OpenMW 0.35.0 Released!

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raevol
Posts: 2802
Joined: 07 Aug 2011, 01:12
Location: Caldera

OpenMW 0.35.0 Released!

Post by raevol » 16 Feb 2015, 22:43

The OpenMW team is proud to announce the release of version 0.35.0! Grab it from our Downloads Page for all operating systems. This release includes over 100 bug fixes and improvements, and brings our "1.0" release much closer. Some notable features include the beginnings of an ess-Importer command line tool to import save games from vanilla Morrowind, proper handling of the Calm effect, and AI fast-forward functionality. Read the full changelog and bask in the glory of the huge amount of work that has gone into this release... Two more things: several OpenMW utilities have been renamed as of this release, including OpenCS being renamed to OpenMW-CS. And we would really appreciate any feedback on the launcher's Data File selection UI. Enjoy!

Known Issues:
  • Crash when trying to view cell in render view in OpenCS on OSX
  • Crash when switching from full screen to windowed mode on D3D9
Changelog:
  • Implemented Calm effect removing combat packages
  • Implemented first stages of ess-Importer, an importer for vanilla Morrowind save games, this feature is not complete
  • Implemented previous/next weapon and spell equipping hotkeys
  • Implemented XYZ rotation keys support
  • Implemented AI fast-forward
  • Implemented NPC drowning while knocked out
  • Implemented setting for exterior cell grid size
  • Implemented some leveled list script functions
  • Implemented testing dialog scripts with --script-all
  • Implemented NPC lookAt controller
  • Implemented handling initial state of particle system
  • Implemented a warning when loading a savegame that depends on non-existent content files
  • Implemented conversion of global map exploration overlay for ess-Importer
  • Implemented command line option to load a save game
  • Implemented new display of load order problems in the Data Files tab of the launcher
  • Fixed some sound effects playing at very loud levels
  • Fixed transparency issues with some UI elements
  • Fixed launcher handling of master and plugin selections loaded from openmw.cfg
  • Fixed water display issue on AMD cards
  • Fixed a text display issue when highlighting words in dialog
  • Fixed a launcher crash when a content file is locked
  • Fixed being able to stand on top of hostile creatures
  • Fixed creatures climbing on top of the player
  • Fixed AITravel to more accurately emulate vanilla
  • Fixed some moon display issues
  • Fixed place-able items having collision
  • Fixed AIFollow distance for groups of multiple followers
  • Fixed some staircase climbing issues in Vivec
  • Fixed permanent magic effects not being saved in savegames
  • Fixed crash due to zero-sized particles
  • Fixed a model scaling issue
  • Fixed activated enchanted item magic not being saved in savegames
  • Fixed a crash caused by Ogre shadow handling
  • Fixed not being able to equip a shield with a two-handed weapon
  • Fixed an issue with player fall height when stepping down
  • Fixed an error-handling issue preventing the Sword of Perithia mod from loading
  • Fixed launcher reseting alterations made to the mod list order
  • Fixed some issues with NPC idle voices
  • Fixed vampire corpses standing up when being looted
  • Fixed spell cost not highlighting on mouseover
  • Fixed tooltips still showing when menu is toggled off
  • Fixed rain effect showing while underwater
  • Fixed extreme framedrop when running into certain corners
  • Fixed mod "Shrines - Restore Health and Cancel Options" restore health option not working
  • Fixed animation groups for light and door objects
  • Fixed slaughterfish not attacking partially submerged enemies
  • Fixed air movement mechanics
  • Fixed handling of NPCs with missing hair/head models
  • Fixed position flicker after an animation ends
  • Fixed supporting region names in cell dialog filter for mod "Julan Ashlander Companion"
  • Fixed issues with animated collision shape
  • Fixed mod "Morrowind Rebirth 2.81" causing Balmora bridges to not have collision
  • Fixed summons to reset when the spell is recast
  • Fixed equipment update when unequipping non-related items removing ammunition
  • Fixed not falling back to the top-level directory when looking for resources
  • Fixed mod pathgrids not overwriting the existing pathgrid
  • Fixed a gameplay stopper with the Russian version of the ChaosHeart mod
  • Fixed the resurrect function to work correctly
  • Fixed functionality to allow mods to overwrite existing records in the IndexedStore
  • Fixed an issue with extra bytes to fix an error with the mod "Animated Morrowind - Expanded"
  • Fixed multi-character comparison operators to allow spaces
  • Fixed handling deleted references to fix the "Gateway Ghost" quest
  • Fixed summoning to allow multiple instances of the same creature by using different spells
  • Fixed pathgrid in the (0, 0) exterior cell not loading
  • Fixed actor original position not being saved with the wander package
  • Fixed creatures not receiving fall damage (shouts to this amazing bug description )
  • Fixed enchant cost issue
  • Fixed handling of missing spells and factions to be more graceful
  • Fixed several book display issues
  • Fixed some script compilation issues
  • Fixed scale field for creatures not being handled
  • Fixed being able to use enchantments from items that failed to equip
  • Fixed handling names for helmet models
  • Fixed some NPCs not attacking when they are pickpocketed
  • Fixed chargen race preview head default orientation
  • Fixed animations with no loop keys being looped
  • Fixed spell making to allow adding multiple attribute/skill effects
  • Fixed crash when northmarker has been disabled
  • Fixed area effect on touch spell behavior
  • Fixed dwarven crossbow clipping through the ground when dropped
  • Fixed torch animation playing when torch is hidden
  • Fixed sneak re-applying after attacking an NPC
  • Fixed handling for bipedal creatures without weapons
  • Fixed conflict resolution for conflicting dialog topics
  • Fixed tab completion for exterior cell names
  • Fixed third person view being preserved in save games
  • Fixed save/load progress bar behavior
  • Fixed TogglePOV not being bindable to the Alt key
  • Fixed exception for empty dialog topics
  • Fixed PlaceAt function's count behavior
  • Fixed map notes to display on the door marker leading to the cell with that note
  • Fixed some UI issues to be better compatible with UI overhaul mods
  • Fixed an issue with leveled item arguments
  • Fixed enchanted arrows being added to the victim
  • Fixed missing sound for drawing throwing weapons
  • Fixed guards detecting invisible players
  • Fixed camera not being attached properly when player becomes a vampire
  • Fixed visual effects showing on the overhead map
  • Fixed health modifier not resetting when an actor dies
  • Fixed God Mode to not require magicka when casting spells
  • Fixed attachArrow exception when changing weapon
  • Fixed error when disabled objects are moved between cells
  • Fixed scripts with names starting with digits failing to compile
  • Fixed click activate and de-activate behavior in the Data Files list
  • Renamed "profile" to "content list" in the launcher
  • Added comments to the local/global openmw.cfg files to clarify their identity
  • OpenMW-CS: Implemented clicking on a script error in the report window to set the cursor in the script editor to the respective line/column
  • OpenMW-CS: Implemented deleting selected rows from result windows
  • OpenMW-CS: Fixed window opening issue when the config file doesn't exist
  • OpenMW-CS: Fixed skills to allow values other than 0 through 99
  • OpenMW-CS: Fixed an issue with not launching when another instance was falsely detected as running
  • OpenMW-CS: Fixed a crash on launch when OpenMW is not installed as well
  • OpenMW-CS: Cleanup for the Opening Window and User Settings Window

