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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sjek
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Re: OpenMW 0.41.0

Post by sjek »

official goes to next week then .p
good Christmas and weekend everybody
corristo
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Re: OpenMW 0.41.0

Post by corristo »

Sorry for the delay.
Release build for macOS: http://downloads.openmw.org/osx/OpenMW-0.41.0.dmg
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psi29a
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Re: OpenMW 0.41.0

Post by psi29a »

Being uploaded to Debian now.

Launchpad Ubuntu PPA is also ready.

Having issues with Zesty (not yet released), will work on that next week.
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Grilly
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Re: OpenMW 0.41.0

Post by Grilly »

I just got o.41.0. I'm playing it now. My old character works. My mods work. I'm starting a new character to see if Seyda Neen to Dagoth Ur all works.
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psi29a
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Re: OpenMW 0.41.0

Post by psi29a »

Grilly wrote:I just got o.41.0. I'm playing it now. My old character works. My mods work. I'm starting a new character to see if Seyda Neen to Dagoth Ur all works.
Where were you when we were making RC builds? ;)
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raevol
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Re: OpenMW 0.41.0

Post by raevol »

Starting the release! Release texts:

Plaintext:

Code: Select all

The OpenMW team is proud to announce the release of version 0.41.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release brings an assortment of small new features, such as a handful of graphical magical effects, and some new NPC AI behavior. We continue to plod along to a 1.0 release, stay tuned!

Check out the engine release video (https://www.youtube.com/watch?v=Wntey5M5kvc) and the OpenMW-CS release video (https://www.youtube.com/watch?v=KDlLxs87u4I) by the irrepressible Atahualpa.

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
- On OSX, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings
- On OSX, some users may experience the beginning of acted voice clips cut off

New Features:
- Implemented zero-weight boots playing light armor boot footsteps
- Implemented playing audio and visual effects for every effect in a spell
- Implemented doubling the size of spell explosions
- Implemented particle textures for spell effects
- Implemented NPCs using opponent's weapon range to decide whether to dodge
- Implemented dodging for creatures with the "biped" flag
- Implemented drop shadow for items in the menu
- Implemented correct range for "on touch" spells
- Implemented using telekinesis with on touch spells on objects
- Implemented AI Combat: Flee
- Implemented player glow for non-portable lights added to the inventory
- OpenMW-CS: Implemented rotate and scale sub modes for instance editing mode
- OpenMW-CS: Implemented water rendering
- ESS-Importer: Implemented player control flags

Bug Fixes:
- Almsivi and Divine intervention now display the correct spell effect
- Instant spell effects now show an effect indicator
- Fixed playback of weapon idle animation to include a part previously omitted
- Stat review window at character creation now shows starting spells, powers, and abilities
- Repair and recharge interfaces no longer cause a performance drop under certain circumstances
- Fullscreen can now be disabled again after enabling it in-game on OSX
- Disabled door markers no longer show up on the map
- Fixed an issue when the equip script instruction is used on an NPC without the item, fixing mods Romance 3.7 and Vampire Embrace
- Banners now show random animations during stormy weather
- Inventory tooltip for zero-weight armor no longer displays weight info
- Idle animations now always loop
- Spark showers near Sotha Sil now appear at the right time
- The type of an NPC's melee attack (chop, slash, thrust) no longer depends on their movement direction
- Fix for freeze when the cell was changed immediately after dying
- Unalerted slaughterfish in the same cell as the player no longer prevent resting
- Blood effects no longer occur when the hit is resisted
- Todwendy can now be interacted with in the German version of the game
- Fix for crash when opening the journal with missing fonts
- SetInvisible command no longer applies a graphic effect
- Non-hostile NPCs can no longer be disarmed by pickpocketing their weapons
- Hidden inventory items, such as the light source for Trueflame's light effect, are no longer shown
- Corrected the order in which alembics and retorts are used
- Animation replacer no longer hangs after one animation cycle
- Corrected sounds and skill increases for bound armor and shields
- Corky can now be sold to Drulene Falen
- NPC disposition can no longer be lowered below zero
- NPC autoequip behavior now better matches vanilla
- State of enabled/disabled player controls is now correctly saved
- Moved references are now properly handled in respawning code
- Water ripples are now shown when walking on water
- Argonian NPCs no longer swim like Khajiits
- Spells with the "always succeed" flag can now be deleted from the spellbook
- Bound equipment spells can no longer be recast
- Fixed some objects added by Morrowind Rebirth not properly displaying their texture
- Fixed OSX not being able to find settings-default.cfg
- Fixed dialogue/journal links being unclickable on certain platforms due to undefined behavior
- Attacking with a stacked enchanted thrown weapon no longer reduces the charge of items remaining in that stack
- Fixed an issue with the water surface transparency when viewed from certain angles using non-shader water
- Fixed animation state to be saved upon cell-changing or save & load; fixes several traps as well as the metal doors in Sotha Sil
- "Can't Cast" message now displayed when water walking is cast from too great of a depth
- Player is now moved out of the water when casting water walking from a shallow enough depth
- Levelled items in merchant inventory are no longer re-added every time the trade window is reopened
- Weather manager now handles weather for regions added by plugins after a save game was created
- Fix to more gracefully handle cases where an object refers to an enchantment ID which does not exist
- Fixed how NPCs react to hostile spell effects being cast on them (for now, see: https://forum.openmw.org/viewtopic.php?f=2&p=43942#p43942)
- Player/NPC skeleton's bone cache is now cleared when a node is added/removed, fixing a crash that could happen whenever player/NPC equipment is updated
- OpenMW-CS: Globals are now initialized with a valid type
- OpenMW-CS: The nested tables for NPC skills and attributes are now hidden when the auto-calc flag is checked
- OpenMW-CS: Fixed verification for "Not Local" info condition
- OpenMW-CS: Fixed verification for special faction ID "FFFF"
- OpenMW-CS: Changes from omwaddon are now loaded in [New Addon] mode
- OpenMW-CS: Objects moved in interior cells in the scene editor will no longer be teleported outside
- OpenMW-CS: Fixed not being able to find the project file when launching the game
- OpenMW-CS: Deleted instances will no longer reappear
- OpenMW-CS: Using "Extend Selection to Instances" will no longer cause duplicates
HTML:

