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Re: OpenMW 0.40.0 Released!

Posted: 06 Sep 2016, 19:18
by Lamoot
Awesome, thank you all for your work!

Re: OpenMW 0.40.0 Released!

Posted: 08 Sep 2016, 23:59
by SGMonkey
Awesome release!

Keep up the great work all!

Re: OpenMW 0.40.0 Released!

Posted: 13 Sep 2016, 17:29
by Ace (SWE)
Rejoice, OpenMW finally got through the Chocolatey moderation queue; https://chocolatey.org/packages/openmw/
Only took them just over a week.

Re: OpenMW 0.40.0 Released!

Posted: 13 Sep 2016, 18:33
by AnyOldName3
Their moderation queue seems to have just been growing and growing over the past week or so. Maybe one of the moderators has gone on holiday or something.

Re: OpenMW 0.40.0 Released!

Posted: 27 Sep 2016, 11:32
by 0mega
Runs great on my old hardware, thanks a lot for this release!
kHMgQav_scaled.jpg
Greetings from Balmora :P
(Full res)

Re: OpenMW 0.40.0 Released!

Posted: 25 Nov 2016, 05:25
by ShadowRadiance
The change to Slowfall to stop forward momentum really kills Constant Effect Slowfall items for protection, since it means any jump gets reduced to minimal forward movement. Is there a way to have the forward momentum reduced relative to the number of points in the SF affect?

Re: OpenMW 0.40.0 Released!

Posted: 25 Nov 2016, 21:42
by silentthief
haven't tested in openmw, but in vanilla MW only 1 point of slowfall was needed for protection from falls.

ST

Re: OpenMW 0.40.0 Released!

Posted: 25 Nov 2016, 22:18
by jirka642
silentthief wrote:haven't tested in openmw, but in vanilla MW only 1 point of slowfall was needed for protection from falls.
That doesn't work in OpenMW. I created ring with constant enchant of 1pt slowfall and I still get fall damage.

Re: OpenMW 0.40.0 Released!

Posted: 25 Nov 2016, 23:42
by Capostrophic
That actually does work in OpenMW.

Re: OpenMW 0.40.0 Released!

Posted: 26 Nov 2016, 12:18
by jirka642
Oops, I actually used feather instead of slowfall effect... :oops: