OpenMW 0.43.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
onionland
Posts: 68
Joined: 29 Jul 2014, 00:43

Re: OpenMW 0.43.0

Post by onionland »

Atahualpa wrote: 04 Dec 2017, 11:09 That problem was pointed out several times in the past. I encounter it every release, when installing the corresponding Windows RC build.
As a windows user I can confirm this, it has been an issue for a while. It's a really annoying issue if you like me only play with openmw every once in a blue moon when there is a major update, making you scratch your head wondering why the installer hates you. Really surprised no one had added it to the bug tracker yet, as it is probably one of the most glaring bugs that openmw has.

I agree with lysol though, its not a release blocker, create a ticket and get it into the next release.
Shinino
Posts: 30
Joined: 03 Dec 2017, 17:27

Re: OpenMW 0.43.0

Post by Shinino »

Still no movement or control-related errors. A few mods that don't seem to be working right:

Imperial Presence (Not sure if working or not):
(Warning: Dropping reference to imperial guard (invalid content file link))

Water Life (Fish aren't loading):
(A lot of this: warning ab01wlgsaltdeepwarmscript line 69, column 23 (PlaceItem)
stray explicit reference (ignoring it))

Less Generic NPCS - Tel Uvirith
ESM Error: String table overflow File: I:\Mods\Less Generic NPCS\LGNPC_TelUvirith.esp Record: SCPT Subrecord: SCVR Offset: 0x116e0

(Unknown Mod):
warning abm_starterscript line 130, column 6 (endif) endif without matching if/elseif

Necessities of Morrowind (Seems to be working)
warning nom_thirst line 96, column 15 (imp_thirst)
Names for script NOM_thirst do not match
warning nom_thirst_water line 120, column 21 (imp_thirst_water)
Names for script NOM_thirst_water do not match

Sneaking Realism (Seems to be working):
warning sneakrealism02 line 16, column 21 (playSound)
stray explicit reference (ignoring it)
warning sneakrealism02 line 24, column 21 (playSound)
stray explicit reference (ignoring it)
warning sneakrealism02 line 32, column 21 (playSound)
stray explicit reference (ignoring it)
warning sneakrealism02 line 40, column 21 (playSound)
stray explicit reference (ignoring it)
warning sneakrealism02 line 48, column 21 (playSound)
stray explicit reference (ignoring it)
Last edited by Shinino on 04 Dec 2017, 20:19, edited 7 times in total.
User avatar
Jemolk
Posts: 237
Joined: 20 Mar 2017, 02:12
Location: Sadrith Mora

Re: OpenMW 0.43.0

Post by Jemolk »

Shinino wrote: 04 Dec 2017, 19:46 Imperial Presence (Warning: Dropping reference to imperial guard (invalid content file link))
Less Generic NPCS - Tel Uvirith (ESM Error: String table overflow File: I:\Mods\Less Generic NPCS\LGNPC_TelUvirith.esp Record: SCPT Subrecord: SCVR Offset: 0x116e0)
Huh. Been using these two (installed OpenMW-style in their own folders) with no problem here. Either this involves a Windows problem (I'm on Linux) or I'd suspect a regression somewhere. OTOH, maybe you're using an outdated version of one or both, or a recent update to the mods themselves broke one or both. And of course we can't rule out mod conflicts. Still. Odd. Very odd.
Shinino
Posts: 30
Joined: 03 Dec 2017, 17:27

Re: OpenMW 0.43.0

Post by Shinino »

I moved to NX9 Guards and there are no errors with that at all.

And yes, mod conflicts are definitely possible -- I run many mods :D
User avatar
lysol
Posts: 1513
Joined: 26 Mar 2013, 01:48
Location: Sweden

Re: OpenMW 0.43.0

Post by lysol »

Guys, finding bugs is great, add them to the bug tracker, but this thread is about the release and bugs that you can report here are basically bugs with certain builds, that more or less makes the game uninstallable or unplayable.

These are not those kind of bugs.
User avatar
Atahualpa
Posts: 1176
Joined: 09 Feb 2016, 20:03

Re: OpenMW 0.43.0

Post by Atahualpa »

psi29a wrote: 04 Dec 2017, 11:27 Staging builds for PPA are ready.

Debian side of things are also ready, but Debian needs to rebuild libmygui... once that is taken care of, then we can upload OpenMW 0.43, Sadly Scott isn't around to help trigger things and I'm at the mercy of strangers. This would be easier if someone was a DD could sign my keys, then I too can upload.
But we can do the release anyway, right?

lysol wrote: 04 Dec 2017, 21:39 Guys, finding bugs is great, add them to the bug tracker, but this thread is about the release and bugs that you can report here are basically bugs with certain builds, that more or less makes the game uninstallable or unplayable.

