OpenMW 0.14.0

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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werdanith
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Re: OpenMW 0.14.0

Post by werdanith » 25 Apr 2012, 18:38

WeirdSexy wrote:Hey guys, made a video.
Great work, as always. :)

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Okulo
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Re: OpenMW 0.14.0

Post by Okulo » 25 Apr 2012, 19:26

Opening each video with the same shot would be nice actually. Vivec cantons are very recognizable, of course, so that's an option, and it goes well with the little introtalk you do. That intro is good, by the way. Perhaps a short recap of what we saw in the last version. "After doing x and y for version z, the team... etc." It helps people get their bearings in the whole OpenMW development story, gets them used to your voice, your pace... it generally lets everything sink in for them.

Just one criticism... what is going on with your field of view? It's warping like madness near the edges of the video.

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WeirdSexy
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Re: OpenMW 0.14.0

Post by WeirdSexy » 25 Apr 2012, 19:45

werdanith wrote:
WeirdSexy wrote:Hey guys, made a video.
Great work, as always. :)
Thank you.
Okulo wrote:Opening each video with the same shot would be nice actually. Vivec cantons are very recognizable, of course, so that's an option, and it goes well with the little introtalk you do. That intro is good, by the way. Perhaps a short recap of what we saw in the last version. "After doing x and y for version z, the team... etc." It helps people get their bearings in the whole OpenMW development story, gets them used to your voice, your pace... it generally lets everything sink in for them.

Just one criticism... what is going on with your field of view? It's warping like madness near the edges of the video.
Recap, good idea, I hadn't thought of that.
Doh, I didn't notice the field of view :x I'm an FPS gamer so I instinctively turn it up higher than it should be (Lets you see more dudes trying to kill you at once). I'm used to it so it looks natural to me, I don't notice it. I'll remember to turn it down in the future.

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raevol
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Re: OpenMW 0.14.0

Post by raevol » 26 Apr 2012, 04:58

Great work on the video WeirdSexy. :D

Release announcement draft below. Feedback greatly appreciated, I know we're going to want to pare down this changelog a but, but I didn't want to kick out anyone's awesome changes without some input.
The OpenMW team is proud to announce the release of version 0.14.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This release brings many notable features, including terrain and water rendering!

Please note:
  • - There is a regression in the Launcher in this release, from which you will observe that the rendering subsystem will default to OpenGL regardless of what was previously selected. This will be fixed in the next release.
Changelog:
  • - Fix for meshes rendering with the wrong orientation
    - Fix for better grabbing of small objects
    - Fix to enable toggling of collision rendering
    - Updates to be compatible with Ogre 1.8.0 RC1
    - Fix for Wireframe mode applying to HUD and Console
    - Fix for terrain crashing when moving away from predefined cells
    - Fix to allow OS X Launcher to handle spaces in the binary path
    - Fix to support TGA textures
    - Fix to support wireframe mode in water
    - Added water rendering
    - Added terrain rendering
    - Added ability to render Path Grid
    - Added Factions support
    - Added Local Map
    - Added Compass/Mini-Map
    - Added Clothing/Armour redering
    - Added Window Pinning
    - Added Auto-Equip.
    - Added support for containers tracking changes to their contents
    - Added several NPC Dialogue Window improvements
    - Added backend for a game settings manager
    - Added backend for a Spell List and selected spell
    - Added backend for NPC holstered/drawn state
    - Added a Morrowind.ini Importer
    - Refactored the Sound code
    - MyGUI updated to version 3.2.0

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Zini
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Re: OpenMW 0.14.0

Post by Zini » 26 Apr 2012, 08:40

Mostly okay. I suggest two improvements:

1. Add a comment like "(not yet included in the binary packages") to the line about the ini importer.

2. For the regression, describe the workaround, i.e. running OpenMW directly without the launcher or explicitly set the rendering system to DirectX each time you run the launcher.

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raevol
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Re: OpenMW 0.14.0

Post by raevol » 26 Apr 2012, 09:23

Another draft, with some input about an underwater crash from corristo:
The OpenMW team is proud to announce the release of version 0.14.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This release brings many notable features, including terrain and water rendering!