Code: Select all

<p>The OpenMW team is proud to announce the release of version 0.41.0! Grab it from our <a href="https://openmw.org/downloads/">Downloads Page</a> for all operating systems. This release brings an assortment of small new features, such as a handful of graphical magical effects, and some new NPC AI behavior. We continue to plod along to a 1.0 release, stay tuned!</p>

<p>Check out the <a href="https://www.youtube.com/watch?v=Wntey5M5kvc">engine release video</a> and the <a href="https://www.youtube.com/watch?v=KDlLxs87u4I">OpenMW-CS release video</a> by the irrepressible Atahualpa.</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>
<li>On OSX, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings</li>
<li>On OSX, some users may experience the beginning of acted voice clips cut off</li></ul></p>

<p><b>New Features:</b><br>
<ul><li>Implemented zero-weight boots playing light armor boot footsteps</li>
<li>Implemented playing audio and visual effects for every effect in a spell</li>
<li>Implemented doubling the size of spell explosions</li>
<li>Implemented particle textures for spell effects</li>
<li>Implemented NPCs using opponent's weapon range to decide whether to dodge</li>
<li>Implemented dodging for creatures with the "biped" flag</li>
<li>Implemented drop shadow for items in the menu</li>
<li>Implemented correct range for "on touch" spells</li>
<li>Implemented using telekinesis with on touch spells on objects</li>
<li>Implemented AI Combat: Flee</li>
<li>Implemented player glow for non-portable lights added to the inventory</li>
<li>OpenMW-CS: Implemented rotate and scale sub modes for instance editing mode</li>
<li>OpenMW-CS: Implemented water rendering</li>
<li>ESS-Importer: Implemented player control flags</li></ul></p>

