OpenMW 0.17.0

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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Zini
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Re: OpenMW 0.17.0

Post by Zini »

As for shiny, i mean that it is not released as part of your tagged source release.
I don't make any source releases. github does provide automatically build zipped tarballs of the latest master, but that is not something I have any control over.

From what I remember one of our packagers usually creates source releases manually, which indeed usually include all submodules.
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raevol
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Re: OpenMW 0.17.0

Post by raevol »

Alright, trying this again! Will report back when done!
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psi29a
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Re: OpenMW 0.17.0

Post by psi29a »

From what I understand, raevol gets his 'source' release from Zini's tag on github. He ran into the same problem as me, submodule 'shiny' being missing.

Who should take the job as the 'official' source person (someone to blame in the future). :lol:

I can give him a working (compilable) source now, or is that something you can do Zini, since you have the most de-facto authority?

Updated: Someone needed it 'RAGHT NAOW'...
http://dl.dropbox.com/u/396161/openmw-0.17.0.tar.gz

yell at me if I forgot something... but this is what we use for builds on Ubuntu.
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raevol
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Re: OpenMW 0.17.0

Post by raevol »

Alright, we are release. Propaganda below:

Plaintext:
The OpenMW team is proud to announce the release of version 0.17.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This version introduces a new player control system, potion usage, a Main Menu, and a multitude of fixes and improvements.

Check out our release video by WeirdSexy here: http://www.youtube.com/watch?v=uI0GP2p89rA

Known Issues:
- Activating a bed can lock up the game
- There is a minor memory leak that will be fixed in 0.18.0

Changelog:
- Fixes for physics shapes and dark textures
- Fix for character normals
- Fix for laggy input on OS X
- Added support for objects crossing cell borders
- Re-implemented dropping items
- Implemented a Main Menu
- Implemented Camera Modes and proper Player control
- Added support for object rotation and scaling
- Fix for NIF material sharing
- Implemented potion usage
- Implemented skill gain backend
- Implemented Drain/Fortigy dynamic Stats/Attributes magic effects
- Fix for various crashes and errors
- Fixes for memory leaks
- Various improvements for console scripts
- Various code cleanup and improvements

HTML:
The OpenMW team is proud to announce the release of version 0.17.0! Release packages for Ubuntu are now available via our <a href="https://launchpad.net/~openmw/+archive/ ... >Launchpad PPA</a>. Release packages for other platforms are available on our <a href="http://code.google.com/p/openmw/downloa ... ">Download page</a>. This version introduces a new player control system, potion usage, a Main Menu, and a multitude of fixes and improvements.

Check out our <a href="http://www.youtube.com/watch?v=uI0GP2p89rA">release video</a> by WeirdSexy.

<b>Known Issues:</b>
<ul>
<li>Activating a bed can lock up the game</li>
<li>There is a minor memory leak that will be fixed in 0.18.0</li>
</ul>

<b>Changelog:</b>
<ul>
<li>Fixes for physics shapes and dark textures</li>
<li>Fix for character normals</li>
<li>Fix for laggy input on OS X</li>
<li>Added support for objects crossing cell borders</li>
<li>Re-implemented dropping items</li>
<li>Implemented a Main Menu</li>
<li>Implemented Camera Modes and proper Player control</li>
<li>Added support for object rotation and scaling</li>
<li>Fix for NIF material sharing</li>
<li>Implemented potion usage</li>
<li>Implemented skill gain backend</li>
<li>Implemented Drain/Fortigy dynamic Stats/Attributes magic effects</li>
<li>Fix for various crashes and errors</li>
<li>Fixes for memory leaks</li>
<li>Various improvements for console scripts</li>
<li>Various code cleanup and improvements</li>
</ul>

BBCode:

Code: Select all

The OpenMW team is proud to announce the release of version 0.17.0! Release packages for Ubuntu are now available via our [url=https://launchpad.net/~openmw/+archive/openmw]Launchpad PPA[/url]. Release packages for other platforms are available on our [url=http://code.google.com/p/openmw/downloads/list]Download page[/url]. This version introduces a new player control system, potion usage, a Main Menu, and a multitude of fixes and improvements.

Check out our [url=http://www.youtube.com/watch?v=uI0GP2p89rA]release video[/url].

[b]Known Issues:[/b]
[list]
Activating a bed can lock up the game
There is a minor memory leak that will be fixed in 0.18.0
[/list]

[b]Changelog:[/b]
[list]
Fixes for physics shapes and dark textures
Fix for character normals
Fix for laggy input on OS X
Added support for objects crossing cell borders
Re-implemented dropping items
Implemented a Main Menu
Implemented Camera Modes and proper Player control
Added support for object rotation and scaling
Fix for NIF material sharing
Implemented potion usage
Implemented skill gain backend
Implemented Drain/Fortigy dynamic Stats/Attributes magic effects
Fix for various crashes and errors
Fixes for memory leaks
Various improvements for console scripts
Various code cleanup and improvements
[/list]
Last edited by raevol on 27 Aug 2012, 09:58, edited 1 time in total.
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psi29a
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Re: OpenMW 0.17.0

Post by psi29a »

Your download and launchpad links point to the youtube video...
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lgromanowski
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Re: OpenMW 0.17.0

Post by lgromanowski »

There are wrong links in html, and BBCode versions of announcements (link to YT, and in BBCode there should be no quotes).
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raevol
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Re: OpenMW 0.17.0

Post by raevol »

I... wow... fixing...

EDIT: Fixt. Sorry about that. AND NOW I SLEEP.
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Zini
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Re: OpenMW 0.17.0

Post by Zini »

I can give him a working (compilable) source now, or is that something you can do Zini, since you have the most de-facto authority?
As I wrote before, I have no control about what github is doing with this stuff, and the only thing I could do is manually create a source package by checking out the repository, updating the submodules and than cleaning any git stuff. That definitely falls into the area of packaging and is best left in the hands of our trusty packaging team.
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Lazaroth
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Re: OpenMW 0.17.0

Post by Lazaroth »

Congrats on the release!

The two issues I've found so far is:
1. Still the wrong underwater color. Should be closer to 0.15, 0.22, 0.26
2. Walked around in Vivec and a lot of the shadows flickered on and off while walking. Also in some of the hard edges of the buildings, there were no shadows at all. And some of the shadows coming from the buildings were quite low res when looking at them from a distance.
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