OpenMW 0.32.0 Released!

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raevol
Posts: 3093
Joined: 07 Aug 2011, 01:12
Location: Caldera

OpenMW 0.32.0 Released!

Post by raevol »

The OpenMW team is proud to announce the release of version 0.32.0! Grab it from our Downloads Page for all operating systems. This is one of the more magical OpenMW releases, bringing completed implementation of all magic effects as well as NPC AI for casting spells, using potions, etc. in combat. The implementation of mouth movement, eye blinking, and several other NPC AI features breathe more life into NPCs in this release as well. Over 100 issues have been fixed in this release, as we steamroll towards 1.0!

The tiresome affairs of real life have prevented our beloved WeirdSexy from creating a video for this release. We wish him the best in everything, and have our fingers crossed that he will work his magic for a 1.0 release video when the time comes!

Known Issues:
  • Switching from fullscreen to windowed mode on Windows 7 or 8.1 while using the D3D9 renderer causes a crash
Changelog:
  • Finished implementing all magic effects, including Command, Elemental Shield, and Light
  • Implemented NPC AI for combat magic
  • Implemented NPC AI for friendly hits
  • Implemented NPC AI for fighting for the player if they are following
  • Implemented NPC mouth movement
  • Implemented NPC eye blinking
  • Implemented collision script instructions
  • Implemented magic effect get/mod/set functions
  • Implemented difficulty slider
  • Implemented custom map markers
  • Implemented script blacklisting
  • Implemented including the git revision number from the "--version" command line switch
  • Implemented mouse wheel scrolling for the journal
  • Implemented NiBSPArrayController to emit particles on random child nodes
  • Implemented sharing keyframe data
  • Implemented ignoring extra arguments being given to very few certain script functions where the use of stray arguments is most prevalent
  • Implemented double click on inventory window headers to close the window
  • Implemented targeted scripts
  • Fixed being unable to jump when facing a wall
  • Fixed summoned creatures not immediately disappearing when killed
  • Fixes for several script compilation issues
  • Fixed NPCs equipping weapons prior to fighting
  • Fixed Start Scripts which have been stopped not restarting on loading a game
  • Fixed paralyzed NPC corpses exhibiting strange behavior
  • Fixed abilities being depleted when interrupted during casting
  • Fixed NPC behaviors when facing the player
  • Fixed a missing French character
  • Fixed a memory leak with MyGUI
  • Fixed journal being inaccessible while in inventory
  • Fixed PC randomly joining factions
  • Fixed NPCs not switching weapons when exhausting ammunition
  • Fixed guards detecting creatures from too far away
  • Fixed several issues with The Siege of the Skaal Village quest in Bloodmoon
  • Fixed quotation mark character in books
  • Fixed doors colliding with dead bodies
  • Fixed display issue with very high bounties
  • Fixed NPC spell calculation formula
  • Fixed boats standing vertically in Vivec
  • Fixed issue with arrest dialogue when selecting "Go to jail"
  • Fixed strange NPC follow behavior in Hlaalu Ancestral Vaults
  • Fixed Persuasion dialog persisting after loading a game
  • Fixed "Goodbye" dialog option not being escapable
  • Fixed PC stats not updating immediately when changing equipment
  • Fixed non-aggressive creatures
  • Fixed crash when quick-loading with a container window open
  • Fixed order of validity checks when placing items into a container
  • Fixed item stacking for repaired weapons and armor
  • Fixed saving attacked state of NPCs
  • Fixed "Background" dialog topic ignoring rank condition
  • Fixed game starting on day 2
  • Fixed successful critical strikes on enemies who have spotted the player
  • Fixed fatigue not decreasing by the correct amount when running
  • Fixed a graphics issue with the minimap and local map
  • Fixed wrong button title on travel menu
  • Fixed criminal punishment for sleeping on a rented bed
  • Fixed NPCs turning towards the player even if invisible/sneaking
  • Fixed mouse still interacting with map when pinned and inventory closed
  • Fixed spell absorption not absorbing shrine blessings
  • Fixed journal topics sometimes displaying as quests
  • Fixed scroll behavior in scrolls
  • Fixed player enchanting requiring money and always being 100% successful
