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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lysol
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Re: OpenMW 0.42.0

Post by lysol » 09 Aug 2017, 20:20

TechNoirMK wrote:
09 Aug 2017, 18:08
New thread?
Nah, I just thought I'd write in this one since it's about 0.42, or Zini's maybe lack of knowledge of its release.
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

Texafornian
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Re: OpenMW 0.42.0

Post by Texafornian » 11 Aug 2017, 04:56

Congratulations on the 0.42 release!

Just a heads-up, this page hasn't been updated for 0.42 yet: https://downloads.openmw.org/windows/

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raevol
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Re: OpenMW 0.42.0

Post by raevol » 11 Aug 2017, 08:07

Texafornian wrote:
11 Aug 2017, 04:56
Just a heads-up, this page hasn't been updated for 0.42 yet: https://downloads.openmw.org/windows/
Ah snap. Until that gets updated, you can find the release here: https://github.com/OpenMW/openmw/releases

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raevol
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Re: OpenMW 0.42.0

Post by raevol » 17 Aug 2017, 07:49

I know this is definitely a case of too little, too late, but I updated the release texts for distant land. I updated them on the blog and facebook as well.
raevol wrote:
01 Aug 2017, 21:50
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]

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raevol
Posts: 2502
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.42.0

Post by raevol » 17 Aug 2017, 07:50

raevol wrote:
11 Aug 2017, 08:07
Texafornian wrote:
11 Aug 2017, 04:56
Just a heads-up, this page hasn't been updated for 0.42 yet: https://downloads.openmw.org/windows/
Ah snap. Until that gets updated, you can find the release here: https://github.com/OpenMW/openmw/releases
Also, this still needs to be updated? Who handles the downloads page?

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lgromanowski
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Re: OpenMW 0.42.0

Post by lgromanowski » 17 Aug 2017, 08:38

Hi,
sorry for not uploading binaries on time - I'll do it in few moments.

// EDIT: Done
best regards,
Lukasz

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raevol
Posts: 2502
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.42.0

Post by raevol » 17 Aug 2017, 19:08

No worries, and thanks lgro!!

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