OpenMW 0.44.0

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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akortunov
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Re: OpenMW 0.44.0

Post by akortunov »

raevol wrote: 10 Jul 2018, 07:47 will be ok maybe if I add "other summons or followers"?
Summons are followers (of their summoner) too, so "other followers" should be enough.
raevol wrote: 10 Jul 2018, 07:47 Not sure how to write this then...
How about "Do not add greetings to the journal topics list"?
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raevol
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Re: OpenMW 0.44.0

Post by raevol »

akortunov wrote: 10 Jul 2018, 08:00 *snip*
How's this look? https://gist.github.com/mickeylyle/1d53 ... /revisions Thank you so much for the help btw.
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akortunov
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Re: OpenMW 0.44.0

Post by akortunov »

raevol wrote: 10 Jul 2018, 08:06 How's this look?
LGTM.

About other questions:
Bug #4319: Collisions for certain meshes are incorrectly ignored
- What are these "certain meshes"?
Meshes with CollisionType=Node flag (some doors in Stirk in the Province: Cyrodiil mod for example).
Now we just ignore this flag, as a vanilla game.
Bug #4392: Inventory filter breaks after loading a game
- What behavior was chosen to fix this?
Previously after game reload we reset inventory filter, but selected filter button still was highlighted in this case.
Now we highlight "All" button under filter section after game reload.
Feature #4064: Option for fast travel services to charge for the first companion
- Implemented option for fast travel services to charge for the first companion (was this actaully implelemted?)
"charge for every follower travelling" option under [Game] section.
Feature #4407: Support NiLookAtController
- Implemented NiLookAtController node (is this right?)
"Implement node" does not sound good for me.
Some meshes from Arktwend probably were ported from Oblivion, which supports NiLookAtController.
Vanilla engine just ignores this node, OpenMW failed to display the whole mesh instead.
Now we ignore this node too.
Task #4015: Use AppVeyor build artifact features to make continuous builds available
- Do we want this on the release announcement?
I guess, no.
Editor: rename "model" column to make its purpose clear
- OpenMW-CS: How was this fixed?
"Model" column was renamed to the "Model/Animation".
Bug #4328: Ownership by dead actors is not cleared from picked items
- Several behaviors are described here, what's the best way to write this in the log?
Taking owned item is not considered as a crime, if the owner is dead.
Feature #3872: Editor: Edit functions in terrain texture editing mode
- OpenMW-CS: Edit functions for terrain texture editing mode implemented (is this right?)
Basically, yes.
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Capostrophic
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Re: OpenMW 0.44.0

Post by Capostrophic »

Taking owned item is not considered as a crime, if the owner is dead.
It will still be considered a crime if someone detects the player stealing such item, but it will not be confiscated.
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psi29a
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Re: OpenMW 0.44.0

Post by psi29a »

Getting reports that our generic builds do not have the required libs to run:
viewtopic.php?f=8&t=5283&p=56644#p56633

k1ll: can you chime in please?
K1ll
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Re: OpenMW 0.44.0

Post by K1ll »

psi29a wrote: 12 Jul 2018, 21:12 Getting reports that our generic builds do not have the required libs to run:
viewtopic.php?f=8&t=5283&p=56644#p56633

k1ll: can you chime in please?
yeah sure.

Also totally forgot to post the RC2 builds so here they are:

32 Bit
64 Bit
BransHead
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Re: OpenMW 0.44.0

Post by BransHead »

Thank you, K1ll, for the work you put into preparing these binaries. I've been using them as my way to play OpenMW for quite a long while now.

However, with the RC2, I'm getting the following error:
./openmw.x86_64: error while loading shared libraries: libopus.so.0: cannot open shared object file: No such file or directory
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raevol
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Re: OpenMW 0.44.0

Post by raevol »

Changes, thank you so much again for the help @akortonuv: https://gist.github.com/mickeylyle/1d53 ... /revisions

Could someone test the Mac RCs pretty please? And if someone already did and I missed it, many apologies, but let me know.

Also, I am going to be working Comic Con starting Wednesday through to Sunday, so expect radio silence from me. Sorry for the delayed release, but ducks are still getting in a row all around!

Current Release Status
Windows RCs: tested
Linux Binary RCs: need testing
Mac RCs: needs testing
Changelog: almost done (raevol)
Video: in process (Atahualpa)
K1ll
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Re: OpenMW 0.44.0

Post by K1ll »

BransHead wrote: 15 Jul 2018, 14:35 Thank you, K1ll, for the work you put into preparing these binaries. I've been using them as my way to play OpenMW for quite a long while now.

However, with the RC2, I'm getting the following error:
./openmw.x86_64: error while loading shared libraries: libopus.so.0: cannot open shared object file: No such file or directory
Please download the RC2 again. I've rebuild the packages.

The SHA256SUMS of the new packages are:
ef9ed446c01d2cf929a5cefcebd70b4cf98cb3e021af4505c4e247d2a4cb763f openmw-0.44.0-Linux-64BitRC2.tar.gz
397a832c910fe7f49391d0f674ca41a22864c32bcf1569797152ff92e7d6d45f openmw-0.44.0-LinuxRC2.tar.gz
unelsson
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Re: OpenMW 0.44.0

Post by unelsson »

I tested RC2 64bit on Linux Manjaro. I didn't find any obvious issues.

Areas tested:
- character creation
- fighters guild quest (cave rat)
- main quest, hasphat antabolis dwemer puzzle box
- combat, crime, getting into jail, resisting arrest
- trading
- openmw-cs open file, edit terrain textures
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