These are not those kind of bugs.
Agreed. @Shinino: The mod-related issues can be directed to our Mod Compatibility subforum -- or to the bug tracker, as lysol suggested. Thanks for your testing efforts anyway. :)
User avatar
AnyOldName3
Posts: 2666
Joined: 26 Nov 2015, 03:25

Re: OpenMW 0.43.0

Post by AnyOldName3 »

A rule of thumb (that isn't necessarily hard-and-fast as we're pre-1.0) is that a release can only be held back by bugs that weren't in the previous release. Obviously, if there's something critical that's already been fixed in master that affects a large proportion of users, it might be backported, or if the new issue will likely require a lot of work (such as shadows disappearing when we switched from OGRE to OSG) we'll allow the release to happen anyway.
Pelayo
Posts: 2
Joined: 04 Dec 2017, 22:14

Re: OpenMW 0.43.0

Post by Pelayo »

Windows (well, dualboot) user here: can't really tell because I haven't played much with 0.43, but I haven't noticed any issues with controls so far (w7 x64) (EDIT: unless that issue is about the character keeping walking with no keypress: happened just once, but assumed I could have pressed the auto run key). As for the other issue mentioned, the wizard not importing Morrowind ini/esm properly, yeah, still happens, but observed that in earlier versions too.

And the distant terrain thing is GORGEOUS.
User avatar
raevol
Posts: 3093
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.43.0

Post by raevol »

Just made it home, will do the release shortly. Thank you for the feedback everyone!

Edit: Release texts:
Plaintext:

Code: Select all

The OpenMW team is proud to announce the release of version 0.43.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release brings a host of new features and bug fixes, including AI resurfacing to breathe, improved AI combat behavior and keyboard shortcuts for menus.

Check out the release video (https://www.youtube.com/watch?v=F0MPLXdl0y4) and the OpenMW-CS release video (https://www.youtube.com/watch?v=88ywx8BSyKg) by the masterful 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 AI resurfacing to breathe (#1374)
- Implemented rain and snow induced water ripples (#452, 4156)
- Implemented fade to black on cell transitions (#824)
- Implemented starting in an unnamed exterior cell with --start (#3941)
- Implemented AI using "WhenUsed" enchantments (#3953)
- Implemented stacks of ingredients or potions remaining grabbed after using one (#4082)
- Implemented keyboard navigation for menus (#3400)
- Implemented an option to show the success rate while enchanting (#3492)
- Implemented an option to show projectiles' damage in tooltips (#2923)
- Implemented an option to show melee weapons' reach and speed in tooltips (#2923)
- Implemented a "launch OpenMW" tickbox on the Windows installer (#2258)
- Implemented the ability to close the inventory while dragging items (#1692, #3099)
- OpenMW-CS: Implemented LTEX record table (#933)
- OpenMW-CS: Implemented LAND record table (#936)
- OpenMW-CS: Implemented highlighting occurrences of a variable in a script (#2509)
- OpenMW-CS: Implemented using one resource manager per document (#2748)
- OpenMW-CS: Implemented shortcuts and context menu options for commenting code out and uncommenting code respectively (#3274)
- OpenMW-CS: Implemented an option in user settings to reset settings to their defaults (#3275, #3682)
- OpenMW-CS: Implemented reloading data files (#3530)
- ess-Importer: Implemented converting projectiles (#2320)

