OpenMW 0.42.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
User avatar
Atahualpa
Posts: 1176
Joined: 09 Feb 2016, 20:03

Re: OpenMW 0.42.0

Post by Atahualpa »

raevol wrote: 01 Aug 2017, 05:16
Atahualpa wrote: 31 Jul 2017, 09:16Yep, that's the plan.
Sounds good. :) Thank you!
You're welcome. :)
Please post the release announcement here as soon as it is finished -- I need to translate your introductory part for the German version.
User avatar
Atahualpa
Posts: 1176
Joined: 09 Feb 2016, 20:03

Re: OpenMW 0.42.0

Post by Atahualpa »

FYI: Subtitles and transcripts (English/German), video descriptions, and thumbnails are finished. I've updated the corresponding video collection thread. The videos only need to be published and moved to the Release Commentaries playlist.


What about the release builds? Any problems running OpenMW/OpenMW-CS? (I think Greendogo already did some testing -- on Windows, I suppose?)
User avatar
psi29a
Posts: 5355
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: OpenMW 0.42.0

Post by psi29a »

So when are we going to release? :D
User avatar
raevol
Posts: 3093
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.42.0

Post by raevol »

Let me see if I can get it done when I get back home in a few hours. Fingers crossed!
User avatar
raevol
Posts: 3093
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.42.0

Post by raevol »

Release tiiiime. Release texts:

Plaintext:

Code: Select all

The OpenMW team is proud to announce the release of version 0.42.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. Apologies for the delayed release, but we wanted to have everything in order for you! As of this version distant terrain is back in OpenMW! A guide to enabling it can be found here: https://openmw.org/2017/distant-terrain/ thanks to DestinedToDie. Check the changelog below for new features and bug fixes.

Check out the release video (https://www.youtube.com/watch?v=YKhfdOxkafo) and the OpenMW-CS release video (https://www.youtube.com/watch?v=exWbXBAJYtY) by the magnanimous Atahualpa, and see below for the full list of changes.

Known Issues:
- Shadows are not re-implemented yet
- To use the Linux targz package binaries, Qt4 and libpng12 must be installed on your system
- On macOS, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings

New Features:
- Implemented water sound effects
- Implemented light particles showing in inventory character preview
- Implemented magic projectiles emitting light
- Implemented NiSphericalCollider
- OpenMW-CS: Implemented "Book Type" combo box replacing "Scroll" check box in Book records
- OpenMW-CS: Implemented "Blood Type" combo box replacing blood check boxes in NPC and Creature records
- OpenMW-CS: Implemented "Emitter Type" combo box replacing emitter check boxes in Light records
- OpenMW-CS: Implemented "Gender" combo box replacing "Female" check box in NPC and Body Part records
- ess-Importer: Implemented converting mark location
- ess-Importer: Implemented converting last known exterior cell