<p><b>Bug Fixes:</b><br>
<ul><li>Almsivi and Divine intervention now display the correct spell effect</li>
<li>Instant spell effects now show an effect indicator</li>
<li>Fixed playback of weapon idle animation to include a part previously omitted</li>
<li>Stat review window at character creation now shows starting spells, powers, and abilities</li>
<li>Repair and recharge interfaces no longer cause a performance drop under certain circumstances</li>
<li>Fullscreen can now be disabled again after enabling it in-game on OSX</li>
<li>Disabled door markers no longer show up on the map</li>
<li>Fixed an issue when the equip script instruction is used on an NPC without the item, fixing mods Romance 3.7 and Vampire Embrace</li>
<li>Banners now show random animations during stormy weather</li>
<li>Inventory tooltip for zero-weight armor no longer displays weight info</li>
<li>Idle animations now always loop</li>
<li>Spark showers near Sotha Sil now appear at the right time</li>
<li>The type of an NPC's melee attack (chop, slash, thrust) no longer depends on their movement direction</li>
<li>Fix for freeze when the cell was changed immediately after dying</li>
<li>Unalerted slaughterfish in the same cell as the player no longer prevent resting</li>
<li>Blood effects no longer occur when the hit is resisted</li>
<li>Todwendy can now be interacted with in the German version of the game</li>
<li>Fix for crash when opening the journal with missing fonts</li>
<li>SetInvisible command no longer applies a graphic effect</li>
<li>Non-hostile NPCs can no longer be disarmed by pickpocketing their weapons</li>
<li>Hidden inventory items, such as the light source for Trueflame's light effect, are no longer shown</li>
<li>Corrected the order in which alembics and retorts are used</li>
<li>Animation replacer no longer hangs after one animation cycle</li>
<li>Corrected sounds and skill increases for bound armor and shields</li>
<li>Corky can now be sold to Drulene Falen</li>
<li>NPC disposition can no longer be lowered below zero</li>
<li>NPC autoequip behavior now better matches vanilla</li>
<li>State of enabled/disabled player controls is now correctly saved</li>
<li>Moved references are now properly handled in respawning code</li>
<li>Water ripples are now shown when walking on water</li>
<li>Argonian NPCs no longer swim like Khajiits</li>
<li>Spells with the "always succeed" flag can now be deleted from the spellbook</li>
<li>Bound equipment spells can no longer be recast</li>
<li>Fixed some objects added by Morrowind Rebirth not properly displaying their texture</li>
<li>Fixed OSX not being able to find settings-default.cfg</li>
<li>Fixed dialogue/journal links being unclickable on certain platforms due to undefined behavior</li>
<li>Attacking with a stacked enchanted thrown weapon no longer reduces the charge of items remaining in that stack</li>
<li>Fixed an issue with the water surface transparency when viewed from certain angles using non-shader water</li>
<li>Fixed animation state to be saved upon cell-changing or save & load; fixes several traps as well as the metal doors in Sotha Sil</li>
<li>"Can't Cast" message now displayed when water walking is cast from too great of a depth</li>
<li>Player is now moved out of the water when casting water walking from a shallow enough depth</li>
<li>Levelled items in merchant inventory are no longer re-added every time the trade window is reopened</li>
<li>Weather manager now handles weather for regions added by plugins after a save game was created</li>
<li>Fix to more gracefully handle cases where an object refers to an enchantment ID which does not exist</li>
<li>Fixed how NPCs react to hostile spell effects being cast on them (for now, see: https://forum.openmw.org/viewtopic.php?f=2&p=43942#p43942)</li>
<li>Player/NPC skeleton's bone cache is now cleared when a node is added/removed, fixing a crash that could happen whenever player/NPC equipment is updated</li>
<li>OpenMW-CS: Globals are now initialized with a valid type</li>
<li>OpenMW-CS: The nested tables for NPC skills and attributes are now hidden when the auto-calc flag is checked</li>
<li>OpenMW-CS: Fixed verification for "Not Local" info condition</li>
<li>OpenMW-CS: Fixed verification for special faction ID "FFFF"</li>
<li>OpenMW-CS: Changes from omwaddon are now loaded in [New Addon] mode</li>
<li>OpenMW-CS: Objects moved in interior cells in the scene editor will no longer be teleported outside</li>
<li>OpenMW-CS: Fixed not being able to find the project file when launching the game</li>
<li>OpenMW-CS: Deleted instances will no longer reappear</li>
<li>OpenMW-CS: Using "Extend Selection to Instances" will no longer cause duplicates</li></ul></p>
BBCode:

Code: Select all

The OpenMW team is proud to announce the release of version 0.41.0! Grab it from our [url=https://openmw.org/downloads/]Downloads Page[/url] for all operating systems. This release brings an assortment of small new features, such as a handful of graphical magical effects, and some new NPC AI behavior. We continue to plod along to a 1.0 release, stay tuned!

Check out the [url=https://www.youtube.com/watch?v=Wntey5M5kvc]engine release video[/url] and the [url=https://www.youtube.com/watch?v=KDlLxs87u4I]OpenMW-CS release video[/url] by the irrepressible Atahualpa.

[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
[*]On OSX, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings
[*]On OSX, some users may experience the beginning of acted voice clips cut off[/list]

[b]New Features:[/b]
[list][*]Implemented zero-weight boots playing light armor boot footsteps
[*]Implemented playing audio and visual effects for every effect in a spell
[*]Implemented doubling the size of spell explosions
[*]Implemented particle textures for spell effects
[*]Implemented NPCs using opponent's weapon range to decide whether to dodge
[*]Implemented dodging for creatures with the "biped" flag
[*]Implemented drop shadow for items in the menu
[*]Implemented correct range for "on touch" spells
[*]Implemented using telekinesis with on touch spells on objects
[*]Implemented AI Combat: Flee
[*]Implemented player glow for non-portable lights added to the inventory
[*]OpenMW-CS: Implemented rotate and scale sub modes for instance editing mode
[*]OpenMW-CS: Implemented water rendering
[*]ESS-Importer: Implemented player control flags[/list]

