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.
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scrawl
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Re: OpenMW 0.42.0

Post by scrawl » 11 Feb 2017, 13:37

Thanks for the update. Travis is still broken though:

Code: Select all

The following packages have unmet dependencies:
 libopenscenegraph-3.4-dev : Depends: libopenscenegraph-3.4-130 (= 3.4.0+dfsg1-4+openmw1~trusty2) but it is not going to be installed
https://travis-ci.org/OpenMW/openmw/jobs/200623542

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psi29a
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Re: OpenMW 0.42.0

Post by psi29a » 11 Feb 2017, 16:26

That's really weird. We should be seeing that error on the openmw builds on the PPA too.

I'll take a look when I get time.

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psi29a
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Re: OpenMW 0.42.0

Post by psi29a » 11 Feb 2017, 20:13

Problem seems to be:
The following packages have unmet dependencies:
libopenscenegraph-3.4-dev : Depends: libopenthreads-dev but it is not installable
This has nothing to do with OSG-3.4 but with the OSG-3.2 package which ships libopenthreads-dev in universe, not in main. Apparently travis is now using just main and not universe.

Looking into it further.

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psi29a
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Re: OpenMW 0.42.0

Post by psi29a » 12 Feb 2017, 12:59

OK... found the issue, and it has been an issue for awhile but only became an issue with the last rebuild of OSG-3.4. There is no OSG-3.2 for armhf, so I made one. This was done awhile ago though... rebuilding now. Cross your fingers. Hopefully the cache will rebuild on the PPA.

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psi29a
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Re: OpenMW 0.42.0

Post by psi29a » 12 Feb 2017, 15:46

Rebuilt and the deps are all right this time. :) Travis-CI is green again!

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raevol
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Re: OpenMW 0.42.0

Post by raevol » 13 Feb 2017, 09:20

Looks like I got all the changes, I am consistently getting 120+ fps in the Sadrith Mora slave market, with some dips to 90, but that's when I'm flailing around. Amazing work!!

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psi29a
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Re: OpenMW 0.42.0

Post by psi29a » 13 Feb 2017, 09:26

win! glad we got the packages thing squared away

TheOneWhoWatches
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Re: OpenMW 0.42.0

Post by TheOneWhoWatches » 22 Feb 2017, 09:06

Sorry, nevermind...
Last edited by TheOneWhoWatches on 23 Feb 2017, 11:16, edited 1 time in total.

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MiroslavXO
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Re: OpenMW 0.42.0

Post by MiroslavXO » 22 Feb 2017, 16:41

EDIT:

Nvm I will try...

JohnL
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Re: OpenMW 0.42.0

Post by JohnL » 25 Feb 2017, 15:12

Latest performance improvements are great but I still get a huge performance hit on my Nvidia GT230M when I enable water shaders with Refraction turned on. When I turn off the refraction, performance hit is less. Is it possible to optimize the water shaders more to reduce performance impact?

While we are on the subject of optimizations, is it possible to implement Nvidia Gameworks into OpenMW? It has lots of high end features such as Waterworks water effects, Horizon Based Ambient Occlusion (HBAO), Depth of Field (DOF), etc. Its usage examples and source code are available on Github. It is supposed to work on all GPUs (Intel, Nvidia, AMD, etc.), all platforms (windows, linux, etc.), and all graphics APIs (OpenGL, Vulkan, DirectX). It is also supposed to be super optimized.

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