Bug Fixes:
- Falling leaves in Vurt's tree mods now render correctly
- Actors now use capsular collision shapes (solves issues with characters getting stuck or floating above the ground)
- Collision handling has been improved (better performance and overall behaviour)
- Collision is now not disabled for actors until their death animation has finished playing
- Players can no longer climb sheer terrain by jumping and then moving forwards in the air
- Doors no longer stutter when colliding with the player
- Dialog boxes now appear in the center of the screen after the window is resized
- Weapon and spell cycling is now disabled while in GUI mode
- Weapon and spell cycling can now be bound to a gamepad
- Gamepad and mouse/keyboard may now be used at the same time
- Inventory window titles are now centered vertically
- Changed name tooltips' behavior on enemies to match vanilla behavior
- The maximum width of a tooltip is no longer set to a fixed value
- The drowning widget now more accurately matches the vanilla one
- Fall height is now reset when the player teleports
- Changed Slowfall spell effect to better match vanilla behavior while jumping
- Combat with water creatures now ends when leaving the water
- AI actors no longer hit unintended targets
- Changed NPC wander and idle behavior to better match vanilla
- Fixed some summoned creatures not engaging underwater creatures in combat
- Enemies now initiate combat with player followers on sight
- Creatures now auto-equip their shields on creation
- Changed combat engagement logic to better match vanilla behavior
- The Command spell effect now brings enemies out of combat
- Followers now continue to follow after resting and saving and reloading the game
- Light prioritization on objects now takes the light sources' intensity into account (fixes issues with light sources popping up)
- Icon shadows no longer persist in GUI windows
- Disintegrate Armor/Weapon spell effects are no longer bound to the framerate
- Enchanted arrows now explode when they hit the ground or a static object
- Fixed a crash that occurred while using a container and the console at the same time
- Fixed the beginning of NPC speech being cut off on macOS
- Nodes named "bounding box" are now ignored by the nifloader making corresponding meshes render correctly
- The correct swish sound is now played for NPC weapon attacks
- The player now has to pay for their followers when using fast travel
- Fixed a regression with Dispel; it now is an instant spell effect again
- Corrected greetings in Antares' Big Mod
- The ProjectileManager no longer crashes when a sound ID fails to play or is not found
- Fixed behavior of Activate and OnActivate commands (fixes freeze when opening "Hammers" container in Aanumuran Reclaimed mod)
- Fixed possible game-breaking exception caused by trying to access NPC stats on a creature
- Identification papers can now be picked back up after they are dropped
- Fixed the interpreter to properly handle a reference change caused by an Activate command
- Changed behavior of stat script commands to better handle stats above 100
- Fixed gun sounds in Clean Hunter Rifles mod
- Fixed selling success chance when bartering
- Fixed objects doubling when loading a save game after editing the used game files
- Silenced SDL events of types 0x302 and 0x304
- Fixed a rare crash that occurred on cell loading
- Activation flags are now reset when an object is copied
- Removed the possibility to implicitly call GetJournalIndex by simply stating a script ID (solves issues with objects using the same ID as a script in Emma's Lokken mod)
- Blacklisted some unused scripts from the Bloodmoon expansion pack which relied upon the abovementioned implicit function call
- Fixed the ResourceHelpers to allow the simultaneous use of forward and backward slashes in a model path
- Fixed handling of enchantments' spell effects to correctly display these effects in the GUI
- OpenMW-CS: New or cloned Body Part records may now use the ".1st" suffix
- OpenMW-CS: Fixed sorting verification results by Record Type
- OpenMW-CS: Cloned and added pathgrids are no longer lost after reopening an omwgame file
- OpenMW-CS: Camera position is now re-centered when changing interior cells via drag & drop
- OpenMW-CS: Added missing Text field to allow editing a book's actual text
- OpenMW-CS: Skill books now show associated skill IDs instead of attribute IDs
HTML:

Code: Select all

<p>The OpenMW team is proud to announce the release of version 0.42.0! Grab it from our <a href="https://openmw.org/downloads/">Downloads Page</a> for all operating systems. Apologies for the delayed release, but we wanted to have everything in order for you! As of this version distant terrain is back in OpenMW! Check <a href="https://openmw.org/2017/distant-terrain/">DestinedToDie's guide</a> for instructions on enabling it. Check the changelog below for new features and bug fixes.</p>

<p>Check out the release video (https://www.youtube.com/watch?v=YKhfdOxkafo) and the OpenMW-CS release video (https://www.youtube.com/watch?v=exWbXBAJYtY) by the magnanimous Atahualpa, and see below for the full list of changes.</p>

<p><b>Known Issues:</b><br>
<ul><li>Shadows are not re-implemented yet</li>
<li>To use the Linux targz package binaries, Qt4 and libpng12 must be installed on your system</li>
<li>On macOS, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings</li></ul></p>