  • Fixed custom made potions not applying all effects
  • Fixed rain sound pausing in menus
  • Fixed Remesa Othril being hostile to Hlaalu members
  • Fixed a crash on load after death
  • Fixed blind effect not covering the entire screen
  • Fixed crash after load after creating an enchanted item
  • Fixed Retrieve the Scrap Metal quest dialog script issue
  • Fixed targets almost always resisting soultrap scrolls
  • Fixed no message being displayed when casting soultrap on an invalid target
  • Fixed chop attack not working when walking diagonally
  • Fixed world map explored terrain issue when alt-tabbing on D3D9
  • Fixed levitate causing the player to appear out of bounds when going through doors
  • Fixed setting a variable on an NPC from another NPC's dialog not working correctly
  • Fixed wait dialog not blacking out the screen properly
  • Fixed crash on sDifficulty GMST when using vanilla files without patches or expansions
  • Fixed sky rendering issue in Skies version IV
  • Fixed marksman weapons not degrading with use
  • Fixed battle music playing constantly
  • Fixed alt-tabbing while in inventory causing the paper doll to disappear temporarily
  • Fixed cost of training not being added to merchant's inventory
  • Fixed disposition changes not persisting if the conversation meny is closed by purchasing training
  • Fixed blight still being contractible after being cured of Corpus
  • Fixed crash when trying to access fog of war buffer before it is loaded
  • Fixed PC Magicka not recalculating when intelligence is boosted or drained
  • Fixed equipped torches disappearing when game is reloaded
  • Fixed soultrap fail message displaying when targetting NPCs
  • Fixed an issue with magicka cost for custom spells
  • Fixed Azura's Star disappearing when used to recharge an item
  • Fixed GetPCRank not handling ignored explicit references
  • Fixed string table overflow when loading TheGloryRoad.esm
  • Fixed Dagoth Uthol running in slow motion
  • Fixed incorrect values in the spellmaking window
  • Fixed icon for Master Propylon Index not being visible
  • Fixed Tavynu Tedran's corpse going invisible after being looted
  • Fixed health calculation when levelling up
  • Fixed some monsters blocking doors from behind
  • Fixed Ma'Rakha location in Less Generic NPC Foreign Quater mod
  • Fixed number of potion effects shown per Alchemy rank
  • Fixed encumbrance not updating while bartering
  • Fixed base Magicka multiplier
  • Fixed a torch in Addamasartus burning when it shouldn't
  • Fixed aquatic creature movement speed
  • Fixed "Rest until healed" showing with full Health and Magicka
  • Fixed Recalling while falling in an exterior cell changing Mark location
  • Fixed stutter caused by ActorId in AiFollow::getTarget not being cached
  • Fixed Dremora next to Gothren not sticking up for each other
  • Fixed button placement on the QuickChar mod
  • Fixed value and weight showing for keys
  • Fixed persuasion results not showing when using an unpatched Morrowind.esm
  • Fixed issue with Falura Llervu follow quest when loading a save
  • Fixed only guards reacting to theft
  • Fixed on-target spells being rendered behind the water surface
  • Fixed Galsa Gindu's house appearing as if it is on fire
  • Fixed an Ogre fatal exception on invalid parameters
  • Fixed Guards trying to talk to players corpse after killing the player
  • Fixed an infinite recursion in ActionTeleport
  • Fixed followers teleporting with the player into new cells after they are done following the player
  • Fixed typing "j" into the "Name" field opening the journal
  • Fixed text pasting into the console twice
  • Fixed "setfatigue 0" not rendering NPCs unconscious
  • Fixed being able to talk to unconscious actors
  • Fixed crash when player killed by own summoned creature
  • Fixed memory leak when OpenMW window is minimized
  • Fixed RefNum of objects not being reset when they are copied
  • Removed defunct option for building without FFmpeg
  • OpenCS: Implemented body part record verifier
  • OpenCS: Implemented improved keyboard navigation for scene toolbar
  • OpenCS: Implemented tooltips on all graphical buttons
  • OpenCS: Implemented handling resources like regular records
  • OpenCS: Implemented scene toolbar buttons for selecting element types to be rendered - most of the scene elements supported by these buttons are not implemented yet
  • OpenCS: Fixed not saving projects when the defaultfilters file has the wrong permissions
caiolreboucas
Posts: 1
Joined: 18 Sep 2014, 02:08