User avatar
laxon
Posts: 19
Joined: 24 Mar 2013, 10:24

Re: OpenMW 0.35.0 Released!

Post by laxon » 16 Feb 2015, 23:22

An awesome set of fixes! Going to test it out asap.

Thanks!

bydlo
Posts: 6
Joined: 17 Feb 2015, 18:36

Re: OpenMW 0.35.0 Released!

Post by bydlo » 17 Feb 2015, 20:05

Does this update mark the move away from Ogre?

User avatar
Zini
Posts: 5533
Joined: 06 Aug 2011, 15:16

Re: OpenMW 0.35.0 Released!

Post by Zini » 17 Feb 2015, 20:23

No. The currently mainline of the code (the master branch) is still fully OGRE.

DigitalPhantom
Posts: 2
Joined: 01 Jan 2015, 06:47

Re: OpenMW 0.35.0 Released!

Post by DigitalPhantom » 19 Feb 2015, 01:47

Looks like there may be a file missing from the 0.35 Win64 package. I detected the problem after downloading, installing, and attempting to run the launcher (repeat a second time, because Windows; alas, same results both times). Launcher does not start and pops up a dialog complaining about some sort of ogre-root. I was intrigued, but it was not related to a spirits recipe.

Here's my reproduction of the popup:

Code: Select all

Failed to create the Ogre::Root object

Details:
OGRE Exception(7:InternalErrorException): Could not load dynamic library.

VRenderSystem_Direct3D9.dll.

System Error : The specified module could not be found.
     in DynLib::load at B:\Programming\Libraries\Ogre\Source\OgreMain\src\OgreDynLib.cpp (line 109)
Before ya'll freak out, this problem has happened before. I think.
viewtopic.php?f=6&t=427&start=20 - Rhys's post
http://forum.openmw.org/viewtopic.php?t=754&p=7787 - Ghill's post

Just FYI. Also, since I have a previous installation on the same computer, I copied over D3D9_43.dll and everything worked again.

User avatar
Ace (SWE)
Posts: 807
Joined: 15 Aug 2011, 14:56

Re: OpenMW 0.35.0 Released!

Post by Ace (SWE) » 19 Feb 2015, 02:10

Huh, I guess I must've misplaced the d3d9_43.dll I've used to package.

I'll just have to grab one of those again and stuff it back into the build I guess.

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