Bug Fixes:
- Water visibility is now consistent across different setting configurations (#815)
- Autosaves are now created when waiting, to match vanilla behavior (#1452)
- Container Close button no longer loses key focus when an item is clicked (#1555)
- Guards no longer become aggressive towards creatures that are beyond their alarm radius (#2405)
- Players can no longer change their weapon or spell during attack or spellcasting, though weapons can still be sheathed (#2445)
- UI window pinning now persists between saves and boots (#2489, #2834)
- First person view now uses the correct body texture with the "Better Bodies" mod (#2594)
- Stat review menu now reads correctly from the player's stats (#2628)
- Player states are now correctly reset when a save is loaded (#2639)
- Rain and snow weather effects no longer move with the player (#2698)
- Implemented some missing creature swim animations (#2704)
- "Owned" crosshair now does not mark objects which can be activated without triggering a crime (#2789)
- Drag-and-drop is now ended if the item is removed (#3097)
- GetDetected can now be used without a reference (#3110)
- Fixed poor performance when resizing the dialog window (#3126)
- Fixed how ampersands in filenames are handled by the Launcher and Wizard (#3243)
- Improved water reflection rendering along shorelines (#3365)
- Improved AI usage of Dispel magic effect (#3341)
- Disposing of corpses no longer breaks related quests (#3528)
- Framerate limit is now enforced in videos and menus (#3531)
- Only one copy of a given sound effect may now be played at a time (#3647)
- Stationary NPCs resume returning to their position after a game is loaded if they had moved (#3656)
- Added a fade-out for music transitions (#3665)
- Spellcasting effects now disappear when resting (#3679)
- Filled soul gems no longer count against the number of empty soulgems a merchant restocks of the same type (#3684)
- Fixed magicka calculation during character generation (#3694)
- Guards will now try to arrest the player when attacked, instead of just fighting back (#3706)
- Death counts are now checked to be for valid actors before they are loaded (#3720)
- Malformed inequality operators are now handled as equality to match vanilla and give a warning (#3744)
- Yagrum Bagarn no longer twitches (#3749)
- DisableLevitation now removes Levitate visual spell effect indicators (#3766)
- Script commands now run if they were in voiced dialog scripting (#3787)
- Added enabled check to animation script commands (#3793)
- Default sound buffer size was increased (#3794)
- RemoveItem behavior adjusted (#3796)
- Godmode adjusted to match vanilla (#3798)
- Animations now loop correctly in the "Animated Morrowind" mod (#3804)
- Fixed enchantment point calculation to match vanilla (#3805)
- Missing book art now logs a warning instead of showing a pink rectangle (#3826)
- Fixed "Windows Glow" mod so window textures are not darker than they should be (#3833)
- Bodyparts with multiple NiTriShapes are now handled correctly (#3835)
- InventoryStore::purgeEffect() now removes all effects with argument ID (#3839)
- Fixed fatigue loss calculations when jumping (#3843)
- Underwater effects are now not applied to scripted "say" commands (#3850)
- Actors no longer try to speak underwater (#3851)
- Fixed a crash caused by an NPC being spawned by two routines at once (#3864)
- Fixed an exploit where constant effect enchantments could be made with any soul gem by switching the soul gem during enchanting (#3878)
- Fixed jail state not being cleared when a game is loaded (#3879)
- Journal no longer displays empty entries (#3891)
- An empty line is no longer displayed between a topic and the actual dialog text in the dialog window (#3892)
- PositionCell in dialog no longer closes the dialog window (#3898)
- "Could not find Data Files location" dialog no longer appears multiple times (#3906)
- Fixed a case where the user could get stuck when installing without a CD (#3908)
- Adjustments made to the Morrowind Content Language dropdown in the settings pane of the launcher (#3909)
- Scroll in launcher window can no longer be cut off by resizing the window (#3910)
- NC text key on nifs now works correctly (#3915)
- Menu click sound no longer plays for right clicks (#3919)
- Improved AI targetting algorithm to choose targets based on attack effectiveness (#3921)
- AI now avoids enemy hits while casting self-ranged spells (#3922)
- Copy/Paste now uses the correct command key on macOS (#3934)
- AI attack strength is now reset when starting a new attack (#3935)
- Changed spell priority calculation to match vanilla (#3937)
- UI sounds are no longer distorted under water (#3942)
- Fixed the game not pausing when minimized on Windows (#3943)
- Vendors now confiscate stolen items that the player tries to sell them back (#3944)
- Fixed some character preview rendering issues (#3955)
- EditEffectDialog close button now updates range button and area slider properly (#3956)
- Fixed some issues with body part rendering with mods (#3957)
- Clothing value is now unsigned, preventing some value overflow issues (#3960)
- Fatigue is now consumed if your encumbrance equals your maximum carry weight exactly (#3963)
- Journal sounds are now played when flipping pages and closing the journal (#3974)
- Fixed containers instantly closing when opened with a controller and the cursor over the close button (#3978)
- Fixed performance issue when casting spells, especially on new landmasses such as Tamriel Rebuilt (#3981)
- Corrected down and up sounds played when trading (#3982)
- NPCs taunted to aggression no longer continue dialog with the player (#3987)
- Journal can no longer be opened at the main menu (#3991)
- Fixed Dispel to only cancel spell effects (#3995)
- Fixed missing header inclusion breaking OpenBSD clang build (#4002)
- Inventory avatar now fits within display border (#4003)
- Manis Virmaulese now speaks to the player before attacking (#4004)
- AI spawn position is now reset if they are moved to another cell (#4010)
- Keypresses consumed by the UI are no longer processed again by the game (#4016)
- GetPCRunning and GetPCSneaking now check if the PC is actually moving (#4017)
- Music track shuffling is improved (#4024)
- Spells with copy/pasted names no longer sort to the top of the spell list (#4025)
- NPC archers now switch to another weapon to attack when they run out of arrows (#4033)
- Reloading a save game while falling no longer prevents fall damage (#4049)
- Draw animation is no longer played when a player equips a new weapon while already holding one (#4056)
- Disposition is now updated correctly when dialog is closed (#4076)
- Alchemy skill increases now take effect immediately after potion creation, instead of after the next batch is started (#4079)
- GetResist commands now work like in vanilla (#4093)
- Level-up messages for levels past 20 are now used (#4094)
- Fixed error in framelistener when taking all items from a corpse (#4095)
- Default 0 float precision is now used in float formatting (#4096)
- Cycling through weapons now only selects weapons that can be equipped (#4104)
- A scroll bar has been added to the birthsign effects list at character creation (#4105)
- Changed inventory sort order to be more consistent (#4112)
- Fixed unexpected "Resolution not supported in fullscreen" messages (#4113)
- Fixed pickpocketing behavior to match vanilla (#4131)
- Fixed a case where NPCs would not equip a second ring (#4155)
- NPCs now do not autoequip clothing of the same price (#4165)
- Multiple GUI and AI fixes and improvements
- OpenMW-CS: Fixed issues with using # characters in loaded configuration files (#3045)
- OpenMW-CS: Fixed camera position jumping when switching camera modes (#3709)
- OpenMW-CS: "Map Color" field in Cells table now works correctly (#3971)
- OpenMW-CS: Name is now reported correctly as OpenMW-CS on macOS (#4027)
- OpenMW-CS: New greetings now work in-game (#4037)
- OpenMW-CS: Merging of Land and Land Texture records fixed (#4074)
- OpenMW-CS: Fixed narrow left pane in Preferences window (#4107)
HTML:

