OpenMW 0.43.0
Re: OpenMW 0.43.0
Uh ok, awesome!
Re: OpenMW 0.43.0
Haven't touched the changelog yet. Since everything seems to be in place now, let's start the RC phase at the end of this week. This will give everyone a chance to get last minute changes in, if necessary.
Re: OpenMW 0.43.0
Sounds good- remind me, I just need to apply the tag right? *starts digging out git book* When we are ready of course.
- AnyOldName3
- Posts: 2025
- Joined: 26 Nov 2015, 03:25
Re: OpenMW 0.43.0
Definitely wait until https://github.com/OpenMW/openmw/pull/1507 is merged as I created a regression which that fixes.
AnyOldName3, Master of Shadows
Re: OpenMW 0.43.0
Sounds good. I'll start writing the video scripts tomorrow.
Looks like scrawl already merged your commit.AnyOldName3 wrote: ↑18 Oct 2017, 04:01Definitely wait until https://github.com/OpenMW/openmw/pull/1507 is merged as I created a regression which that fixes.

- AnyOldName3
- Posts: 2025
- Joined: 26 Nov 2015, 03:25
Re: OpenMW 0.43.0
It seems that I'd actually caused another regression before that one, so that needs fixing, too. Unfortunately, I don't know what I did or how as I only broke Linux as far as I can tell and the changes I made should only have affected Windows.
AnyOldName3, Master of Shadows
Re: OpenMW 0.43.0
All fixed now, it seems. We should be able to enter RC stage maybe tomorrow but no later than this weekend.
Re: OpenMW 0.43.0
One question: Why is it that the new pickpocketing mechanics aren't in master yet? Is it because we want to release 0.43 first because it is such a big change, or..? I haven't seen anyone protesting against the changes either on github or here on the forums, so it at least looks like people generally like the changes.
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page
My Nexus page
Re: OpenMW 0.43.0
I believe the reverse pickpocket feature would attract more people to openmw, and also more developers. We should show the people what OpenMW is capable of.
Re: OpenMW 0.43.0
Wow, there was something going on that completely escaping my attention. I am also not particularly qualified to make a decision on this issue, because I never have uses pickpocket once in any TES game.
However reverse pickpocketing is a pretty drastic change from the original and if we think hard enough about this issue we can probably come up with a heavily scripted quest or feature that would be broken by allowing reverse pickpocketing. So my initial reaction to this for pre-1.0 would be a no.
If at all then it would have to be locked away behind an openmw.cfg fallback setting that could then be later folded into the de-hardcoded pickpocketing feature post-1.0. But I am not in favour of this and trying to push it with these changes into 0.43.0 on such short notice seems ill-advised.
However reverse pickpocketing is a pretty drastic change from the original and if we think hard enough about this issue we can probably come up with a heavily scripted quest or feature that would be broken by allowing reverse pickpocketing. So my initial reaction to this for pre-1.0 would be a no.
If at all then it would have to be locked away behind an openmw.cfg fallback setting that could then be later folded into the de-hardcoded pickpocketing feature post-1.0. But I am not in favour of this and trying to push it with these changes into 0.43.0 on such short notice seems ill-advised.