For 1: going through the roadmap, it's probably:
#1428 - take a cursed gem through the inventory and see the daedra spawn
#3587, 3783 - abot's bird and silt strider mods should work a bit better now
#3664 - combat music will start in dialogue.
#3863 - it should be quite visible that calm humanoid spell works properly on the guards that pursue the player
#3884 - it also should be visible how NPCs don't almost immediately rise up after being KO'ed
#4122 - player character will not stop moving legs while attacking underwater
#4184 - use levitation and fly above the pursuing guard.
#4216 - throwed weapon projectiles rotate now.
#4313 - try to attack a rat and move behind a door (not a teleport door), then close that door. The rat won't try to open the door in 0.44.0.
#4334 - NPCs will no longer carry torches during rain.
#1786 - it would probably be nice to show that the encumbrance is rounded up now and if previously 200/200 encumbrance could mean you're overencumbered, now only 201/200 signifies that. But otherwise it and other issues may be too boring for the end user.
Shamelessful self-promotion: I made use of inventory character preview lighting settings and it looks better now, and also changed the default interface to be more in-line with Morrowind.
Thanks to akortunov, spells window now has search.
Thunderforge added advanced settings tab into the launcher, which was featured in a newspost.
OpenMW 0.44.0
Re: OpenMW 0.44.0
Thanks a lot, Capostrophic. I'll have a look at your list asap.
Shame! Shame! Shame! *dingding* Anyway, I'll see if I can include at least the first issue.Capostrophic wrote: ↑03 Jun 2018, 16:03 Shamelessful self-promotion: I made use of inventory character preview lighting settings and it looks better now, and also changed the default interface to be more in-line with Morrowind.
Ah, so this one has finally been merged. Nice.
That one is already on my list. One of the most important features of this release if you ask me.Capostrophic wrote: ↑03 Jun 2018, 16:03 Thunderforge added advanced settings tab into the launcher, which was featured in a newspost.
Re: OpenMW 0.44.0
Regarding terrain texture editing: We have a terrain texture editing mode now. When selected it creates a terrain texture brush button on the toolbar. By using the primary edit button on the terrain you can apply the brush to the terrain texture.
Left-clicking on the brush button opens a window to configure brush size and type (user settings option for maximal size). Right-clicking on the brush button opens a list of recently used brushes.
Dragging a texture from the terrain texture table or the texture resource table onto the brush button selects the texture for use in the brush.
The following functions are missing:
- Texture selection (copy&paste function, additional brush mode based on shape of current selection, see tooltip in brush config window)
- Secondary edit button click: This will set the current brush texture to the one under the mouse pointer (kinda the inverse of primary edit).
- The brush button should show the selected texture in its icon
- Dragging a texture to the scene will either apply it to the selection (when dropping onto the selection) or a single texture tile
Left-clicking on the brush button opens a window to configure brush size and type (user settings option for maximal size). Right-clicking on the brush button opens a list of recently used brushes.
Dragging a texture from the terrain texture table or the texture resource table onto the brush button selects the texture for use in the brush.
The following functions are missing:
- Texture selection (copy&paste function, additional brush mode based on shape of current selection, see tooltip in brush config window)
- Secondary edit button click: This will set the current brush texture to the one under the mouse pointer (kinda the inverse of primary edit).
- The brush button should show the selected texture in its icon
- Dragging a texture to the scene will either apply it to the selection (when dropping onto the selection) or a single texture tile
Re: OpenMW 0.44.0
The release branch has been created and the changelog has been updated. Over to you raevol.
Re: OpenMW 0.44.0
If the release branch is based on the current master, then it contains a recent major regression that prevents casting magic on non-actors from working (e.g. unlock on touch). It's fixed by this PR from akortunov: https://github.com/OpenMW/openmw/pull/1725
Re: OpenMW 0.44.0
Thanks. I merged the fix into the release branch. Hopefully, we are good now. If not, a wave of complains about the RC builds will surely let us know.
Re: OpenMW 0.44.0
Or not. Hold your horses. Just got a PM about some other issues.
Re: OpenMW 0.44.0
Okay. Done, I think. For future reference, please don't let regressions sit in the master branch for extended periods of time.
Last edited by Zini on 04 Jun 2018, 16:42, edited 1 time in total.
- AnyOldName3
- Posts: 2674
- Joined: 26 Nov 2015, 03:25
Re: OpenMW 0.44.0
Do you mean "don't" when you say "do" or was that sarcasm or do we suddenly like regressions?
Re: OpenMW 0.44.0
Oops. Fixed. The heat is getting to me. Could we skip summer at least this one time? Anyway, thanks.