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Re: OpenMW 0.12.0

Posted: 03 Mar 2012, 06:50
by raevol
Zini, need your advice on if this bug should hold up the release? If not, still waiting on some testing on the Win and OSX packages!

Re: OpenMW 0.12.0

Posted: 03 Mar 2012, 09:08
by werdanith
Tried the windows release on windows xp:
The launcher is broken, when I run it, the console has:

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Loading config file: ./openmw.cfg... done.
and then I get this:

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Microsoft Visual C++ Runtime Library
Runtime Error!
Program:
This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.
The game itself works, the installation is detected, and I also get the sounds missing issue (Music is ok as well).

Re: OpenMW 0.12.0

Posted: 03 Mar 2012, 09:10
by trikorder
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.
I am testing the osx build package, yesterday I tested after post but without sound as I was at work.

Can you give a test case for sound testing ? I mean for example: "pick up items should have sounds" is this implemented ? If yes then it does not work.

Yes, music works fine!

Re: OpenMW 0.12.0

Posted: 03 Mar 2012, 09:17
by werdanith
trikorder wrote:
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.
Can you give a test case for sound testing ? I mean for example: "pick up items should have sounds" is this implemented ? If yes then it does not work.
Step one, go to Balmora ("coc Balmora")
Step two, watch the console messages and listen. You'll see "Playing sound X", but you won't hear anything.

Re: OpenMW 0.12.0

Posted: 03 Mar 2012, 09:34
by psi29a
In amd64 package I hear music and see it changing from time to time as I travel and also hear that music. Are there supposed to be more things, like sound effects?

Re: OpenMW 0.12.0

Posted: 03 Mar 2012, 09:43
by werdanith
BrotherBrick wrote: Are there supposed to be more things, like sound effects?
yes ..
Environment sounds, like those silt strider howls or whatever they are. They used to work and you can't miss them, they are pretty loud.

Re: OpenMW 0.12.0

Posted: 03 Mar 2012, 10:00
by trikorder
On osx build I do not here them:
I see stuff like this in the terminal:

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Sound: wind des3 Chance:5
Sound: wind des1 Chance:5
Sound: wind trees7 Chance:4
Sound: wind trees2 Chance:4
Playing /Morrowind/Data Files/Music/Explore/mx_explore_7.mp3
Sound: wind des3 Chance:5
I fired up Morrowind to check what to hear. So I confirm what werdanith said as I do not hear the wind an trees as in Morrowind.

By the way the sky is pitch black in Balmora but I remember having sky in an other build but I am not sure if it was win32 or osx.
Now I will reboot in winxp to test the win32 build.

Re: OpenMW 0.12.0

Posted: 03 Mar 2012, 10:06
by Zini
I suggest to list this bug as another regression and release anyway. It's not if we have tons of sound effects in 0.12.0 anyway. This needs to be fixed for 0.13.0 though.

Re: OpenMW 0.12.0

Posted: 03 Mar 2012, 10:06
by werdanith
trikorder wrote: By the way the sky is pitch black in Balmora but I remember having sky in an other build but I am not sure if it was win32 or osx.
Now I will reboot in winxp to test the win32 build.
When you say the sky is black you mean during nighttime? Cause I get that too, caelum never worked right on linux, there were no clouds. no stars, no moon, no sun. Thankfully we've already dumped it for the next release.

Re: OpenMW 0.12.0

Posted: 03 Mar 2012, 10:15
by psi29a
werdanith wrote:yes ..
Environment sounds, like those silt strider howls or whatever they are. They used to work and you can't miss them, they are pretty loud.

OK, then yeah... I do not hear any sounds and strangely enough I do not see it being outputted to terminal. Just this:
loading cell Beshara
Press Q/ESC or close window to exit.
Playing /opt/morrowind/Data Files/Music/Explore/mx_explore_1.mp3
Unloading cell
loading cell 5, -11