OpenMW 0.46.0

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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lysol
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Re: OpenMW 0.46.0

Post by lysol » 28 Oct 2019, 09:59

Greendogo wrote:
28 Oct 2019, 09:29
Maybe we can get a classic video dude like WeirdSexy to do it?
Great idea. If he can't, then I think I saw some guy volunteering to do it on Discord.
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lysol
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Re: OpenMW 0.46.0

Post by lysol » 31 Oct 2019, 14:04

Greendogo wrote:
28 Oct 2019, 09:29
Maybe we can get a classic video dude like WeirdSexy to do it? Has anyone seen him around the ES community? Edit: Sent him a message.
Did you get a reply?
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Re: OpenMW 0.46.0

Post by Greendogo » 31 Oct 2019, 22:43

lysol wrote:
31 Oct 2019, 14:04
Greendogo wrote:
28 Oct 2019, 09:29
Maybe we can get a classic video dude like WeirdSexy to do it? Has anyone seen him around the ES community? Edit: Sent him a message.
Did you get a reply?
Yes I did, here is the exchange:
Greendogo wrote:
28 Oct 2019, 09:34
Hey WeirdSexy, just wanted to ask if you'd have time to do a super special one-time exclusive comeback tour release video for 0.46.0. Atahlapua had to work on his Masters for the rest of the year, so we lack a skilled video/voice-over guru go make the release cycle videos this time around.

Would you be interested?
-Greendogo
WeirdSexy wrote:
28 Oct 2019, 18:28
Hey Greendogo, long time no see!

Hmm, this week is a bit busy for me and it's been years since I've done this so I'd have a bit of setup to do in terms of production software and so forth. But I'm certainly willing to take a crack at it! I haven't been following development though, so I dunno how soon we are talking about needing a video. I'll look through the forums when I'm at home later.

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WeirdSexy
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Re: OpenMW 0.46.0

Post by WeirdSexy » 01 Nov 2019, 00:30

Hey guys! Super busy week for me. Just got a chance to look through this thread and ... I still have no idea when we'd be targeting a release? Just whenever? I could start poking away at this as soon as this weekend. It'd be nice for someone to declare a 0.46.0 scope freeze or something though (no idea how the release processes are done these days).

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lysol
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Re: OpenMW 0.46.0

Post by lysol » 01 Nov 2019, 06:19

Whoah! Haha, this truly brings some nostalgic feelings. Welcome back! :)

Others should clarify instead, but whatever, here's my take on the situation:

Zini hasn't returned yet, so the release process isn't really as structured as it used to. But 0.46.0 is huge already and it kind of seems we've finally reached a point where things look stable enough for a release. At least Capo seems to think so, since he solved an important blocker issue the other day and since he's also been translating the changelog to "human readable" the last few days or so. So basically, the release should be quite soon, but you'd still have more than enough time to read up on what to document in the video.
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raevol
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Re: OpenMW 0.46.0

Post by raevol » 02 Nov 2019, 09:43

Checking in! It'd be awesome to have another WeirdSexy video!

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Re: OpenMW 0.46.0

Post by psi29a » 03 Nov 2019, 20:39

Release process is still the same with or without zini.

Raevol, as far as I'm aware is still release manager... if he is still game.

We'll nail down a time to start making RCs soon, still doing a last call for PR/MRs.

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Greendogo
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Re: OpenMW 0.46.0

Post by Greendogo » 04 Nov 2019, 09:38

Ok cool, that seems to have worked out. Thanks for coming in WeirdSexy! As psi29a said they're just finishing up but have some cleanup before we're actually at the end of 0.46.0.

Can anyone give a brief comb-through of the 0.46.0.changes for the highlights we'd want covered in WeirdSexy's release video?

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Re: OpenMW 0.46.0

Post by psi29a » 04 Nov 2019, 10:41

Big on the OpenMW-CS side is the terrain editing. :)

WeirdSexy, if you want... contact me if you have questions.

You can join us on discord if and when you have time:
https://discord.gg/PQxWH9

There is a very nice changelog that Lysol and Capo have been working on. There are many things that have changed since 0.45 so we should probably pick out the the big noticable changes. I suggest akortunov's native support for shield, weapon holstering and herbalism.

One thing that will get LOTS of attention and people thinking of OpenMW's future is support for later versions of the BSA format... Oblivion, Fallout 3, Fallout: New Vegas and 2011 Skyrim games. This allows for further work to support newer NIF features such as... NiRollController, NiSwitchNode, NiPalette, NiTriStrips and the fact that many NIFs from those later games can already be loaded into OpenMW.

I believe the above to be a very positive PR push for OpenMW and could be a call to interested developers who are interested in seeing eventual support for those games.

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lysol
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Re: OpenMW 0.46.0

Post by lysol » 04 Nov 2019, 12:14

I take no responsibility for the changelog.

It's way too well written to have had anything to do with me.

Anyway, my take on the most hype-friendly features for the video:

The neat features akortunov has implemented (herbalism, weapon and shield holstering, NiSwitch (glow in the dahrk support) etc), support for later BSA formats, Capostrophic's NIF format additions (not much visually interesting yet, but still important to talk about), SHADOWS (of course!), better distant land by bzzt, navigation meshes, unelsson's OpenMW-CS stuff (land texture and shape editing), new Icons for the CS (I think those were post 0.45 right?) and... uhm... Yeah, that's about what I could come up with just now.
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