Code: Select all

<p>The OpenMW team is proud to announce the release of version 0.43.0! Grab it from our <a href="https://openmw.org/downloads/">Downloads Page</a> for all operating systems. This release brings a host of new features and bug fixes, including AI resurfacing to breathe, improved AI combat behavior and keyboard shortcuts for menus.</p>

<p>Check out the <a href="https://www.youtube.com/watch?v=F0MPLXdl0y4">release video</a> and the <a href="https://www.youtube.com/watch?v=88ywx8BSyKg">OpenMW-CS release video</a> by the masterful 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 AI resurfacing to breathe (#1374)</li>
<li>Implemented rain and snow induced water ripples (#452, 4156)</li>
<li>Implemented fade to black on cell transitions (#824)</li>
<li>Implemented starting in an unnamed exterior cell with --start (#3941)</li>
<li>Implemented AI using "WhenUsed" enchantments (#3953)</li>
<li>Implemented stacks of ingredients or potions remaining grabbed after using one (#4082)</li>
<li>Implemented keyboard navigation for menus (#3400)</li>
<li>Implemented an option to show the success rate while enchanting (#3492)</li>
<li>Implemented an option to show projectiles' damage in tooltips (#2923)</li>
<li>Implemented an option to show melee weapons' reach and speed in tooltips (#2923)</li>
<li>Implemented a "launch OpenMW" tickbox on the Windows installer (#2258)</li>
<li>Implemented the ability to close the inventory while dragging items (#1692, #3099)</li>
<li>OpenMW-CS: Implemented LTEX record table (#933)</li>
<li>OpenMW-CS: Implemented LAND record table (#936)</li>
<li>OpenMW-CS: Implemented highlighting occurrences of a variable in a script (#2509)</li>
<li>OpenMW-CS: Implemented using one resource manager per document (#2748)</li>
<li>OpenMW-CS: Implemented shortcuts and context menu options for commenting code out and uncommenting code respectively (#3274)</li>
<li>OpenMW-CS: Implemented an option in user settings to reset settings to their defaults (#3275, #3682)</li>
<li>OpenMW-CS: Implemented reloading data files (#3530)</li>
<li>ess-Importer: Implemented converting projectiles (#2320)</li></ul></p>