<p><b>New Features:</b><br>
<ul><li>Implemented water sound effects</li>
<li>Implemented light particles showing in inventory character preview</li>
<li>Implemented magic projectiles emitting light</li>
<li>Implemented NiSphericalCollider</li>
<li>OpenMW-CS: Implemented "Book Type" combo box replacing "Scroll" check box in Book records</li>
<li>OpenMW-CS: Implemented "Blood Type" combo box replacing blood check boxes in NPC and Creature records</li>
<li>OpenMW-CS: Implemented "Emitter Type" combo box replacing emitter check boxes in Light records</li>
<li>OpenMW-CS: Implemented "Gender" combo box replacing "Female" check box in NPC and Body Part records</li>
<li>ess-Importer: Implemented converting mark location</li>
<li>ess-Importer: Implemented converting last known exterior cell</li></ul></p>

<p><b>Bug Fixes:</b><br>
<ul><li>Falling leaves in Vurt's tree mods now render correctly</li>
<li>Actors now use capsular collision shapes (solves issues with characters getting stuck or floating above the ground)</li>
<li>Collision handling has been improved (better performance and overall behaviour)</li>
<li>Collision is now not disabled for actors until their death animation has finished playing</li>
<li>Players can no longer climb sheer terrain by jumping and then moving forwards in the air</li>
<li>Doors no longer stutter when colliding with the player</li>
<li>Dialog boxes now appear in the center of the screen after the window is resized</li>
<li>Weapon and spell cycling is now disabled while in GUI mode</li>
<li>Weapon and spell cycling can now be bound to a gamepad</li>
<li>Gamepad and mouse/keyboard may now be used at the same time</li>
<li>Inventory window titles are now centered vertically</li>
<li>Changed name tooltips' behavior on enemies to match vanilla behavior</li>
<li>The maximum width of a tooltip is no longer set to a fixed value</li>
<li>The drowning widget now more accurately matches the vanilla one</li>
<li>Fall height is now reset when the player teleports</li>
<li>Changed Slowfall spell effect to better match vanilla behavior while jumping</li>
<li>Combat with water creatures now ends when leaving the water</li>
<li>AI actors no longer hit unintended targets</li>
<li>Changed NPC wander and idle behavior to better match vanilla</li>
<li>Fixed some summoned creatures not engaging underwater creatures in combat</li>
<li>Enemies now initiate combat with player followers on sight</li>
<li>Creatures now auto-equip their shields on creation</li>
<li>Changed combat engagement logic to better match vanilla behavior</li>
<li>The Command spell effect now brings enemies out of combat</li>
<li>Followers now continue to follow after resting and saving and reloading the game</li>
<li>Light prioritization on objects now takes the light sources' intensity into account (fixes issues with light sources popping up)</li>
<li>Icon shadows no longer persist in GUI windows</li>
<li>Disintegrate Armor/Weapon spell effects are no longer bound to the framerate</li>
<li>Enchanted arrows now explode when they hit the ground or a static object</li>
<li>Fixed a crash that occurred while using a container and the console at the same time</li>
<li>Fixed the beginning of NPC speech being cut off on macOS</li>
<li>Nodes named "bounding box" are now ignored by the nifloader making corresponding meshes render correctly</li>
<li>The correct swish sound is now played for NPC weapon attacks</li>
<li>The player now has to pay for their followers when using fast travel</li>
<li>Fixed a regression with Dispel; it now is an instant spell effect again</li>
<li>Corrected greetings in Antares' Big Mod</li>
<li>The ProjectileManager no longer crashes when a sound ID fails to play or is not found</li>
<li>Fixed behavior of Activate and OnActivate commands (fixes freeze when opening "Hammers" container in Aanumuran Reclaimed mod)</li>
<li>Fixed possible game-breaking exception caused by trying to access NPC stats on a creature</li>
<li>Identification papers can now be picked back up after they are dropped</li>
<li>Fixed the interpreter to properly handle a reference change caused by an Activate command</li>
<li>Changed behavior of stat script commands to better handle stats above 100</li>
<li>Fixed gun sounds in Clean Hunter Rifles mod</li>
<li>Fixed selling success chance when bartering</li>
<li>Fixed objects doubling when loading a save game after editing the used game files</li>
<li>Silenced SDL events of types 0x302 and 0x304</li>
<li>Fixed a rare crash that occurred on cell loading</li>
<li>Activation flags are now reset when an object is copied</li>
<li>Removed the possibility to implicitly call GetJournalIndex by simply stating a script ID (solves issues with objects using the same ID as a script in Emma's Lokken mod)</li>
<li>Blacklisted some unused scripts from the Bloodmoon expansion pack which relied upon the abovementioned implicit function call</li>
<li>Fixed the ResourceHelpers to allow the simultaneous use of forward and backward slashes in a model path</li>
<li>Fixed handling of enchantments' spell effects to correctly display these effects in the GUI</li>
<li>OpenMW-CS: New or cloned Body Part records may now use the ".1st" suffix</li>
<li>OpenMW-CS: Fixed sorting verification results by Record Type</li>
<li>OpenMW-CS: Cloned and added pathgrids are no longer lost after reopening an omwgame file</li>
<li>OpenMW-CS: Camera position is now re-centered when changing interior cells via drag & drop</li>
<li>OpenMW-CS: Added missing Text field to allow editing a book's actual text</li>
<li>OpenMW-CS: Skill books now show associated skill IDs instead of attribute IDs</li></ul></p>
BBCode:

