Nah, I just thought I'd write in this one since it's about 0.42, or Zini's maybe lack of knowledge of its release.
OpenMW 0.42.0
Re: OpenMW 0.42.0
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- Posts: 8
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Re: OpenMW 0.42.0
Congratulations on the 0.42 release!
Just a heads-up, this page hasn't been updated for 0.42 yet: https://downloads.openmw.org/windows/
Just a heads-up, this page hasn't been updated for 0.42 yet: https://downloads.openmw.org/windows/
Re: OpenMW 0.42.0
Ah snap. Until that gets updated, you can find the release here: https://github.com/OpenMW/openmw/releasesTexafornian wrote: ↑11 Aug 2017, 04:56 Just a heads-up, this page hasn't been updated for 0.42 yet: https://downloads.openmw.org/windows/
Re: OpenMW 0.42.0
I know this is definitely a case of too little, too late, but I updated the release texts for distant land. I updated them on the blog and facebook as well.
raevol wrote: ↑01 Aug 2017, 21:50 Plaintext:HTML:Code: Select all
The OpenMW team is proud to announce the release of version 0.42.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. Apologies for the delayed release, but we wanted to have everything in order for you! As of this version distant terrain is back in OpenMW! A guide to enabling it can be found here: https://openmw.org/2017/distant-terrain/ thanks to DestinedToDie. Check the changelog below for new features and bug fixes. Check out the release video (https://www.youtube.com/watch?v=YKhfdOxkafo) and the OpenMW-CS release video (https://www.youtube.com/watch?v=exWbXBAJYtY) by the magnanimous 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 water sound effects - Implemented light particles showing in inventory character preview - Implemented magic projectiles emitting light - Implemented NiSphericalCollider - OpenMW-CS: Implemented "Book Type" combo box replacing "Scroll" check box in Book records - OpenMW-CS: Implemented "Blood Type" combo box replacing blood check boxes in NPC and Creature records - OpenMW-CS: Implemented "Emitter Type" combo box replacing emitter check boxes in Light records - OpenMW-CS: Implemented "Gender" combo box replacing "Female" check box in NPC and Body Part records - ess-Importer: Implemented converting mark location - ess-Importer: Implemented converting last known exterior cell Bug Fixes: - Falling leaves in Vurt's tree mods now render correctly - Actors now use capsular collision shapes (solves issues with characters getting stuck or floating above the ground) - Collision handling has been improved (better performance and overall behaviour) - Collision is now not disabled for actors until their death animation has finished playing - Players can no longer climb sheer terrain by jumping and then moving forwards in the air - Doors no longer stutter when colliding with the player - Dialog boxes now appear in the center of the screen after the window is resized - Weapon and spell cycling is now disabled while in GUI mode - Weapon and spell cycling can now be bound to a gamepad - Gamepad and mouse/keyboard may now be used at the same time - Inventory window titles are now centered vertically - Changed name tooltips' behavior on enemies to match vanilla behavior - The maximum width of a tooltip is no longer set to a fixed value - The drowning widget now more accurately matches the vanilla one - Fall height is now reset when the player teleports - Changed Slowfall spell effect to better match vanilla behavior while jumping - Combat with water creatures now ends when leaving the water - AI actors no longer hit unintended targets - Changed NPC wander and idle behavior to better match vanilla - Fixed some summoned creatures not engaging underwater creatures in combat - Enemies now initiate combat with player followers on sight - Creatures now auto-equip their shields on creation - Changed combat engagement logic to better match vanilla behavior - The Command spell effect now brings enemies out of combat - Followers now continue to follow after resting and saving and reloading the game - Light prioritization on objects now takes the light sources' intensity into account (fixes issues with light sources popping up) - Icon shadows no longer persist in GUI windows - Disintegrate Armor/Weapon spell effects are no longer bound to the framerate - Enchanted arrows now explode when they hit the ground or a static object - Fixed a crash that occurred while using a container and the console at the same time - Fixed the beginning of NPC speech being cut off on macOS - Nodes named "bounding box" are now ignored by the nifloader making corresponding meshes render correctly - The correct swish sound is now played for NPC weapon attacks - The player now has to pay for their followers when using fast travel - Fixed a regression with Dispel; it now is an instant spell effect again - Corrected greetings in Antares' Big Mod - The ProjectileManager no longer crashes when a sound ID fails to play or is not found - Fixed behavior of Activate and OnActivate commands (fixes