<p><b>Bug Fixes:</b><br>
<ul><li>Water visibility is now consistent across different setting configurations (#815)</li>
<li>Autosaves are now created when waiting, to match vanilla behavior (#1452)</li>
<li>Container Close button no longer loses key focus when an item is clicked (#1555)</li>
<li>Guards no longer become aggressive towards creatures that are beyond their alarm radius (#2405)</li>
<li>Players can no longer change their weapon or spell during attack or spellcasting, though weapons can still be sheathed (#2445)</li>
<li>UI window pinning now persists between saves and boots (#2489, #2834)</li>
<li>First person view now uses the correct body texture with the "Better Bodies" mod (#2594)</li>
<li>Stat review menu now reads correctly from the player's stats (#2628)</li>
<li>Player states are now correctly reset when a save is loaded (#2639)</li>
<li>Rain and snow weather effects no longer move with the player (#2698)</li>
<li>Implemented some missing creature swim animations (#2704)</li>
<li>"Owned" crosshair now does not mark objects which can be activated without triggering a crime (#2789)</li>
<li>Drag-and-drop is now ended if the item is removed (#3097)</li>
<li>GetDetected can now be used without a reference (#3110)</li>
<li>Fixed poor performance when resizing the dialog window (#3126)</li>
<li>Fixed how ampersands in filenames are handled by the Launcher and Wizard (#3243)</li>
<li>Improved water reflection rendering along shorelines (#3365)</li>
<li>Improved AI usage of Dispel magic effect (#3341)</li>
<li>Disposing of corpses no longer breaks related quests (#3528)</li>
<li>Framerate limit is now enforced in videos and menus (#3531)</li>
<li>Only one copy of a given sound effect may now be played at a time (#3647)</li>
<li>Stationary NPCs resume returning to their position after a game is loaded if they had moved (#3656)</li>
<li>Added a fade-out for music transitions (#3665)</li>
<li>Spellcasting effects now disappear when resting (#3679)</li>
<li>Filled soul gems no longer count against the number of empty soulgems a merchant restocks of the same type (#3684)</li>
<li>Fixed magicka calculation during character generation (#3694)</li>
<li>Guards will now try to arrest the player when attacked, instead of just fighting back (#3706)</li>
<li>Death counts are now checked to be for valid actors before they are loaded (#3720)</li>
<li>Malformed inequality operators are now handled as equality to match vanilla and give a warning (#3744)</li>
<li>Yagrum Bagarn no longer twitches (#3749)</li>
<li>DisableLevitation now removes Levitate visual spell effect indicators (#3766)</li>
<li>Script commands now run if they were in voiced dialog scripting (#3787)</li>
<li>Added enabled check to animation script commands (#3793)</li>
<li>Default sound buffer size was increased (#3794)</li>
<li>RemoveItem behavior adjusted (#3796)</li>
<li>Godmode adjusted to match vanilla (#3798)</li>
<li>Animations now loop correctly in the "Animated Morrowind" mod (#3804)</li>
<li>Fixed enchantment point calculation to match vanilla (#3805)</li>
<li>Missing book art now logs a warning instead of showing a pink rectangle (#3826)</li>
<li>Fixed "Windows Glow" mod so window textures are not darker than they should be (#3833)</li>
<li>Bodyparts with multiple NiTriShapes are now handled correctly (#3835)</li>
<li>InventoryStore::purgeEffect() now removes all effects with argument ID (#3839)</li>
<li>Fixed fatigue loss calculations when jumping (#3843)</li>
<li>Underwater effects are now not applied to scripted "say" commands (#3850)</li>
<li>Actors no longer try to speak underwater (#3851)</li>
<li>Fixed a crash caused by an NPC being spawned by two routines at once (#3864)</li>
<li>Fixed an exploit where constant effect enchantments could be made with any soul gem by switching the soul gem during enchanting (#3878)</li>
<li>Fixed jail state not being cleared when a game is loaded (#3879)</li>
<li>Journal no longer displays empty entries (#3891)</li>
<li>An empty line is no longer displayed between a topic and the actual dialog text in the dialog window (#3892)</li>
<li>PositionCell in dialog no longer closes the dialog window (#3898)</li>
<li>"Could not find Data Files location" dialog no longer appears multiple times (#3906)</li>
<li>Fixed a case where the user could get stuck when installing without a CD (#3908)</li>
<li>Adjustments made to the Morrowind Content Language dropdown in the settings pane of the launcher (#3909)</li>
