also have devs in this thread who worked on this particular code. Anyone willing to try setting up a quick fix?

User avatar
psi29a
Posts: 4723
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: OpenMW 0.41.0

Post by psi29a » 06 Dec 2016, 15:51


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

Re: OpenMW 0.41.0

Post by scrawl » 06 Dec 2016, 20:32

Thanks to Allofich for the 2 quick fixes, now in master and openmw-41.

Please build new RCs for the (hopefully) final round of testing.

User avatar
Atahualpa
Posts: 1045
Joined: 09 Feb 2016, 20:03

Re: OpenMW 0.41.0

Post by Atahualpa » 06 Dec 2016, 21:26

Allofich for president! (And MiroslavR too.)

User avatar
Aussiemon
Posts: 7
Joined: 09 Aug 2016, 00:36

Re: OpenMW 0.41.0

Post by Aussiemon » 07 Dec 2016, 01:39

I'm getting "Unhandled controller NiPathController on node 90 in meshes/e/magic_cast_myst.nif" and "Unhandled SDL event of type 0x302" errors in a fresh build (deleted source files, cloned, and rebuilt) with the recent commits. Windows 8.1 x64. Built with VS2015. I"m not sure if the first error is a Vanilla problem (the spell was soul trap), but the second is definitely new.

I'm going to try another rebuild and see if they still occur.

Full log: http://pastebin.com/P296B4Lg

Edit: Still happening after another fresh build.

New log: http://pastebin.com/iANkrufk

Edit2: Okay, it might've been a problem with my CMake settings. Not seeing the unhandled SDL bug after messing with directories. Soul trap NiPathController bug is still present, but still not sure if it's a Vanilla problem. I'll keep testing and see if I spot anything else.

Locked