Code: Select all

The OpenMW team is proud to announce the release of version 0.42.0! Grab it from our [url=https://openmw.org/downloads/]Downloads Page[/url] for all operating systems. Apologies for the delayed release, but we wanted to have everything in order for you! As of this version distant terrain is back in OpenMW! Check [url=https://openmw.org/2017/distant-terrain/]DestinedToDie's guide[/url] for instructions on enabling it.Check the changelog below for new features and bug fixes.

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

[b]Known Issues:[/b]
[list][*]Shadows are not re-implemented yet
[*]To use the Linux targz package binaries, Qt4 and libpng12 must be installed on your system
[*]On macOS, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings[/list]

[b]New Features:[/b]
[list][*]Implemented water sound effects
[*]Implemented light particles showing in inventory character preview
[*]Implemented magic projectiles emitting light
[*]Implemented NiSphericalCollider
[*]OpenMW-CS: Implemented "Book Type" combo box replacing "Scroll" check box in Book records
[*]OpenMW-CS: Implemented "Blood Type" combo box replacing blood check boxes in NPC and Creature records
[*]OpenMW-CS: Implemented "Emitter Type" combo box replacing emitter check boxes in Light records
[*]OpenMW-CS: Implemented "Gender" combo box replacing "Female" check box in NPC and Body Part records
[*]ess-Importer: Implemented converting mark location
[*]ess-Importer: Implemented converting last known exterior cell[/list]