<li>Scroll in launcher window can no longer be cut off by resizing the window (#3910)</li>
<li>NC text key on nifs now works correctly (#3915)</li>
<li>Menu click sound no longer plays for right clicks (#3919)</li>
<li>Improved AI targetting algorithm to choose targets based on attack effectiveness (#3921)</li>
<li>AI now avoids enemy hits while casting self-ranged spells (#3922)</li>
<li>Copy/Paste now uses the correct command key on macOS (#3934)</li>
<li>AI attack strength is now reset when starting a new attack (#3935)</li>
<li>Changed spell priority calculation to match vanilla (#3937)</li>
<li>UI sounds are no longer distorted under water (#3942)</li>
<li>Fixed the game not pausing when minimized on Windows (#3943)</li>
<li>Vendors now confiscate stolen items that the player tries to sell them back (#3944)</li>
<li>Fixed some character preview rendering issues (#3955)</li>
<li>EditEffectDialog close button now updates range button and area slider properly (#3956)</li>
<li>Fixed some issues with body part rendering with mods (#3957)</li>
<li>Clothing value is now unsigned, preventing some value overflow issues (#3960)</li>
<li>Fatigue is now consumed if your encumbrance equals your maximum carry weight exactly (#3963)</li>
<li>Journal sounds are now played when flipping pages and closing the journal (#3974)</li>
<li>Fixed containers instantly closing when opened with a controller and the cursor over the close button (#3978)</li>
<li>Fixed performance issue when casting spells, especially on new landmasses such as Tamriel Rebuilt (#3981)</li>
<li>Corrected down and up sounds played when trading (#3982)</li>
<li>NPCs taunted to aggression no longer continue dialog with the player (#3987)</li>
<li>Journal can no longer be opened at the main menu (#3991)</li>
<li>Fixed Dispel to only cancel spell effects (#3995)</li>
<li>Fixed missing header inclusion breaking OpenBSD clang build (#4002)</li>
<li>Inventory avatar now fits within display border (#4003)</li>
<li>Manis Virmaulese now speaks to the player before attacking (#4004)</li>
<li>AI spawn position is now reset if they are moved to another cell (#4010)</li>
<li>Keypresses consumed by the UI are no longer processed again by the game (#4016)</li>
<li>GetPCRunning and GetPCSneaking now check if the PC is actually moving (#4017)</li>
<li>Music track shuffling is improved (#4024)</li>
<li>Spells with copy/pasted names no longer sort to the top of the spell list (#4025)</li>
<li>NPC archers now switch to another weapon to attack when they run out of arrows (#4033)</li>
<li>Reloading a save game while falling no longer prevents fall damage (#4049)</li>
<li>Draw animation is no longer played when a player equips a new weapon while already holding one (#4056)</li>
<li>Disposition is now updated correctly when dialog is closed (#4076)</li>
<li>Alchemy skill increases now take effect immediately after potion creation, instead of after the next batch is started (#4079)</li>
<li>GetResist commands now work like in vanilla (#4093)</li>
<li>Level-up messages for levels past 20 are now used (#4094)</li>
<li>Fixed error in framelistener when taking all items from a corpse (#4095)</li>
<li>Default 0 float precision is now used in float formatting (#4096)</li>
<li>Cycling through weapons now only selects weapons that can be equipped (#4104)</li>
<li>A scroll bar has been added to the birthsign effects list at character creation (#4105)</li>
<li>Changed inventory sort order to be more consistent (#4112)</li>
<li>Fixed unexpected "Resolution not supported in fullscreen" messages (#4113)</li>
<li>Fixed pickpocketing behavior to match vanilla (#4131)</li>
<li>Fixed a case where NPCs would not equip a second ring (#4155)</li>
<li>NPCs now do not autoequip clothing of the same price (#4165)</li>
<li>Multiple GUI and AI fixes and improvements</li>
<li>OpenMW-CS: Fixed issues with using # characters in loaded configuration files (#3045)</li>
<li>OpenMW-CS: Fixed camera position jumping when switching camera modes (#3709)</li>
<li>OpenMW-CS: "Map Color" field in Cells table now works correctly (#3971)</li>
<li>OpenMW-CS: Name is now reported correctly as OpenMW-CS on macOS (#4027)</li>
<li>OpenMW-CS: New greetings now work in-game (#4037)</li>
<li>OpenMW-CS: Merging of Land and Land Texture records fixed (#4074)</li>
<li>OpenMW-CS: Fixed narrow left pane in Preferences window (#4107)</li></ul></p>
BBCode:

