OpenMW 0.24.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
User avatar
raevol
Posts: 3000
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.24.0

Post by raevol » 10 Jun 2013, 01:40

A preliminary release announcement:

Code: Select all

The OpenMW team is proud to announce the release of version 0.24.0! Mosey on over to our newfangled Downloads Page (https://openmw.org/downloads/) to find releases for all operating systems. This release brings the much-anticipated animation layering feature, Athletics, Security, Night-Eye and Blind, along with a plethora of other fixes and changes. Oh, and *openable doors*! GO OPEN SOME DOORS!!

Known Issues:
- Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
- Launcher crash on OS X < 10.8
- Polish version of Morrowind.esm makes OpenMW crash

Check out the release video by the unstoppable WeirdSexy: http://youtu.be/WNN1Fi_Jk1Q

Changelog:
- Implemented Athletics
- Implemented Security
- Implemented opening non-load doors
- Implemented AI Escort and EscortCell packages
- Implemented Advanced Journal UI, some features still in progress
- Implemented several trade features
- Implemented New Game in the menu
- Implemented highlighting dialogue topic links
- Implemented animation layering
- Implemented Night Eye/Blind magic effects
- Implemented Move and MoveWorld script instructions
- Implemented non-removable corpses
- Implemented weapon and shield rendering for 3rd person
- Implemented OnDeath script instruction for explicit references
- Various fixes for text display in books
- Various fixes for wait/rest
- Various code cleanup
- Various fixes for script parsing/compiling
- Various fixes for issues having to do with binding keys in the settings menu
- Fixed an issue where the camera would clip below the floor/terrain
- Fixed a seam in the terrain on Red Mountain
- Fixed an issue with journal buttons
- Fixed arrow buttons in the settings menu
- Fixed unclickable dialogue topics
- Fixed changeweather console command
- Fixed not being able to un-select objects while in the console
- Fixed duplicate spawning of AddItem message boxes
- Fixed moddisposition to be able to alter NPCs in a different cell
- Fixed Launcher writing duplicate lines into settings.cfg
- Fixed second quest in Mage's Guild
- Fixed enchantment cast cost
- Fixed display of Take and Close buttons on scroll UI
- Fixed AIWander not being sent values correctly
- Fixed journal being accessible while in character generation
- Fixed Divayth Fyr starting dead
- Fixed detailed FPS display
- Fixed chargen scroll display
Changes/fixes/suggestions much appreciated. Also, are the known issues the same?
Last edited by raevol on 10 Jun 2013, 09:11, edited 1 time in total.

User avatar
Greendogo
Posts: 1376
Joined: 26 Aug 2011, 02:04

Re: OpenMW 0.24.0

Post by Greendogo » 10 Jun 2013, 05:01

Happy Birthday Ace!

Btw, you never answered my question about changing the case of the "openmw" folder for settings files to "OpenMW". Is there any way you could do that?

User avatar
sirherrbatka
Posts: 2154
Joined: 07 Aug 2011, 17:21

Re: OpenMW 0.24.0

Post by sirherrbatka » 10 Jun 2013, 05:54

Windows FS is not case sensitive. If you want to you can rename it on your own.

User avatar
Greendogo
Posts: 1376
Joined: 26 Aug 2011, 02:04

Re: OpenMW 0.24.0

Post by Greendogo » 10 Jun 2013, 06:50

Yes, I know that. I'd just like to point out that most programs using that space create folders with proper casing during install or first run, not folders with all lower case. It' would look more professional, and I'd think it'd be really easy to change.

Or, is it openmw because Linux wouldn't like OpenMW?

User avatar
nopoe
Posts: 112
Joined: 23 Dec 2012, 03:42
Location: CA, United States (UTC-8)

Re: OpenMW 0.24.0

Post by nopoe » 10 Jun 2013, 06:59

rab wrote:
Ace (SWE) wrote:Which DLL is it lacking, exactly?

I could just package that one for now, even though the web redist installer should be able to install it.
d2dx9_43.dll
I don't know where this should come from, but it doesn't come with direct x 9 as installed from the ms website (or from a couple of old dx9 games I have lying around with an offline installer).

Richard.
Sorry for resurrecting a post a few pages back (just started reading the forums again) but this issue has been present for some time now. I got around it by installing the DirectX SDK.

http://forum.openmw.org/viewtopic.php?f=8&t=1446


User avatar
Zini
Posts: 5536
Joined: 06 Aug 2011, 15:16

Re: OpenMW 0.24.0

Post by Zini » 10 Jun 2013, 09:07

Bug #738: OnDeath only works with implicit references
Implicit reference:

If ( OnDeath)
... do something when the actor to whom this script is attached dies
Endif

That worked before.

Explicit references:

If ( vivec_god -> onDeath )
... do soemthing when Vivec dies, no matter to what this script is attached to.
Endif

That did not work before.
Feature #98: Render Weapon and Shield <-- is this only 3rd person? Does it apply to NPCs?
Yes, 3rd person only. 1st person mode does not work yet. In theory the 3ed person mode also affects NPCs. But since we don't have combat AI yet, they will never pull their weapons.

User avatar
Zini
Posts: 5536
Joined: 06 Aug 2011, 15:16

Re: OpenMW 0.24.0

Post by Zini » 10 Jun 2013, 09:09

Greendogo wrote:Happy Birthday Ace!

Btw, you never answered my question about changing the case of the "openmw" folder for settings files to "OpenMW". Is there any way you could do that?
Would require special code for both Linux and Windows. Not in favour of it. Windows is an ugly bloody mess anyway. A lower case directory name will hardly make it worse.

User avatar
raevol
Posts: 3000
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.24.0

Post by raevol » 10 Jun 2013, 09:12

Wrote those as:

Code: Select all

- Implemented weapon and shield rendering for 3rd person
- Implemented OnDeath script instruction for explicit references
That ok enough? Also, can I bug about the known issues again? Are those the same? (have we still not fixed Polish? :( )

User avatar
Zini
Posts: 5536
Joined: 06 Aug 2011, 15:16

Re: OpenMW 0.24.0

Post by Zini » 10 Jun 2013, 09:14

Was just about to post ;)

Regarding known issues:

They should be the same (assuming that we can get rid of these sound problems).

And yes, these look okay. We don't have a fix for the Polish version. Basically, the translators fucked up and created broken records. We are not sure how to properly deal with them and that only persons owning the Polish version can work on it properly makes it even harder.

Post Reply