OpenMW 0.12.0

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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raevol
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Re: OpenMW 0.12.0

Post by raevol »

Here's a first draft of the release announcement:
The OpenMW team is proud to announce the release of version 0.12.0! This release notably includes NPC and Creature animation, though no A.I. has been implemented, so animations must be activated through console commands. Please review the following:

Regressions:
- Sounds other than music not working
- Scroll and button background graphics in launcher mnot working in linux package

Important notes:
- You must remove all old openmw.cfg files in order for the automatic detection of Morrowind installations to work.
- If the data path is set manually and it contains spaces, it needs to be put inside quotation marks.

Changelog:
- Various rendering fixes and optimisations
- Refactored engine class
- Automatic package building
- Various build fixes and cleanup
- Various configuration fixes and cleanup, including detection of existing Morrowind installations
- NPC Animation added
- Creature Animation added
- Journal Window added
- Fix for local scripts continuing to run if associated object is deleted
- Fix for crash when taking screenshots
- Fix for crash when visiting Akulakhan's Chamber
- Added catching of exceptions thrown in input handling functions
- Fix for NPC Activation not working properly

Feature #31: Allow the player to move away from pre-defined cells
Feature #35: Use alternate storage location for modified object position
Any advice on how to rewrite those last 2? Should they be in the changelog?
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werdanith
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Re: OpenMW 0.12.0

Post by werdanith »

raevol wrote:
Regressions:
- Scroll and button background graphics in launcher mnot working in linux package
The graphics may not appear if you are using the deb package and have a specific Qt configuration, the tar package for example, should have no issue.
If we are mentioning things that may go wrong then we could say that the game may need to be reinstalled to get the launcher working on Windows, and that some cells may crash on 32bit Ubuntu 11.10.
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Zini
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Re: OpenMW 0.12.0

Post by Zini »

Any advice on how to rewrite those last 2? Should they be in the changelog?
We can skip #35, since this task is only a preparation for upcoming features.

#31 should be mentioned though. I think the wording is okay.


Also, I would make a few modifications:

- The journal GUI is very basic. I think that should be mentioned.
- NPC/Creature animation is not used by OpenMW; it needs to be run manually from the console.
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raevol
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Re: OpenMW 0.12.0

Post by raevol »

Second draft of the release announcement:
The OpenMW team is proud to announce the release of version 0.12.0! This release notably includes NPC and Creature animation, though no A.I. has been implemented, so animations must be activated through console commands. Please review the following:

Regressions:
- Sounds other than music not working
- Scroll and button background graphics in launcher mnot working in linux package

Important notes:
- You must remove all old openmw.cfg files in order for the automatic detection of Morrowind installations to work.
- If the data path is set manually and it contains spaces, it needs to be put inside quotation marks.

Changelog:
- Various rendering fixes and optimisations
- Refactored engine class
- Automatic package building
- Various build fixes and cleanup
- Various configuration fixes and cleanup, including detection of existing Morrowind installations
- Basic NPC/Creature animation support added, must be activated from console
- Basic implementation of Journal Window added
- Fix for local scripts continuing to run if associated object is deleted
- Fix for crash when taking screenshots
- Fix for crash when visiting Akulakhan's Chamber
- Added catching of exceptions thrown in input handling functions
- Fix for NPC Activation not working properly
- Allow the player to move away from pre-defined cells
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raevol
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Re: OpenMW 0.12.0

Post by raevol »

I'm collecting the packages for release now, I see that we have 2 versions of the linux tar.gz, one for oneiric and one for glibc 2.13+. Do we want to release both? Or are the duplicates?
K1ll
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Re: OpenMW 0.12.0

Post by K1ll »

Ace (SWE) wrote:Rejoice, Windows x64 build: http://ace.haxalot.com/projects/OpenMW/ ... -win64.exe

(Haven't been able to test it properly as I built it over remote desktop)
I've tried it and it's missing the d3dx9_43.dll used by the direct3d9 renderer.

Everything works fine when using the opengl renderer.
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Zini
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Re: OpenMW 0.12.0

Post by Zini »

Scroll and button background graphics in launcher mnot working in linux package
That is probably "not" instead of "mnot", right? Also, this only affects the 32bit packages IIRC. The rest looks okay.
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raevol
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Re: OpenMW 0.12.0

Post by raevol »

Zini wrote:That is probably "not" instead of "mnot", right? Also, this only affects the 32bit packages IIRC. The rest looks okay.
Not*, thanks for catching that. It affects the 64bit as well, that's what I tested.
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raevol
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Re: OpenMW 0.12.0

Post by raevol »

Packages are up, but waiting for a source package... didn't realize all the .tar.gzs that people were posting weren't sources. :P
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psi29a
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Re: OpenMW 0.12.0

Post by psi29a »

raevol wrote:Packages are up, but waiting for a source package... didn't realize all the .tar.gzs that people were posting weren't sources. :P
That should be easy, Zini posted those in the beginning...
https://github.com/zinnschlag/openmw/tags
^-- this is what we base our releases on

:)
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