freeze when opening "Hammers" container in Aanumuran Reclaimed mod) - Fixed possible game-breaking exception caused by trying to access NPC stats on a creature - Identification papers can now be picked back up after they are dropped - Fixed the interpreter to properly handle a reference change caused by an Activate command - Changed behavior of stat script commands to better handle stats above 100 - Fixed gun sounds in Clean Hunter Rifles mod - Fixed selling success chance when bartering - Fixed objects doubling when loading a save game after editing the used game files - Silenced SDL events of types 0x302 and 0x304 - Fixed a rare crash that occurred on cell loading - Activation flags are now reset when an object is copied - Removed the possibility to implicitly call GetJournalIndex by simply stating a script ID (solves issues with objects using the same ID as a script in Emma's Lokken mod) - Blacklisted some unused scripts from the Bloodmoon expansion pack which relied upon the abovementioned implicit function call - Fixed the ResourceHelpers to allow the simultaneous use of forward and backward slashes in a model path - Fixed handling of enchantments' spell effects to correctly display these effects in the GUI - OpenMW-CS: New or cloned Body Part records may now use the ".1st" suffix - OpenMW-CS: Fixed sorting verification results by Record Type - OpenMW-CS: Cloned and added pathgrids are no longer lost after reopening an omwgame file - OpenMW-CS: Camera position is now re-centered when changing interior cells via drag & drop - OpenMW-CS: Added missing Text field to allow editing a book's actual text - OpenMW-CS: Skill books now show associated skill IDs instead of attribute IDs
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<p>The OpenMW team is proud to announce the release of version 0.42.0! Grab it from our <a href="https://openmw.org/downloads/">Downloads Page</a> for all operating systems. Apologies for the delayed release, but we wanted to have everything in order for you! As of this version distant terrain is back in OpenMW! Check <a href="https://openmw.org/2017/distant-terrain/">DestinedToDie's guide</a> for instructions on enabling it. Check the changelog below for new features and bug fixes.</p> <p>Check out the release video (https://www.youtube.com/watch?v=YKhfdOxkafo) and the OpenMW-CS release video (https://www.youtube.com/watch?v=exWbXBAJYtY) by the magnanimous Atahualpa, and see below for the full list of changes.</p> <p><b>Known Issues:</b><br> <ul><li>Shadows are not re-implemented yet</li> <li>To use the Linux targz package binaries, Qt4 and libpng12 must be installed on your system</li> <li>On macOS, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings</li></ul></p> <p><b>New Features:</b><br> <ul><li>Implemented water sound effects</li> <li>Implemented light particles showing in inventory character preview</li> <li>Implemented magic projectiles emitting light</li> <li>Implemented NiSphericalCollider</li> <li>OpenMW-CS: Implemented "Book Type" combo box replacing "Scroll" check box in Book records</li> <li>OpenMW-CS: Implemented "Blood Type" combo box replacing blood check boxes in NPC and Creature records</li> <li>OpenMW-CS: Implemented "Emitter Type" combo box replacing emitter check boxes in Light records</li> <li>OpenMW-CS: Implemented "Gender" combo box replacing "Female" check box in NPC and Body Part records</li> <li>ess-Importer: Implemented converting mark location</li> <li>ess-Importer: Implemented converting last known exterior cell</li></ul></p> <p><b>Bug Fixes:</b><br> <ul><li>Falling leaves in Vurt's tree mods now render correctly</li> <li>Actors now use capsular collision shapes (solves issues with characters getting stuck or floating above the ground)</li> <li>Collision handling has been improved (better performance and overall behaviour)</li> <li>Collision is now not disabled for actors until their death animation has finished playing</li> <li>Players can no longer climb sheer terrain by jumping and then moving forwards in the air</li> <li>Doors no longer stutter when colliding with the player</li> <li>Dialog boxes now appear in the center of the screen after the window is resized</li> <li>Weapon and spell cycling is now disabled while in GUI mode</li> <li>Weapon and spell cycling can now be bound to a gamepad</li> <li>Gamepad and mouse/keyboard may now be used at the same time</li> <li>Inventory window titles are now centered vertically</li> <li>Changed name tooltips' behavior on enemies to match vanilla behavior</li> <li>The maximum width of a tooltip is no longer set to a fixed value</li> <li>The drowning widget now more accurately matches the vanilla one</li> <li>Fall height is now reset when the player teleports</li> <li>Changed Slowfall spell effect to better match vanilla behavior while jumping</li> <li>Combat with water creatures now ends when leaving the water</li> <li>AI actors no longer hit unintended targets</li> <li>Changed NPC wander and idle behavior to better match vanilla</li> <li>Fixed some summoned