OpenMW 0.43.0 Released!

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raevol
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OpenMW 0.43.0 Released!

Post by raevol » 05 Dec 2017, 00:50

The OpenMW team is proud to announce the release of version 0.43.0! Grab it from our Downloads Page for all operating systems. This release brings a host of new features and bug fixes, including AI resurfacing to breathe, improved AI combat behavior and keyboard shortcuts for menus.

Check out the release video and the OpenMW-CS release video by the masterful Atahualpa, and see below for the full list of changes.

Known Issues:
  • Shadows are not re-implemented yet
  • To use the Linux targz package binaries, Qt4 and libpng12 must be installed on your system
  • On macOS, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings
New Features:
  • Implemented AI resurfacing to breathe (#1374)
  • Implemented rain and snow induced water ripples (#452, 4156)
  • Implemented fade to black on cell transitions (#824)
  • Implemented starting in an unnamed exterior cell with --start (#3941)
  • Implemented AI using "WhenUsed" enchantments (#3953)
  • Implemented stacks of ingredients or potions remaining grabbed after using one (#4082)
  • Implemented keyboard navigation for menus (#3400)
  • Implemented an option to show the success rate while enchanting (#3492)
  • Implemented an option to show projectiles' damage in tooltips (#2923)
  • Implemented an option to show melee weapons' reach and speed in tooltips (#2923)
  • Implemented a "launch OpenMW" tickbox on the Windows installer (#2258)
  • Implemented the ability to close the inventory while dragging items (#1692, #3099)
  • OpenMW-CS: Implemented LTEX record table (#933)
  • OpenMW-CS: Implemented LAND record table (#936)
  • OpenMW-CS: Implemented highlighting occurrences of a variable in a script (#2509)
  • OpenMW-CS: Implemented using one resource manager per document (#2748)
  • OpenMW-CS: Implemented shortcuts and context menu options for commenting code out and uncommenting code respectively (#3274)
  • OpenMW-CS: Implemented an option in user settings to reset settings to their defaults (#3275, #3682)
  • OpenMW-CS: Implemented reloading data files (#3530)
  • ess-Importer: Implemented converting projectiles (#2320)
Bug Fixes:
  • Water visibility is now consistent across different setting configurations (#815)
  • Autosaves are now created when waiting, to match vanilla behavior (#1452)
  • Container Close button no longer loses key focus when an item is clicked (#1555)
  • Guards no longer become aggressive towards creatures that are beyond their alarm radius (#2405)
  • Players can no longer change their weapon or spell during attack or spellcasting, though weapons can still be sheathed (#2445)
  • UI window pinning now persists between saves and boots (#2489, #2834)
  • First person view now uses the correct body texture with the "Better Bodies" mod (#2594)
  • Stat review menu now reads correctly from the player's stats (#2628)
  • Player states are now correctly reset when a save is loaded (#2639)
  • Rain and snow weather effects no longer move with the player (#2698)
  • Implemented some missing creature swim animations (#2704)
  • "Owned" crosshair now does not mark objects which can be activated without triggering a crime (#2789)
  • Drag-and-drop is now ended if the item is removed (#3097)
  • GetDetected can now be used without a reference (#3110)
  • Fixed poor performance when resizing the dialog window (#3126)
  • Fixed how ampersands in filenames are handled by the Launcher and Wizard (#3243)
  • Improved water reflection rendering along shorelines (#3365)
  • Improved AI usage of Dispel magic effect (#3341)
  • Disposing of corpses no longer breaks related quests (#3528)
  • Framerate limit is now enforced in videos and menus (#3531)
  • Only one copy of a given sound effect may now be played at a time (#3647)
  • Stationary NPCs resume returning to their position after a game is loaded if they had moved (#3656)
  • Added a fade-out for music transitions (#3665)
  • Spellcasting effects now disappear when resting (#3679)
  • Filled soul gems no longer count against the number of empty soulgems a merchant restocks of the same type (#3684)
  • Fixed magicka calculation during character generation (#3694)
  • Guards will now try to arrest the player when attacked, instead of just fighting back (#3706)
  • Death counts are now checked to be for valid actors before they are loaded (#3720)
  • Malformed inequality operators are now handled as equality to match vanilla and give a warning (#3744)
  • Yagrum Bagarn no longer twitches (#3749)
  • DisableLevitation now removes Levitate visual spell effect indicators (#3766)
  • Script commands now run if they were in voiced dialog scripting (#3787)
  • Added enabled check to animation script commands (#3793)
  • Default sound buffer size was increased (#3794)
  • RemoveItem behavior adjusted (#3796)
  • Godmode adjusted to match vanilla (#3798)
  • Animations now loop correctly in the "Animated Morrowind" mod (#3804)
  • Fixed enchantment point calculation to match vanilla (#3805)
  • Missing book art now logs a warning instead of showing a pink rectangle (#3826)
  • Fixed "Windows Glow" mod so window textures are not darker than they should be (#3833)