Re: OpenMW 0.32.0 Released!

Post by caiolreboucas »

Great!!!!
Man, I can hardly wait for the 1.0 version!
Ascent
Posts: 39
Joined: 28 Jun 2014, 04:32

Re: OpenMW 0.32.0 Released!

Post by Ascent »

Another delicious changesteak has been cooked. A1! :lol:

On a more serious note, great job everyone! I'd check it out if Debian would get the MyGUI upgrade sorted already... Ah well, there's always Minetest while I wait. I believe I have a new addiction. ;)
fanofyourwork
Posts: 4
Joined: 09 Aug 2014, 13:38

Re: OpenMW 0.32.0 Released!

Post by fanofyourwork »

Super Cool !!! :D :D :D :!:
No video though :|
:roll:
Uncanny
Posts: 14
Joined: 20 Jul 2014, 20:49

Re: OpenMW 0.32.0 Released!

Post by Uncanny »

This is amazing progress. It's really exciting and impressive to see how far this project has come, and the speed it has towards the 1.0 release. Keep up the good work!
claudekennilol
Posts: 92
Joined: 01 Aug 2012, 20:48

Re: OpenMW 0.32.0 Released!

Post by claudekennilol »

"Implemented double click on inventory window headers to close the window"

Did vanilla MW do this?
User avatar
scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

Re: OpenMW 0.32.0 Released!

Post by scrawl »

Yes.
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psi29a
Posts: 5356
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
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Re: OpenMW 0.32.0 Released!

Post by psi29a »

The more you know...
RounCole

Re: OpenMW 0.32.0 Released!

Post by RounCole »

Something that I wanted to add, embedded in the source code is a function that allows merchants to identify that an item is stolen from them. However there is a terrible bug in this script that dubs all items of the same kind as stolen. So for example if you go into the merchants living area and take the pillow off the bed, or the candle stick from the night stand, those items will be forever stolen from that merchant, and any attempt to sell other items of the same kind in the future will result in a fine and the guards coming after you, not to mention that the item is stolen from you (even in stacks) by the merchant.

This creates a very big problem for thieves guild quests where you need to steal an item from a merchant that you would likely have to sell to that merchant later on. My last play through was in the Tamrial Rebuilt thieves guild, where you are told to steal alcohol from a tavern, by doing so would mean that I would not be able to sell that item(s) at that tavern ever again. I hate always having to keep track of what was stolen from where which really ends up breaking the fun of the game. The player should be able to steal something and sell it to another merchant somewhere else, then take an item from out of town and sell it to that original merchant without issue.

In the real world, only things like jewelery or weapons and such that would have unique markings to identify the item to make it detectable, while a bottle of booze on the other hand is just a bottle, if there are no marking (which bottles dont have) then how can you say it was yours to begin with?

Also, being able to prove that an item is stolen, not just having it mystically tagged would be a good addition...
RounCole

Re: OpenMW 0.32.0 Released!

Post by RounCole »

Something else I was wondering, is this going to be compatible with existing mods?

I have opted to not play the game until this comes out, can I start collecting mods now and not have to worry about them not working later?
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