creatures not engaging underwater creatures in combat</li> <li>Enemies now initiate combat with player followers on sight</li> <li>Creatures now auto-equip their shields on creation</li> <li>Changed combat engagement logic to better match vanilla behavior</li> <li>The Command spell effect now brings enemies out of combat</li> <li>Followers now continue to follow after resting and saving and reloading the game</li> <li>Light prioritization on objects now takes the light sources' intensity into account (fixes issues with light sources popping up)</li> <li>Icon shadows no longer persist in GUI windows</li> <li>Disintegrate Armor/Weapon spell effects are no longer bound to the framerate</li> <li>Enchanted arrows now explode when they hit the ground or a static object</li> <li>Fixed a crash that occurred while using a container and the console at the same time</li> <li>Fixed the beginning of NPC speech being cut off on macOS</li> <li>Nodes named "bounding box" are now ignored by the nifloader making corresponding meshes render correctly</li> <li>The correct swish sound is now played for NPC weapon attacks</li> <li>The player now has to pay for their followers when using fast travel</li> <li>Fixed a regression with Dispel; it now is an instant spell effect again</li> <li>Corrected greetings in Antares' Big Mod</li> <li>The ProjectileManager no longer crashes when a sound ID fails to play or is not found</li> <li>Fixed behavior of Activate and OnActivate commands (fixes freeze when opening "Hammers" container in Aanumuran Reclaimed mod)</li> <li>Fixed possible game-breaking exception caused by trying to access NPC stats on a creature</li> <li>Identification papers can now be picked back up after they are dropped</li> <li>Fixed the interpreter to properly handle a reference change caused by an Activate command</li> <li>Changed behavior of stat script commands to better handle stats above 100</li> <li>Fixed gun sounds in Clean Hunter Rifles mod</li> <li>Fixed selling success chance when bartering</li> <li>Fixed objects doubling when loading a save game after editing the used game files</li> <li>Silenced SDL events of types 0x302 and 0x304</li> <li>Fixed a rare crash that occurred on cell loading</li> <li>Activation flags are now reset when an object is copied</li> <li>Removed the possibility to implicitly call GetJournalIndex by simply stating a script ID (solves issues with objects using the same ID as a script in Emma's Lokken mod)</li> <li>Blacklisted some unused scripts from the Bloodmoon expansion pack which relied upon the abovementioned implicit function call</li> <li>Fixed the ResourceHelpers to allow the simultaneous use of forward and backward slashes in a model path</li> <li>Fixed handling of enchantments' spell effects to correctly display these effects in the GUI</li> <li>OpenMW-CS: New or cloned Body Part records may now use the ".1st" suffix</li> <li>OpenMW-CS: Fixed sorting verification results by Record Type</li> <li>OpenMW-CS: Cloned and added pathgrids are no longer lost after reopening an omwgame file</li> <li>OpenMW-CS: Camera position is now re-centered when changing interior cells via drag & drop</li> <li>OpenMW-CS: Added missing Text field to allow editing a book's actual text</li> <li>OpenMW-CS: Skill books now show associated skill IDs instead of attribute IDs</li></ul></p>
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The OpenMW team is proud to announce the release of version 0.42.0! Grab it from our [url=https://openmw.org/downloads/]Downloads Page[/url] for all operating systems. Apologies for the delayed release, but we wanted to have everything in order for you! As of this version distant terrain is back in OpenMW! Check [url=https://openmw.org/2017/distant-terrain/]DestinedToDie's guide[/url] for instructions on enabling it.Check the changelog below for new features and bug fixes. Check out the [url=https://www.youtube.com/watch?v=YKhfdOxkafo]release video[/url] and the [url=https://www.youtube.com/watch?v=exWbXBAJYtY]OpenMW-CS release video[/url] by the magnanimous Atahualpa, and see below for the full list of changes. [b]Known Issues:[/b] [list][*]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[/list] [b]New Features:[/b] [list][*]Implemented water sound effects [*]Implemented light particles showing in inventory character preview [*]Implemented magic projectiles emitting light [*]Implemented NiSphericalCollider [*]OpenMW-CS: Implemented "Book Type" combo box replacing "Scroll" check box in Book records [*]OpenMW-CS: Implemented "Blood Type" combo box replacing blood check boxes in NPC and Creature records [*]OpenMW-CS: Implemented "Emitter Type" combo box replacing emitter check boxes in Light records [*]OpenMW-CS: Implemented "Gender" combo box replacing "Female" check box in NPC and Body Part records [*]ess-Importer: Implemented converting mark location [*]ess-Importer: Implemented converting last known exterior cell[/list] [b]Bug Fixes:[/b] [list][*]Falling leaves in Vurt's tree mods now render correctly [*]Actors now use capsular