  • Bodyparts with multiple NiTriShapes are now handled correctly (#3835)
  • InventoryStore::purgeEffect() now removes all effects with argument ID (#3839)
  • Fixed fatigue loss calculations when jumping (#3843)
  • Underwater effects are now not applied to scripted "say" commands (#3850)
  • Actors no longer try to speak underwater (#3851)
  • Fixed a crash caused by an NPC being spawned by two routines at once (#3864)
  • Fixed an exploit where constant effect enchantments could be made with any soul gem by switching the soul gem during enchanting (#3878)
  • Fixed jail state not being cleared when a game is loaded (#3879)
  • Journal no longer displays empty entries (#3891)
  • An empty line is no longer displayed between a topic and the actual dialog text in the dialog window (#3892)
  • PositionCell in dialog no longer closes the dialog window (#3898)
  • "Could not find Data Files location" dialog no longer appears multiple times (#3906)
  • Fixed a case where the user could get stuck when installing without a CD (#3908)
  • Adjustments made to the Morrowind Content Language dropdown in the settings pane of the launcher (#3909)
  • Scroll in launcher window can no longer be cut off by resizing the window (#3910)
  • NC text key on nifs now works correctly (#3915)
  • Menu click sound no longer plays for right clicks (#3919)
  • Improved AI targetting algorithm to choose targets based on attack effectiveness (#3921)
  • AI now avoids enemy hits while casting self-ranged spells (#3922)
  • Copy/Paste now uses the correct command key on macOS (#3934)
  • AI attack strength is now reset when starting a new attack (#3935)
  • Changed spell priority calculation to match vanilla (#3937)
  • UI sounds are no longer distorted under water (#3942)
  • Fixed the game not pausing when minimized on Windows (#3943)
  • Vendors now confiscate stolen items that the player tries to sell them back (#3944)
  • Fixed some character preview rendering issues (#3955)
  • EditEffectDialog close button now updates range button and area slider properly (#3956)
  • Fixed some issues with body part rendering with mods (#3957)
  • Clothing value is now unsigned, preventing some value overflow issues (#3960)
  • Fatigue is now consumed if your encumbrance equals your maximum carry weight exactly (#3963)
  • Journal sounds are now played when flipping pages and closing the journal (#3974)
  • Fixed containers instantly closing when opened with a controller and the cursor over the close button (#3978)
  • Fixed performance issue when casting spells, especially on new landmasses such as Tamriel Rebuilt (#3981)
  • Corrected down and up sounds played when trading (#3982)
  • NPCs taunted to aggression no longer continue dialog with the player (#3987)
  • Journal can no longer be opened at the main menu (#3991)
  • Fixed Dispel to only cancel spell effects (#3995)
  • Fixed missing header inclusion breaking OpenBSD clang build (#4002)
  • Inventory avatar now fits within display border (#4003)
  • Manis Virmaulese now speaks to the player before attacking (#4004)
  • AI spawn position is now reset if they are moved to another cell (#4010)
  • Keypresses consumed by the UI are no longer processed again by the game (#4016)
  • GetPCRunning and GetPCSneaking now check if the PC is actually moving (#4017)
  • Music track shuffling is improved (#4024)
  • Spells with copy/pasted names no longer sort to the top of the spell list (#4025)
  • NPC archers now switch to another weapon to attack when they run out of arrows (#4033)
  • Reloading a save game while falling no longer prevents fall damage (#4049)
  • Draw animation is no longer played when a player equips a new weapon while already holding one (#4056)
  • Disposition is now updated correctly when dialog is closed (#4076)
  • Alchemy skill increases now take effect immediately after potion creation, instead of after the next batch is started (#4079)
  • GetResist commands now work like in vanilla (#4093)
  • Level-up messages for levels past 20 are now used (#4094)
  • Fixed error in framelistener when taking all items from a corpse (#4095)
  • Default 0 float precision is now used in float formatting (#4096)
  • Cycling through weapons now only selects weapons that can be equipped (#4104)
  • A scroll bar has been added to the birthsign effects list at character creation (#4105)
  • Changed inventory sort order to be more consistent (#4112)
  • Fixed unexpected "Resolution not supported in fullscreen" messages (#4113)
  • Fixed pickpocketing behavior to match vanilla (#4131)
  • Fixed a case where NPCs would not equip a second ring (#4155)
  • NPCs now do not autoequip clothing of the same price (#4165)
  • Multiple GUI and AI fixes and improvements
  • OpenMW-CS: Fixed issues with using # characters in loaded configuration files (#3045)
  • OpenMW-CS: Fixed camera position jumping when switching camera modes (#3709)
  • OpenMW-CS: "Map Color" field in Cells table now works correctly (#3971)
  • OpenMW-CS: Name is now reported correctly as OpenMW-CS on macOS (#4027)
  • OpenMW-CS: New greetings now work in-game (#4037)
  • OpenMW-CS: Merging of Land and Land Texture records fixed (#4074)
  • OpenMW-CS: Fixed narrow left pane in Preferences window (#4107)

