OpenMW 0.38.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
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Zini
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Re: OpenMW 0.38.0

Post by Zini » 04 Jan 2016, 18:02

Seems I am late with the work on starting the RC phase. Busy day. Sorry. Starting to work on it now. We should be ready in an hour or so.

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Zini
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Re: OpenMW 0.38.0

Post by Zini » 04 Jan 2016, 18:22

Or 20 minutes. Done. Please start creating the RC packages.

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psi29a
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Re: OpenMW 0.38.0

Post by psi29a » 04 Jan 2016, 21:49

Will have something for you tomorrow morning. :)

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Ace (SWE)
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Re: OpenMW 0.38.0

Post by Ace (SWE) » 05 Jan 2016, 19:43

Right, have some Windows RCs. Not at my computer so can't test them myself, but should work anyway:

32-bit
64-bit

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DestinedToDie
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Re: OpenMW 0.38.0

Post by DestinedToDie » 05 Jan 2016, 20:19

Ace (SWE) wrote:Right, have some Windows RCs. Not at my computer so can't test them myself, but should work anyway:

32-bit
64-bit
Windows 8.1. No glaring issues. Went to Balmora. FPS is 120 in the most FPS-heavy spot I could find. 400 FPS in Arrile´s place.

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Passerine
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Re: OpenMW 0.38.0

Post by Passerine » 06 Jan 2016, 13:14

DestinedToDie wrote:
Ace (SWE) wrote:Right, have some Windows RCs. Not at my computer so can't test them myself, but should work anyway:

32-bit
64-bit
Windows 8.1. No glaring issues. Went to Balmora. FPS is 120 in the most FPS-heavy spot I could find. 400 FPS in Arrile´s place.
Are we officially faster than the original engine now?

corristo
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Re: OpenMW 0.38.0

Post by corristo » 06 Jan 2016, 13:54

Sorry for the delay, will try to arrange build today.

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psi29a
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Re: OpenMW 0.38.0

Post by psi29a » 06 Jan 2016, 14:24

Built using Ubuntu Wily, x86_64 OpenMW 0.38 RC1:
https://dl.dropboxusercontent.com/u/396 ... C1.tar.bz2

using openmw --skip-menu, which dumps me outside somewhere at 1080P, all settings on/high, using an Intel Sandybridge GPU, I get 120fps.

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DestinedToDie
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Re: OpenMW 0.38.0

Post by DestinedToDie » 06 Jan 2016, 14:28

Passerine wrote:Are we officially faster than the original engine now?
I would say yes. However not if you include MGE XE distant land vs unoptimized OpenMW distant land. Gets sluggish fast if I expand my view and object distance.

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Ace (SWE)
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Re: OpenMW 0.38.0

Post by Ace (SWE) » 06 Jan 2016, 18:28

I'd say that's because one is distant land, and the other is distant everything.

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