OpenMW 0.18.0

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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OpenMW 0.18.0

Post by Zini »

Since 0.17.0 is very close to completion, I'll do my usual milestone posting now.

We have already three tasks down, which leaves us with 35.

First there are game mechanics related tasks:

* Acrobatics Skill
* Atlethics Skill
* Alchemy Skill
* Mercantile skill
* Ingredients use

All of these are still missing some formula or at least confirmation for the formula we have. Lets hope our research team gets some of them ready in time for 0.18.0.


Then we have waiting, sleeping and leveling:

* Implement sleeping/resting
* Implement level-up
* Level-Up Dialogue
* Sleep/Wait Window


Other GUI related tasks:

* Hotkey Window
* Spell Buying Window
* Trainer Window


Of particular importance to the editor development are these:

* Handle resources across multiple data directories
* Generate a suitable default-value for --data-local

Mostly implemented already, but disabled until now. Caused some trouble with the resources system. Not sure if these problems persist. It needs more testing.


And then we have Morrowind.ini importer related tasks:

* Finish class selection-dialogue
* Run Morrowind-ini importer from launcher
* Importer tab
* Fallback-Settings

There was some work on it, but it did not come to a conclusion.


Some rendering, animation physics tasks:

* Death
* Render Weapon and Shield
* Proper collision shapes for NPCs and creatures
* Swimming animation
* Walking animation

The former three are particularly important, if we want to get into combat in 0.19.0, while the later two will have an ideal test setup as soon as the player control implementation in 0.17.0 is finished.


Other longstanding tasks of varying importance:

* Allow ESPs and multiple ESMs
* Interaction with non-load-doors
* Record Saving
* Object Movement/Creation Script Instructions


And finally the usual boring stuff including some bug fixing:

* Activating creatures without dialogue can still activate the dialogue GUI
* Book's text misalignment
* Button of the "preferences menu" are too small
* True flickering lights
* AIPackage data structures
* Add member variable scope sigil where missing
* ESMStore rework and cleanup
* Move sounds into Action


A pretty interesting roadmap, I would say. Since the development activity has increased again, we should be able to get 0.18.0 out within one month after 0.17.0.
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sirherrbatka
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Re: OpenMW 0.18.0

Post by sirherrbatka »

wow, plenty of interesting tasks.
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raevol
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Location: Caldera

Re: OpenMW 0.18.0

Post by raevol »

OpenMW is on the brink of becoming playable, instead of just viewable. :D
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Hrnchamd
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Re: OpenMW 0.18.0

Post by Hrnchamd »

Acrobatics skill and mercantile skill for all services are already researched, posted on the wiki and verified. Athletics is very closely bound to the animation controller, it will have to be an approximation for now. Alchemy is long and messy but doable in a week.
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Greendogo
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Re: OpenMW 0.18.0

Post by Greendogo »

Hrnchamd wrote:Athletics is very closely bound to the animation controller, it will have to be an approximation for now.
Could you explain what you mean by this?
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Zini
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Re: OpenMW 0.18.0

Post by Zini »

Acrobatics is still flagged as "Requires testing" on the wiki.

Also, what about triggering skill gain from using acrobatics. Is that what you mean by "acrobatics skill exercised" or are we still missing this part?
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Hrnchamd
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Re: OpenMW 0.18.0

Post by Hrnchamd »

Hrnchamd wrote:Athletics is very closely bound to the animation controller, it will have to be an approximation for now.
That means the output from the athletics calculations drives the animation system, which fully determines the speed of the character. There's no constant speed, it depends on the player animation. Being several systems layered together make it hard to be exact about how it works.
Zini wrote:Acrobatics is still flagged as "Requires testing" on the wiki.

Also, what about triggering skill gain from using acrobatics. Is that what you mean by "acrobatics skill exercised" or are we still missing this part?
Clarified the status there, it needs some functional testing. Morrowind's physics controller may end up with different overall behaviour than Bullet's. Skill exercised does mean skill progress, yes.
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Zini
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Re: OpenMW 0.18.0

Post by Zini »

0.17.0 down, on to 0.18.0. Still plenty of tasks to claim (particularly related to animation and MyGUI). Get them while they are hot!
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Zini
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Re: OpenMW 0.18.0

Post by Zini »

btw. I added a few tasks since the original posting:

* Static OGRE build faulty

* Player has coordinates 0, 0, 0 (found by Dgdiniz and already claimed by me)

* adjustScale and adjustRotation and not applied consistency

* Target handling in actions (also claimed by me)

* Add a FailedAction
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Zini
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Re: OpenMW 0.18.0

Post by Zini »

I finished the AI package framework, which leaves us with three new tasks:

* Dummy AI package classes
* Add AI related script functions
* Initialise MWMechanics::AiSequence from ESM::AIPackageList

(note that the first one is a prerequisite for the other two)

These tasks are a bit more beginner friendly (the second one still needs some understanding of our script system). Since we have people eager to start working on the AI, I request that people looking for new tasks give these priority (if possible).
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