sg1efc
Posts: 65
Joined: 16 Nov 2012, 02:35

Re: OpenMW 0.43.0 Released!

Post by sg1efc » 05 Dec 2017, 01:21

Cool, Thanks a lot everyone! 8-)

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ArashiAganawa
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Joined: 02 Feb 2017, 02:11

Re: OpenMW 0.43.0 Released!

Post by ArashiAganawa » 05 Dec 2017, 07:45

I get so hyped with each release! Keep up the hard work, you folks rock out loud! Thank you so much for all you do!
Wisdom ,without love, is foolishness. Knowledge, without heart, is ignorance.

Bulbulator
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Joined: 22 May 2014, 16:21

Re: OpenMW 0.43.0 Released!

Post by Bulbulator » 05 Dec 2017, 12:02

Awesome! A lot really cool things!
Still, hope that 0.44 will contain more! Can't wait fixed AI issues, shadows and finnally proper optimisation :lol:

Veritate
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Joined: 25 Oct 2017, 09:49

Re: OpenMW 0.43.0 Released!

Post by Veritate » 05 Dec 2017, 16:01

Fantastic! It is also remarkable that it it didn't take that long from 0.42. But …

… wouldn't Ace's OpenMW flatpak at least deserve an honorable mention?

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raevol
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Location: Caldera

Re: OpenMW 0.43.0 Released!

Post by raevol » 05 Dec 2017, 18:33

Veritate wrote:
05 Dec 2017, 16:01
… wouldn't Ace's OpenMW flatpak at least deserve an honorable mention?
... yes definitely. I think the flatpak arose during the release cycle, which is why I didn't think to include it. Let's keep QA'ing it during this verison, and then someone remind me next version. Alternatively, it could be the feature of one of our normal news posts.

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drummyfish
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Re: OpenMW 0.43.0 Released!

Post by drummyfish » 06 Dec 2017, 12:39

Would we want the website and video subtitles translated to Czech language? I have some spare time and like translating and would be willing to do it, but we're a small country, so I don't know if there would even be demand for it.

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Atahualpa
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Re: OpenMW 0.43.0 Released!

Post by Atahualpa » 06 Dec 2017, 12:47

Czech community members step up!

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drummyfish
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Re: OpenMW 0.43.0 Released!

Post by drummyfish » 06 Dec 2017, 13:55

Atahualpa wrote:
06 Dec 2017, 12:47
Czech community members step up!
Think I may be the only one :) Though that's what I'd like to address via the potential translations. Even simple things like translated FAQ could bring more people from search engines etc.

EDIT: I'm just reading through FAQ and I think a few things might need updates. For example under "What can you expect from the current release?" it is not mentioned the game is already fully playable and the text sounds like the game is kinda buggy. Also there's Zini's statement which I suppose is from some time ago: "with 1.0, OpenMW will change from a demo to an actually playable game" - the game is already playable now, "improvements over the original game are mostly ruled out for now" - not really correct either as we have a lot of extra features already.

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Atahualpa
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Re: OpenMW 0.43.0 Released!

Post by Atahualpa » 06 Dec 2017, 18:18

drummyfish wrote:
06 Dec 2017, 13:55
EDIT: I'm just reading through FAQ and I think a few things might need updates. For example under "What can you expect from the current release?" it is not mentioned the game is already fully playable and the text sounds like the game is kinda buggy. Also there's Zini's statement which I suppose is from some time ago: "with 1.0, OpenMW will change from a demo to an actually playable game" - the game is already playable now, "improvements over the original game are mostly ruled out for now" - not really correct either as we have a lot of extra features already.
Have a look here: The new FAQ video(s). Some answers need to be updated though; I didn't have the time to finish that task. -- Maybe next year.

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