OpenMW 0.44.0

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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Thunderforge
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Re: OpenMW 0.44.0

Post by Thunderforge » 16 Jul 2018, 15:19

raevol wrote:
16 Jul 2018, 07:47
Mac RCs: needs testing
I tested the Mac build a few days after it was posted, and it was working fine.

BransHead
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Re: OpenMW 0.44.0

Post by BransHead » 16 Jul 2018, 16:44

Updated RC2 now looks to be running well. Loaded up a previous save file and then visited Skyrim (ShotN). Tested both 32bit and 64bit generic packages on my 'multilib' linux Slackware 14.2 box.

Thanks again.

testman
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Re: OpenMW 0.44.0

Post by testman » 16 Jul 2018, 17:52

raevol wrote:
16 Jul 2018, 07:47
Linux Binary RCs: need testing
Is there any specific set of tests that should be performed?
I played around with the latest provided build and all seemed to work fine.

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raevol
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Re: OpenMW 0.44.0

Post by raevol » 17 Jul 2018, 00:41

Thunderforge wrote:
16 Jul 2018, 15:19
I tested the Mac build a few days after it was posted, and it was working fine.
Thanks!
testman wrote:
16 Jul 2018, 17:52
Is there any specific set of tests that should be performed?
I played around with the latest provided build and all seemed to work fine.
If you can launch the game and play it, that's what we need to know. Aside from that, the more people testing the better.

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kuyondo
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Re: OpenMW 0.44.0

Post by kuyondo » 17 Jul 2018, 11:09

I dont know what its called, but the latest nightly is missing that "command prompt" when starting OpenMW. The one that list down all the activities and potential errors during the game.. is it intended? It was a very helpful to have it too..

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psi29a
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Re: OpenMW 0.44.0

Post by psi29a » 17 Jul 2018, 11:20

You can still do that I thought, launch from command prompt option? Normal applications don't open a command prompt by default.

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akortunov
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Re: OpenMW 0.44.0

Post by akortunov » 17 Jul 2018, 11:51

kuyondo wrote:
17 Jul 2018, 11:09
I dont know what its called, but the latest nightly is missing that "command prompt" when starting OpenMW. The one that list down all the activities and potential errors during the game.. is it intended? It was a very helpful to have it too..
Yes, that was intened. Release builds on Windows do not have command prompt now (feature #2490).

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kuyondo
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Re: OpenMW 0.44.0

Post by kuyondo » 17 Jul 2018, 13:47

Is there a way to show it again? It really helped me to detect bugs and errors. For example, like this bug https://gitlab.com/OpenMW/openmw/issues/4502

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akortunov
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Re: OpenMW 0.44.0

Post by akortunov » 17 Jul 2018, 14:09

kuyondo wrote:
17 Jul 2018, 13:47
Is there a way to show it again? It really helped me to detect bugs and errors. For example, like this bug https://gitlab.com/OpenMW/openmw/issues/4502
The content of this window should be in the openmw.log file. Log file is easier to use than cmd.exe window.
About 4502 (which is a duplicate of 4501): debug window will not help you. I already described the root of issue - you try to cast spell from non-existing object (consumed potion) from player's inventory. It does not have its own position and mesh node to which you can attach spell effect.

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Atahualpa
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Re: OpenMW 0.44.0

Post by Atahualpa » 20 Jul 2018, 01:41

Here's the link to the WIP version of the engine video. As usual, please do not share the link anywhere else.

>>> WIP Engine Video <<<

There are no subtitles yet since these are my least concern at the moment. Anyway, I'm looking forward to your feedback. :)


OpenMW_0-44-0_Script_English.txt
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