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 » 02 Mar 2012, 18:45

Ok, release mode activate! Can we get one last round of "just to be absolutely sure" testing on these release packages? I don't mean to be a pain, but our last release was plagued with problems because we kept not doing that one last round of testing on packages. Check for missing files!

Also, I am going to start prepping the changelog:
Bug #154: FPS Drop
Bug #169: Local scripts continue running if associated object is deleted
Bug #174: OpenMW fails to start if the config directory doesn't exist
Bug #187: Missing lighting
Bug #188: Lights without a mesh are not rendered
Bug #191: Taking screenshot causes crash when running installed
Bug #194: Ogre crash when visiting Akulakhan's Chamber
Bug #200: Paths with quotes for data-local= in the configuration file get ignored
Feature #28: Sort out the cell load problem
Feature #31: Allow the player to move away from pre-defined cells
Feature #35: Use alternate storage location for modified object position
Feature #45: NPC animations
Feature #46: Creature Animation
Feature #89: Journal Window
Feature #110: Automatically pick up the path of existing MW-installations
Feature #162: Need to create app bundle using CMake, not by hand
Feature #183: More FPS display settings
Task #19: Refactor engine class
Task #109: Automate Packaging
Task #112: Catch exceptions thrown in input handling functions
Task #128: Cleanup Configuration File Handling
Task #131: NPC Activation doesn't work properly
Task #144: MWRender cleanup
Task #155: cmake cleanup
Task #168: Configuration cleanup, part 2
This is copy/pasted from the tracker. Additionally I have:
1. The launcher regression on 32bit Ubuntu (some button/background graphics missing).
2. That you need to remove all old openmw.cfg, if you want the automatic detection of MW installations to work.
3. If the data path is set manually and it contains spaces, it needs to be put inside quotation marks.
Of course the stuff from the tracker will need to be condensed/rewritten for the release announcement, but I wanted to ask, is there anything else that needs to be added? Aside from "lolol it's 0.12"?

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Zini
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Re: OpenMW 0.12.0

Post by Zini » 02 Mar 2012, 18:53

I suggest to take the list from the readme file instead of the tracker. It's slightly more cleaned up.

K1ll
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Re: OpenMW 0.12.0

Post by K1ll » 02 Mar 2012, 18:56


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werdanith
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Re: OpenMW 0.12.0

Post by werdanith » 02 Mar 2012, 19:03

Well, since you insist.
I tested the i386 release deb, all the issues (libpng missing textures issue and Ogre static geometry crash) are known. Everything else works ok.

And since we are on the topic of the release notes, I'm throwing out the idea that we could have a more detailed release note like wine does, mentioning specifically the issues fixed and containing the git shortlog of all the commits between this release and the previous one. Or not.

Edit: Also we could talk a bit about a few things we've been working on that will go in the next release.
Last edited by werdanith on 02 Mar 2012, 19:10, edited 3 times in total.

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raevol
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Re: OpenMW 0.12.0

Post by raevol » 02 Mar 2012, 19:04

Zini wrote:I suggest to take the list from the readme file instead of the tracker. It's slightly more cleaned up.
Bug #154: FPS Drop
Bug #169: Local scripts continue running if associated object is deleted
Bug #174: OpenMW fails to start if the config directory doesn't exist
Bug #187: Missing lighting
Bug #188: Lights without a mesh are not rendered
Bug #191: Taking screenshot causes crash when running installed
Feature #28: Sort out the cell load problem
Feature #31: Allow the player to move away from pre-defined cells
Feature #35: Use alternate storage location for modified object position
Feature #45: NPC animations
Feature #46: Creature Animation
Feature #89: Basic Journal Window
Feature #110: Automatically pick up the path of existing MW-installations
Feature #183: More FPS display settings
Task #19: Refactor engine class
Task #109/Feature #162: Automate Packaging
Task #112: Catch exceptions thrown in input handling functions
Task #128/#168: Cleanup Configuration File Handling
Task #131: NPC Activation doesn't work properly
Task #144: MWRender cleanup
Task #155: cmake cleanup
This one? Taken from https://github.com/zinnschlag/openmw/bl ... readme.txt

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werdanith
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Re: OpenMW 0.12.0

Post by werdanith » 02 Mar 2012, 19:21

werdanith wrote:And since we are on the topic of the release notes, I'm throwing out the idea that we could have a more detailed release note like wine does, mentioning specifically the issues fixed and containing the git shortlog of all the commits between this release and the previous one. Or not.

Edit: Also we could talk a bit about a few things we've been working on that will go in the next release.
To avoid a fifth edit to this poor message when I said a more detailed release note I meant a separate one, on the wiki, that is pointed to by the main one that we post on the main site and forums. Again, like wine does.

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Zini
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Re: OpenMW 0.12.0

Post by Zini » 02 Mar 2012, 19:23

Yeah. Well, doesn't make a huge difference this time.
Also we could talk a bit about a few things we've been working on that will go in the next release.
I think that is something for the release promo video, assuming we are getting one this time.

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werdanith
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Re: OpenMW 0.12.0

Post by werdanith » 02 Mar 2012, 22:58

Just found a regression. :(
Sounds don't work at all, and I suspect it's because someone broke the location of the sound directory.
Still investigating, we'll probably need to repackage everything once this is fixed.

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Ace (SWE)
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Re: OpenMW 0.12.0

Post by Ace (SWE) » 03 Mar 2012, 00:08

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)

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werdanith
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Re: OpenMW 0.12.0

Post by werdanith » 03 Mar 2012, 00:16

werdanith wrote:Just found a regression. :(
Sounds don't work at all, and I suspect it's because someone broke the location of the sound directory.
Still investigating, we'll probably need to repackage everything once this is fixed.
I give up, this is a labyrinth.
I will state what I did find though, musicDir[0] and soundDir[0] point to the Data files folder (shouldn't they point to the actual sound and music folders?) and the lookup conditionals in SoundManager::convertPath fail, namely musicpath.has(str) and files.has(str).
If this makes any sense to anyone, I leave it to your capable hands to figure out.

Edit: Something I didn't make clear apparently. Music works just fine.

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