Please note:
  • - There is a regression in the Launcher in this release, from which you will observe that the rendering subsystem will default to OpenGL regardless of what was previously selected. This will be fixed in the next release. This can be overcome by setting the rendering system explicitly from the launcher each time, or running the OpenMW binary directly from the command line, selecting your given rendering system with a command line option.
    - There is a known issue where a crash may occur underwater with the underwater effect enabled on OS X
Changelog:
  • - Fix for meshes rendering with the wrong orientation
    - Fix for better grabbing of small objects
    - Fix to enable toggling of collision rendering
    - Updates to be compatible with Ogre 1.8.0 RC1
    - Fix for Wireframe mode applying to HUD and Console
    - Fix for terrain crashing when moving away from predefined cells
    - Fix to allow OS X Launcher to handle spaces in the binary path
    - Fix to support TGA textures
    - Fix to support wireframe mode in water
    - Added water rendering
    - Added terrain rendering
    - Added ability to render Path Grid
    - Added Factions support
    - Added Local Map
    - Added Compass/Mini-Map
    - Added Clothing/Armour redering
    - Added Window Pinning
    - Added Auto-Equip.
    - Added support for containers tracking changes to their contents
    - Added several NPC Dialogue Window improvements
    - Added backend for a game settings manager
    - Added backend for a Spell List and selected spell
    - Added backend for NPC holstered/drawn state
    - Added a Morrowind.ini Importer (not yet included in the binary packages)
    - Refactored the Sound code
    - MyGUI updated to version 3.2.0
Is the language correct regarding launching the binary from the command line?

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Zini
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Re: OpenMW 0.14.0

Post by Zini » 26 Apr 2012, 09:55

Nope. You can not select the renderer from the command line. There is a cfg file for it, but you normally should not need to modify it by hand. The bug is only in the launcher. If you are not running OpenMW through the launcher, it will respect the renderer previously selected.

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raevol
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Re: OpenMW 0.14.0

Post by raevol » 27 Apr 2012, 07:01

Draft again:
The OpenMW team is proud to announce the release of version 0.14.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This release brings many notable features, including terrain and water rendering!

Please note:
  • - There is a regression in the Launcher in this release, from which you will observe that the rendering subsystem will default to OpenGL regardless of what was previously selected. This will be fixed in the next release. This can be overcome by setting the rendering system explicitly from the launcher each time, or running the OpenMW binary directly from the command line, which will select the renderer that has been set in your config file.
    - There is a known issue where a crash may occur underwater with the underwater effect enabled on OS X
Changelog:
  • - Fix for meshes rendering with the wrong orientation
    - Fix for better grabbing of small objects
    - Fix to enable toggling of collision rendering
    - Updates to be compatible with Ogre 1.8.0 RC1
    - Fix for Wireframe mode applying to HUD and Console
    - Fix for terrain crashing when moving away from predefined cells
    - Fix to allow OS X Launcher to handle spaces in the binary path
    - Fix to support TGA textures
    - Fix to support wireframe mode in water
    - Added water rendering
    - Added terrain rendering
    - Added ability to render Path Grid
    - Added Factions support
    - Added Local Map
    - Added Compass/Mini-Map
    - Added Clothing/Armour redering
    - Added Window Pinning
    - Added Auto-Equip.
    - Added support for containers tracking changes to their contents
    - Added several NPC Dialogue Window improvements
    - Added backend for a game settings manager
    - Added backend for a Spell List and selected spell
    - Added backend for NPC holstered/drawn state
    - Added a Morrowind.ini Importer (not yet included in the binary packages)
    - Refactored the Sound code
    - MyGUI updated to version 3.2.0

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Zini
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Re: OpenMW 0.14.0

Post by Zini » 27 Apr 2012, 07:55

Looks good.

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raevol
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Location: Caldera

Re: OpenMW 0.14.0

Post by raevol » 28 Apr 2012, 02:28

Alright. Ace, is there anything "RC" about your most recent Windows builds other than the filename? Can I just rename them and release them? Or do you want to roll new builds for me?

Since we are putting the .debs on the PPA, all I seem to be missing is a source package. Or should I get that from github somehow?

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