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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corristo
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Re: OpenMW 0.41.0

Post by corristo » 18 Dec 2016, 14:07


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Atahualpa
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Re: OpenMW 0.41.0

Post by Atahualpa » 18 Dec 2016, 18:11

MiroslavR wrote: 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.
Yes, I already knew (and test-recorded) that but wrote something different. Stupid me.
MiroslavR wrote:Actually, the problem was that NPCs did not auto-equip weapons (like they do with clothes/armor).
I wasn't sure about that one; thanks for the clarification.
MiroslavR wrote:The effects weren't supposed to be instant. OpenMW changes them to be non-instant to match vanilla behavior. See PR #1102.
So the effects had been instant (time = zero) in previous versions but, a few releases ago, we changed the code to give them a 1 second duration? (I remember some discussions about that matter a while ago.) However, we forgot to change the indicator behaviour. Correct? -- And vanilla Morrowind also uses a 1 second duration?

Allofich
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Re: OpenMW 0.41.0

Post by Allofich » 18 Dec 2016, 20:13

So the effects had been instant (time = zero) in previous versions but, a few releases ago, we changed the code to give them a 1 second duration? (I remember some discussions about that matter a while ago.) However, we forgot to change the indicator behaviour. Correct? -- And vanilla Morrowind also uses a 1 second duration?
I think the issue you are talking about is one I worked on. I just gave a 1 second duration, same as vanilla Morrowind, to effects that don't have a changeable duration. Before that they were instant. I think the only spells affected were the Cure spells. I didn't do anything to the indicators. If I remember correctly MiroslavR made a fix for the indicator for the invisibility spell, maybe that is what you are thinking of.

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Jyby
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Re: OpenMW 0.41.0

Post by Jyby » 18 Dec 2016, 21:53

I played an hour of RC4 of Mac OS Sierra. I didn't notice anything different, but I preface that with the fact that I don't have a regression test plan.

Here is a video of my gameplay: https://www.youtube.com/watch?v=_S0uzGmFVo0

Ignore the last 15 minutes or so. My system was throttled due to low laptop battery on my MacBook Air.
Macbook Air 2013 - 1.7GHz Intel i7 - 8 GB - 512 GB SSD - Intel HD 5000
Windows 10 PC - 4GHz Intel i7 - 16 GB - 512 GB SSD - EVGA GTX 1060 SSC

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raevol
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Re: OpenMW 0.41.0

Post by raevol » 18 Dec 2016, 22:49

psi29a wrote:today is family time and setting up christmas tree. ;)
How dare you not devote every moment to OpenMW!!

Jk of course, enjoy!!

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Atahualpa
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Re: OpenMW 0.41.0

Post by Atahualpa » 19 Dec 2016, 12:14

Playing around with OpenMW-CS, I noticed that disabled nested tables are no longer displayed in an entry's subview. This may be related to issue #3277. However, my intention when reporting this bug was to make (contentwise) disabled tables scrollable, not to completely hide them.

To reproduce:
1. Start OpenMW-CS and choose to edit Morrowind.esm.
2. Open the Objects table and select the second entry (NPC "a shady smuggler").
3. In the subiew, scroll down and notice that there are no tables for attributes and skills.
4. Uncheck the "autocalc" flag and scroll down again: The tables should be visible (and editable) now.

Intended behaviour:
*3. The NPC Attributes and the NPC Skill table are visible and greyed out but still scrollable.

Tested on Windows, 64 bit, Ace's RC2.

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Zini
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Re: OpenMW 0.41.0

Post by Zini » 19 Dec 2016, 13:11

That was done on purpose. Attribute auto-calc is currently not supported in OpenMW-CS and with the de-hardcoing after 1.0 we could easily end up with a situation where we can not properly support it anymore. Since the auto-calc table isn't functional at this point, there is no reason to have it displayed.

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Atahualpa
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Re: OpenMW 0.41.0

Post by Atahualpa » 19 Dec 2016, 13:31

Zini wrote:That was done on purpose. Attribute auto-calc is currently not supported in OpenMW-CS and with the de-hardcoing after 1.0 we could easily end up with a situation where we can not properly support it anymore. Since the auto-calc table isn't functional at this point, there is no reason to have it displayed.
But are disabled nested tables scrollable now? I mean that was the original purpose of the report, and if the fix does something else, the issue is not solved. :?

Anyway, I have problems reproducing the following issues in OpenMW-CS (0.40, RC): Both seem to work in the 0.40.0 RC which I use for recording, and even my old 0.39.0 RC has no issues.

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Zini
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Re: OpenMW 0.41.0

Post by Zini » 19 Dec 2016, 14:21

Are there any other disabled tables that do work? Disabled probably means they don't contain useful information anyway. At least I am not aware of any example where this is not the case.

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Atahualpa
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Re: OpenMW 0.41.0

Post by Atahualpa » 19 Dec 2016, 14:36

I'm not aware of any other disabled nested table in OpenMW-CS. But how exactly was the corresponding issue fixed? If the tables are hidden for the time being, I consider my bug report "open" but it was closed without further comments which implies that the fix indeed makes these tables scrollable. Our current change log also includes the statement: "OpenMW-CS: Disabled nested tables in subviews are now scrollable". We should sort this out before publishing a wrong change log.

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