Code: Select all

The OpenMW team is proud to announce the release of version 0.43.0! Grab it from our [url=https://openmw.org/downloads/]Downloads Page[/url] for all operating systems. This release brings a host of new features and bug fixes, including AI resurfacing to breathe, improved AI combat behavior and keyboard shortcuts for menus.

Check out the [url=https://www.youtube.com/watch?v=F0MPLXdl0y4]release video[/url] and the [url=https://www.youtube.com/watch?v=88ywx8BSyKg]OpenMW-CS release video[/url] by the masterful 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 AI resurfacing to breathe (#1374)
[*]Implemented rain and snow induced water ripples (#452, 4156)
[*]Implemented fade to black on cell transitions (#824)
[*]Implemented starting in an unnamed exterior cell with --start (#3941)
[*]Implemented AI using "WhenUsed" enchantments (#3953)
[*]Implemented stacks of ingredients or potions remaining grabbed after using one (#4082)
[*]Implemented keyboard navigation for menus (#3400)
[*]Implemented an option to show the success rate while enchanting (#3492)
[*]Implemented an option to show projectiles' damage in tooltips (#2923)
[*]Implemented an option to show melee weapons' reach and speed in tooltips (#2923)
[*]Implemented a "launch OpenMW" tickbox on the Windows installer (#2258)
[*]Implemented the ability to close the inventory while dragging items (#1692, #3099)
[*]OpenMW-CS: Implemented LTEX record table (#933)
[*]OpenMW-CS: Implemented LAND record table (#936)
[*]OpenMW-CS: Implemented highlighting occurrences of a variable in a script (#2509)
[*]OpenMW-CS: Implemented using one resource manager per document (#2748)
[*]OpenMW-CS: Implemented shortcuts and context menu options for commenting code out and uncommenting code respectively (#3274)
[*]OpenMW-CS: Implemented an option in user settings to reset settings to their defaults (#3275, #3682)
[*]OpenMW-CS: Implemented reloading data files (#3530)
[*]ess-Importer: Implemented converting projectiles (#2320)[/list]