collision shapes (solves issues with characters getting stuck or floating above the ground) [*]Collision handling has been improved (better performance and overall behaviour) [*]Collision is now not disabled for actors until their death animation has finished playing [*]Players can no longer climb sheer terrain by jumping and then moving forwards in the air [*]Doors no longer stutter when colliding with the player [*]Dialog boxes now appear in the center of the screen after the window is resized [*]Weapon and spell cycling is now disabled while in GUI mode [*]Weapon and spell cycling can now be bound to a gamepad [*]Gamepad and mouse/keyboard may now be used at the same time [*]Inventory window titles are now centered vertically [*]Changed name tooltips' behavior on enemies to match vanilla behavior [*]The maximum width of a tooltip is no longer set to a fixed value [*]The drowning widget now more accurately matches the vanilla one [*]Fall height is now reset when the player teleports [*]Changed Slowfall spell effect to better match vanilla behavior while jumping [*]Combat with water creatures now ends when leaving the water [*]AI actors no longer hit unintended targets [*]Changed NPC wander and idle behavior to better match vanilla [*]Fixed some summoned creatures not engaging underwater creatures in combat [*]Enemies now initiate combat with player followers on sight [*]Creatures now auto-equip their shields on creation [*]Changed combat engagement logic to better match vanilla behavior [*]The Command spell effect now brings enemies out of combat [*]Followers now continue to follow after resting and saving and reloading the game [*]Light prioritization on objects now takes the light sources' intensity into account (fixes issues with light sources popping up) [*]Icon shadows no longer persist in GUI windows [*]Disintegrate Armor/Weapon spell effects are no longer bound to the framerate [*]Enchanted arrows now explode when they hit the ground or a static object [*]Fixed a crash that occurred while using a container and the console at the same time [*]Fixed the beginning of NPC speech being cut off on macOS [*]Nodes named "bounding box" are now ignored by the nifloader making corresponding meshes render correctly [*]The correct swish sound is now played for NPC weapon attacks [*]The player now has to pay for their followers when using fast travel [*]Fixed a regression with Dispel; it now is an instant spell effect again [*]Corrected greetings in Antares' Big Mod [*]The ProjectileManager no longer crashes when a sound ID fails to play or is not found [*]Fixed behavior of Activate and OnActivate commands (fixes freeze when opening "Hammers" container in Aanumuran Reclaimed mod) [*]Fixed possible game-breaking exception caused by trying to access NPC stats on a creature [*]Identification papers can now be picked back up after they are dropped [*]Fixed the interpreter to properly handle a reference change caused by an Activate command [*]Changed behavior of stat script commands to better handle stats above 100 [*]Fixed gun sounds in Clean Hunter Rifles mod [*]Fixed selling success chance when bartering [*]Fixed objects doubling when loading a save game after editing the used game files [*]Silenced SDL events of types 0x302 and 0x304 [*]Fixed a rare crash that occurred on cell loading [*]Activation flags are now reset when an object is copied [*]Removed the possibility to implicitly call GetJournalIndex by simply stating a script ID (solves issues with objects using the same ID as a script in Emma's Lokken mod) [*]Blacklisted some unused scripts from the Bloodmoon expansion pack which relied upon the abovementioned implicit function call [*]Fixed the ResourceHelpers to allow the simultaneous use of forward and backward slashes in a model path [*]Fixed handling of enchantments' spell effects to correctly display these effects in the GUI [*]OpenMW-CS: New or cloned Body Part records may now use the ".1st" suffix [*]OpenMW-CS: Fixed sorting verification results by Record Type [*]OpenMW-CS: Cloned and added pathgrids are no longer lost after reopening an omwgame file [*]OpenMW-CS: Camera position is now re-centered when changing interior cells via drag & drop [*]OpenMW-CS: Added missing Text field to allow editing a book's actual text [*]OpenMW-CS: Skill books now show associated skill IDs instead of attribute IDs[/list]
Re: OpenMW 0.42.0
Also, this still needs to be updated? Who handles the downloads page?raevol wrote: ↑11 Aug 2017, 08:07Ah snap. Until that gets updated, you can find the release here: https://github.com/OpenMW/openmw/releasesTexafornian wrote: ↑11 Aug 2017, 04:56 Just a heads-up, this page hasn't been updated for 0.42 yet: https://downloads.openmw.org/windows/
- lgromanowski
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Re: OpenMW 0.42.0
Hi,
sorry for not uploading binaries on time - I'll do it in few moments.
// EDIT: Done
sorry for not uploading binaries on time - I'll do it in few moments.
// EDIT: Done
Re: OpenMW 0.42.0
No worries, and thanks lgro!!