[b]Bug Fixes:[/b]
[list][*]Almsivi and Divine intervention now display the correct spell effect
[*]Instant spell effects now show an effect indicator
[*]Fixed playback of weapon idle animation to include a part previously omitted
[*]Stat review window at character creation now shows starting spells, powers, and abilities
[*]Repair and recharge interfaces no longer cause a performance drop under certain circumstances
[*]Fullscreen can now be disabled again after enabling it in-game on OSX
[*]Disabled door markers no longer show up on the map
[*]Fixed an issue when the equip script instruction is used on an NPC without the item, fixing mods Romance 3.7 and Vampire Embrace
[*]Banners now show random animations during stormy weather
[*]Inventory tooltip for zero-weight armor no longer displays weight info
[*]Idle animations now always loop
[*]Spark showers near Sotha Sil now appear at the right time
[*]The type of an NPC's melee attack (chop, slash, thrust) no longer depends on their movement direction
[*]Fix for freeze when the cell was changed immediately after dying
[*]Unalerted slaughterfish in the same cell as the player no longer prevent resting
[*]Blood effects no longer occur when the hit is resisted
[*]Todwendy can now be interacted with in the German version of the game
[*]Fix for crash when opening the journal with missing fonts
[*]SetInvisible command no longer applies a graphic effect
[*]Non-hostile NPCs can no longer be disarmed by pickpocketing their weapons
[*]Hidden inventory items, such as the light source for Trueflame's light effect, are no longer shown
[*]Corrected the order in which alembics and retorts are used
[*]Animation replacer no longer hangs after one animation cycle
[*]Corrected sounds and skill increases for bound armor and shields
[*]Corky can now be sold to Drulene Falen
[*]NPC disposition can no longer be lowered below zero
[*]NPC autoequip behavior now better matches vanilla
[*]State of enabled/disabled player controls is now correctly saved
[*]Moved references are now properly handled in respawning code
[*]Water ripples are now shown when walking on water
[*]Argonian NPCs no longer swim like Khajiits
[*]Spells with the "always succeed" flag can now be deleted from the spellbook
[*]Bound equipment spells can no longer be recast
[*]Fixed some objects added by Morrowind Rebirth not properly displaying their texture
[*]Fixed OSX not being able to find settings-default.cfg
[*]Fixed dialogue/journal links being unclickable on certain platforms due to undefined behavior
[*]Attacking with a stacked enchanted thrown weapon no longer reduces the charge of items remaining in that stack
[*]Fixed an issue with the water surface transparency when viewed from certain angles using non-shader water
[*]Fixed animation state to be saved upon cell-changing or save & load; fixes several traps as well as the metal doors in Sotha Sil
[*]"Can't Cast" message now displayed when water walking is cast from too great of a depth
[*]Player is now moved out of the water when casting water walking from a shallow enough depth
[*]Levelled items in merchant inventory are no longer re-added every time the trade window is reopened
[*]Weather manager now handles weather for regions added by plugins after a save game was created
[*]Fix to more gracefully handle cases where an object refers to an enchantment ID which does not exist
[*]Fixed how NPCs react to hostile spell effects being cast on them (for now, see: https://forum.openmw.org/viewtopic.php?f=2&p=43942#p43942)
[*]Player/NPC skeleton's bone cache is now cleared when a node is added/removed, fixing a crash that could happen whenever player/NPC equipment is updated
[*]OpenMW-CS: Globals are now initialized with a valid type
[*]OpenMW-CS: The nested tables for NPC skills and attributes are now hidden when the auto-calc flag is checked
[*]OpenMW-CS: Fixed verification for "Not Local" info condition
[*]OpenMW-CS: Fixed verification for special faction ID "FFFF"
[*]OpenMW-CS: Changes from omwaddon are now loaded in [New Addon] mode
[*]OpenMW-CS: Objects moved in interior cells in the scene editor will no longer be teleported outside
[*]OpenMW-CS: Fixed not being able to find the project file when launching the game
[*]OpenMW-CS: Deleted instances will no longer reappear
[*]OpenMW-CS: Using "Extend Selection to Instances" will no longer cause duplicates[/list]
Last edited by raevol on 27 Dec 2016, 04:01, edited 1 time in total.
sg1efc
Posts: 84
Joined: 16 Nov 2012, 02:35

Re: OpenMW 0.41.0

Post by sg1efc »

raevol wrote:Starting the release!
8-) 8-)
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raevol
Posts: 3093
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.41.0

Post by raevol »

And we're released! Congrats to everyone, especially congrats to everyone for all their hard work during the holiday! Corristo, thanks for making the release package on Christmas Eve itself, you're a champ!

Let me know if I missed or goofed on anything, and everyone please pitch in for outreach! https://wiki.openmw.org/index.php?title=Outreach
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cc9cii
Posts: 523
Joined: 28 Mar 2013, 04:01

Re: OpenMW 0.41.0

Post by cc9cii »

Congratulations all. That 1.0 is getting closer and closer...
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Atahualpa
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Joined: 09 Feb 2016, 20:03

Re: OpenMW 0.41.0

Post by Atahualpa »

I'm going to update my part of the outreach when I have finished the German translation of our change log.
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