[b]Bug Fixes:[/b]
[list][*]Falling leaves in Vurt's tree mods now render correctly
[*]Actors now use capsular collision shapes (solves issues with characters getting stuck or floating above the ground)
[*]Collision handling has been improved (better performance and overall behaviour)
[*]Collision is now not disabled for actors until their death animation has finished playing
[*]Players can no longer climb sheer terrain by jumping and then moving forwards in the air
[*]Doors no longer stutter when colliding with the player
[*]Dialog boxes now appear in the center of the screen after the window is resized
[*]Weapon and spell cycling is now disabled while in GUI mode
[*]Weapon and spell cycling can now be bound to a gamepad
[*]Gamepad and mouse/keyboard may now be used at the same time
[*]Inventory window titles are now centered vertically
[*]Changed name tooltips' behavior on enemies to match vanilla behavior
[*]The maximum width of a tooltip is no longer set to a fixed value
[*]The drowning widget now more accurately matches the vanilla one
[*]Fall height is now reset when the player teleports
[*]Changed Slowfall spell effect to better match vanilla behavior while jumping
[*]Combat with water creatures now ends when leaving the water
[*]AI actors no longer hit unintended targets
[*]Changed NPC wander and idle behavior to better match vanilla
[*]Fixed some summoned creatures not engaging underwater creatures in combat
[*]Enemies now initiate combat with player followers on sight
[*]Creatures now auto-equip their shields on creation
[*]Changed combat engagement logic to better match vanilla behavior
[*]The Command spell effect now brings enemies out of combat
[*]Followers now continue to follow after resting and saving and reloading the game
[*]Light prioritization on objects now takes the light sources' intensity into account (fixes issues with light sources popping up)
[*]Icon shadows no longer persist in GUI windows
[*]Disintegrate Armor/Weapon spell effects are no longer bound to the framerate
[*]Enchanted arrows now explode when they hit the ground or a static object
[*]Fixed a crash that occurred while using a container and the console at the same time
[*]Fixed the beginning of NPC speech being cut off on macOS
[*]Nodes named "bounding box" are now ignored by the nifloader making corresponding meshes render correctly
[*]The correct swish sound is now played for NPC weapon attacks
[*]The player now has to pay for their followers when using fast travel
[*]Fixed a regression with Dispel; it now is an instant spell effect again
[*]Corrected greetings in Antares' Big Mod
[*]The ProjectileManager no longer crashes when a sound ID fails to play or is not found
[*]Fixed behavior of Activate and OnActivate commands (fixes freeze when opening "Hammers" container in Aanumuran Reclaimed mod)
[*]Fixed possible game-breaking exception caused by trying to access NPC stats on a creature
[*]Identification papers can now be picked back up after they are dropped
[*]Fixed the interpreter to properly handle a reference change caused by an Activate command
[*]Changed behavior of stat script commands to better handle stats above 100
[*]Fixed gun sounds in Clean Hunter Rifles mod
[*]Fixed selling success chance when bartering
[*]Fixed objects doubling when loading a save game after editing the used game files
[*]Silenced SDL events of types 0x302 and 0x304
[*]Fixed a rare crash that occurred on cell loading
[*]Activation flags are now reset when an object is copied
[*]Removed the possibility to implicitly call GetJournalIndex by simply stating a script ID (solves issues with objects using the same ID as a script in Emma's Lokken mod)
[*]Blacklisted some unused scripts from the Bloodmoon expansion pack which relied upon the abovementioned implicit function call
[*]Fixed the ResourceHelpers to allow the simultaneous use of forward and backward slashes in a model path
[*]Fixed handling of enchantments' spell effects to correctly display these effects in the GUI
[*]OpenMW-CS: New or cloned Body Part records may now use the ".1st" suffix
[*]OpenMW-CS: Fixed sorting verification results by Record Type
[*]OpenMW-CS: Cloned and added pathgrids are no longer lost after reopening an omwgame file
[*]OpenMW-CS: Camera position is now re-centered when changing interior cells via drag & drop
[*]OpenMW-CS: Added missing Text field to allow editing a book's actual text
[*]OpenMW-CS: Skill books now show associated skill IDs instead of attribute IDs[/list]
Last edited by raevol on 17 Aug 2017, 07:47, edited 3 times in total.
User avatar
Atahualpa
Posts: 1176
Joined: 09 Feb 2016, 20:03

Re: OpenMW 0.42.0

Post by Atahualpa »

Hold on for a moment! You forgot to remove one of my comments.
- Interpreter context now properly handles Activate actions in the middle of script execution
This essentially duplicates the preceding line reading:
- Fixed the interpreter to properly handle a reference change caused by an Activate command
User avatar
lysol
Posts: 1513
Joined: 26 Mar 2013, 01:48
Location: Sweden

Re: OpenMW 0.42.0

Post by lysol »

Yaaaay, new release at last! I always play nightlies so it's not like it matters for me, but every release is kind of a milestone, so I always get so excited. ;)
User avatar
raevol
Posts: 3093
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.42.0

Post by raevol »

Atahualpa wrote: 01 Aug 2017, 22:11Hold on for a moment! You forgot to remove one of my comments.
Fixed!
User avatar
raevol
Posts: 3093
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.42.0

Post by raevol »

Ok, barring anything else I missed, we should be released! Congrats everyone!!!
User avatar
Atahualpa
Posts: 1176
Joined: 09 Feb 2016, 20:03

Re: OpenMW 0.42.0

Post by Atahualpa »

Nice! I'll publish the videos within the next few hours.

Edit: ... Or just now. 8-)
Post Reply