[b]Bug Fixes:[/b]
[list][*]Water visibility is now consistent across different setting configurations (#815)
[*]Autosaves are now created when waiting, to match vanilla behavior (#1452)
[*]Container Close button no longer loses key focus when an item is clicked (#1555)
[*]Guards no longer become aggressive towards creatures that are beyond their alarm radius (#2405)
[*]Players can no longer change their weapon or spell during attack or spellcasting, though weapons can still be sheathed (#2445)
[*]UI window pinning now persists between saves and boots (#2489, #2834)
[*]First person view now uses the correct body texture with the "Better Bodies" mod (#2594)
[*]Stat review menu now reads correctly from the player's stats (#2628)
[*]Player states are now correctly reset when a save is loaded (#2639)
[*]Rain and snow weather effects no longer move with the player (#2698)
[*]Implemented some missing creature swim animations (#2704)
[*]"Owned" crosshair now does not mark objects which can be activated without triggering a crime (#2789)
[*]Drag-and-drop is now ended if the item is removed (#3097)
[*]GetDetected can now be used without a reference (#3110)
[*]Fixed poor performance when resizing the dialog window (#3126)
[*]Fixed how ampersands in filenames are handled by the Launcher and Wizard (#3243)
[*]Improved water reflection rendering along shorelines (#3365)
[*]Improved AI usage of Dispel magic effect (#3341)
[*]Disposing of corpses no longer breaks related quests (#3528)
[*]Framerate limit is now enforced in videos and menus (#3531)
[*]Only one copy of a given sound effect may now be played at a time (#3647)
[*]Stationary NPCs resume returning to their position after a game is loaded if they had moved (#3656)
[*]Added a fade-out for music transitions (#3665)
[*]Spellcasting effects now disappear when resting (#3679)
[*]Filled soul gems no longer count against the number of empty soulgems a merchant restocks of the same type (#3684)
[*]Fixed magicka calculation during character generation (#3694)
[*]Guards will now try to arrest the player when attacked, instead of just fighting back (#3706)
[*]Death counts are now checked to be for valid actors before they are loaded (#3720)
[*]Malformed inequality operators are now handled as equality to match vanilla and give a warning (#3744)
[*]Yagrum Bagarn no longer twitches (#3749)
[*]DisableLevitation now removes Levitate visual spell effect indicators (#3766)
[*]Script commands now run if they were in voiced dialog scripting (#3787)
[*]Added enabled check to animation script commands (#3793)
[*]Default sound buffer size was increased (#3794)
[*]RemoveItem behavior adjusted (#3796)
[*]Godmode adjusted to match vanilla (#3798)
[*]Animations now loop correctly in the "Animated Morrowind" mod (#3804)
[*]Fixed enchantment point calculation to match vanilla (#3805)
[*]Missing book art now logs a warning instead of showing a pink rectangle (#3826)
[*]Fixed "Windows Glow" mod so window textures are not darker than they should be (#3833)
[*]Bodyparts with multiple NiTriShapes are now handled correctly (#3835)
[*]InventoryStore::purgeEffect() now removes all effects with argument ID (#3839)
[*]Fixed fatigue loss calculations when jumping (#3843)
[*]Underwater effects are now not applied to scripted "say" commands (#3850)
[*]Actors no longer try to speak underwater (#3851)
[*]Fixed a crash caused by an NPC being spawned by two routines at once (#3864)
[*]Fixed an exploit where constant effect enchantments could be made with any soul gem by switching the soul gem during enchanting (#3878)
[*]Fixed jail state not being cleared when a game is loaded (#3879)
[*]Journal no longer displays empty entries (#3891)
[*]An empty line is no longer displayed between a topic and the actual dialog text in the dialog window (#3892)
[*]PositionCell in dialog no longer closes the dialog window (#3898)
[*]"Could not find Data Files location" dialog no longer appears multiple times (#3906)
[*]Fixed a case where the user could get stuck when installing without a CD (#3908)
[*]Adjustments made to the Morrowind Content Language dropdown in the settings pane of the launcher (#3909)
[*]Scroll in launcher window can no longer be cut off by resizing the window (#3910)
[*]NC text key on nifs now works correctly (#3915)
[*]Menu click sound no longer plays for right clicks (#3919)
[*]Improved AI targetting algorithm to choose targets based on attack effectiveness (#3921)
[*]AI now avoids enemy hits while casting self-ranged spells (#3922)
[*]Copy/Paste now uses the correct command key on macOS (#3934)
[*]AI attack strength is now reset when starting a new attack (#3935)
[*]Changed spell priority calculation to match vanilla (#3937)
[*]UI sounds are no longer distorted under water (#3942)
[*]Fixed the game not pausing when minimized on Windows (#3943)
[*]Vendors now confiscate stolen items that the player tries to sell them back (#3944)
[*]Fixed some character preview rendering issues (#3955)
[*]EditEffectDialog close button now updates range button and area slider properly (#3956)
[*]Fixed some issues with body part rendering with mods (#3957)
[*]Clothing value is now unsigned, preventing some value overflow issues (#3960)
[*]Fatigue is now consumed if your encumbrance equals your maximum carry weight exactly (#3963)
[*]Journal sounds are now played when flipping pages and closing the journal (#3974)
[*]Fixed containers instantly closing when opened with a controller and the cursor over the close button (#3978)
[*]Fixed performance issue when casting spells, especially on new landmasses such as Tamriel Rebuilt (#3981)
[*]Corrected down and up sounds played when trading (#3982)
[*]NPCs taunted to aggression no longer continue dialog with the player (#3987)
[*]Journal can no longer be opened at the main menu (#3991)
[*]Fixed Dispel to only cancel spell effects (#3995)
[*]Fixed missing header inclusion breaking OpenBSD clang build (#4002)
[*]Inventory avatar now fits within display border (#4003)
[*]Manis Virmaulese now speaks to the player before attacking (#4004)
[*]AI spawn position is now reset if they are moved to another cell (#4010)
[*]Keypresses consumed by the UI are no longer processed again by the game (#4016)
[*]GetPCRunning and GetPCSneaking now check if the PC is actually moving (#4017)
[*]Music track shuffling is improved (#4024)
[*]Spells with copy/pasted names no longer sort to the top of the spell list (#4025)
[*]NPC archers now switch to another weapon to attack when they run out of arrows (#4033)
[*]Reloading a save game while falling no longer prevents fall damage (#4049)
[*]Draw animation is no longer played when a player equips a new weapon while already holding one (#4056)
[*]Disposition is now updated correctly when dialog is closed (#4076)
[*]Alchemy skill increases now take effect immediately after potion creation, instead of after the next batch is started (#4079)
[*]GetResist commands now work like in vanilla (#4093)
[*]Level-up messages for levels past 20 are now used (#4094)
[*]Fixed error in framelistener when taking all items from a corpse (#4095)
[*]Default 0 float precision is now used in float formatting (#4096)
[*]Cycling through weapons now only selects weapons that can be equipped (#4104)
[*]A scroll bar has been added to the birthsign effects list at character creation (#4105)
[*]Changed inventory sort order to be more consistent (#4112)
[*]Fixed unexpected "Resolution not supported in fullscreen" messages (#4113)
[*]Fixed pickpocketing behavior to match vanilla (#4131)
[*]Fixed a case where NPCs would not equip a second ring (#4155)
[*]NPCs now do not autoequip clothing of the same price (#4165)
[*]Multiple GUI and AI fixes and improvements
[*]OpenMW-CS: Fixed issues with using # characters in loaded configuration files (#3045)
[*]OpenMW-CS: Fixed camera position jumping when switching camera modes (#3709)
[*]OpenMW-CS: "Map Color" field in Cells table now works correctly (#3971)
[*]OpenMW-CS: Name is now reported correctly as OpenMW-CS on macOS (#4027)
[*]OpenMW-CS: New greetings now work in-game (#4037)
[*]OpenMW-CS: Merging of Land and Land Texture records fixed (#4074)
[*]OpenMW-CS: Fixed narrow left pane in Preferences window (#4107)[/list]
User avatar
Capostrophic
Posts: 794
Joined: 22 Feb 2016, 20:32

Re: OpenMW 0.43.0

Post by Capostrophic »

Then #4239 (introduced during 0.43.0 development) crash fix won't make it to the release builds. I'm assuming it's not that important. :/
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