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.
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Atahualpa
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Re: OpenMW 0.41.0

Post by Atahualpa » 17 Dec 2016, 13:28

I'm here. You can find the script for the engine video below, the editor script will follow on Sunday. I aim for a WIP release on Monday.
OpenMW_0-41-0_Script_English.txt
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MiroslavR
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Re: OpenMW 0.41.0

Post by MiroslavR » 17 Dec 2016, 14:26

The current release improves the behaviour of invisible light sources in OpenMW. The original game uses these to apply glow effects to special items, e.g., the legendary sword Trueflame. The effect should now work properly in OpenMW as well.

Invisible light sources can also be used to make your character glow. This has been implemented too.
Technically, these light sources can only be attached to actors (positioned at their feet). Trueflame has a script attached to it that adds an invisible light item to the player's inventory whenever it's equipped and removes it when unequipped.
Earlier versions of OpenMW allowed your character to steal weapons from NPCs. Basically, every NPC who had a weapon equipped and was not engaged in combat could be disarmed by pickpocketing their weapons. This exploit has now been fixed.
Actually, the problem was that NPCs did not auto-equip weapons (like they do with clothes/armor).
Active spell effects are shown as little icons in the lower right corner of your screen, and in the inventory's spell window. However, OpenMW previously ignored instant effect spells, as there time duration is zero. Version 0.41 fixes that issue by adding a spell effect indicator anyway, like the original engine did.
The effects weren't supposed to be instant. OpenMW changes them to be non-instant to match vanilla behavior. See PR #1102.

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scrawl
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Re: OpenMW 0.41.0

Post by scrawl » 17 Dec 2016, 23:37

Sorry for the disruption, I had to update the release branch with 2 critical fixes:

Casting water walking while swimming may cause the player to die (git regression, no need to put in changelog)
https://bugs.openmw.org/issues/3672

Crash that can happen whenever player/NPC equipment is updated
https://bugs.openmw.org/issues/3663

New round of RC please, you know the drill.

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raevol
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Re: OpenMW 0.41.0

Post by raevol » 17 Dec 2016, 23:45

Thanks scrawl!

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Jyby
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Re: OpenMW 0.41.0

Post by Jyby » 17 Dec 2016, 23:46

scrawl wrote:Sorry for the disruption, I had to update the release branch with 2 critical fixes:

Casting water walking while swimming may cause the player to die (git regression, no need to put in changelog)
https://bugs.openmw.org/issues/3672

Crash that can happen whenever player/NPC equipment is updated
https://bugs.openmw.org/issues/3663

New round of RC please, you know the drill.
I chuckled at the water walking bug lol' I've thought about a feature where if the player casted soul trap on self and they died, their soul would be trapped in a gem and their character model would be replaced with the soul gem during the death animation.

Good fixes Scrawl!
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Allofich
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Re: OpenMW 0.41.0

Post by Allofich » 18 Dec 2016, 06:03

Actually, the problem was that NPCs did not auto-equip weapons (like they do with clothes/armor).
Just to clarify, the problem was that, since the NPCs didn't auto-equip the weapons outside of combat, the weapons were available for pickpocketing. Now that they do equip the weapons, they no longer appear when you try to pickpocket.

Allofich
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Re: OpenMW 0.41.0

Post by Allofich » 18 Dec 2016, 06:13

The animation state would be set to the start of the animation but when triggering that particular animation again, the game would treat the animation as if it had correctly finished.
I had trouble understanding this sentence until I read your example. I didn't work on this bug or test it, so this may be inaccurate, but how about something like, "The animation would appear to have been reset to its beginning, but when triggered again, it would start playing from its end as if it had correctly finished."

Edit: Actually I'm not sure that my suggestion is better, and now the original seems understandable to me, so don't worry about it.
Last edited by Allofich on 18 Dec 2016, 12:50, edited 1 time in total.

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psi29a
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Re: OpenMW 0.41.0

Post by psi29a » 18 Dec 2016, 09:49

Another round of RCs then, or we going to release?

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raevol
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Re: OpenMW 0.41.0

Post by raevol » 18 Dec 2016, 09:52

scrawl asked for new RCs. I'm also waiting a little for Atahualpa, we may be able to get the video simultaneously with the release, which is worth it in my opinion.

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psi29a
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Re: OpenMW 0.41.0

Post by psi29a » 18 Dec 2016, 09:57

Gotcha, still too early in the morning (didn't read end of post). I'll get the ppa RCs out tomorrow, today is family time and setting up christmas tree. ;)

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