OpenMW 0.20.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
K1ll
Posts: 184
Joined: 06 Aug 2011, 21:54

Re: OpenMW 0.20.0

Post by K1ll »

BrotherBrick wrote:Generic Deb files here:
https://dl.dropbox.com/u/396161/openmw_ ... _amd64.deb
https://dl.dropbox.com/u/396161/openmw_ ... 2_i386.deb

I built this with static boost,ogre,bullet and mygui on Precise (12.04) , and I tested it Quantal (12.10). It should also work for other Ubuntu releases. It should also work on Debian/Mint/Debian-based distributions, but this has yet to be tested. Can someone please test this? If this does work, out of the box, then I can put forth a proposal for Debian-like distribution support as well.

Can someone using Fedora or other RPM based distro extract the deb (to the right locations of course) and test that it does run? If it also 'works', then I'll also use this as a base for the generic tar.gz Linux releases.
No need to worry about the tar.gz packages. I've already made RCs and i'll also have time to make packages for the release. I'm thinking about finally cleaning up the build process for them and maybe i'll also set up a little build bot.

PS: The RC packages are here:

ftp://redfortune.de/openmw-0.20.0-LinuxRC.tar.gz

ftp://redfortune.de/openmw-0.20.0-Linux-64BitRC.tar.gz
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raevol
Posts: 3093
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.20.0

Post by raevol »

For my reference:
Bug #366: Changing the player's race during character creation does not change the look of the player character
Bug #430: Teleporting and using loading doors linking within the same cell reloads the cell
Bug #437: Stop animations when paused
Bug #438: Time displays as "0 a.m." when it should be "12 a.m."
Bug #439: Text in "name" field of potion/spell creation window is persistent
Bug #440: Starting date at a new game is off by one day
Bug #442: Console window doesn't close properly sometimes
Bug #448: Do not break container window formatting when item names are very long
Bug #458: Topics sometimes not automatically added to known topic list
Bug #476: Auto-Moving allows player movement after using DisablePlayerControls
Bug #478: After sleeping in a bed the rest dialogue window opens automtically again
Bug #492: On creating potions the ingredients are removed twice
Feature #63: Mercantile skill
Feature #82: Persuasion Dialogue
Feature #219: Missing dialogue filters/functions
Feature #369: Add a FailedAction
Feature #377: Select head/hair on character creation
Feature #391: Dummy AI package classes
Feature #435: Global Map, 2nd Layer
Feature #450: Persuasion
Feature #457: Add more script instructions
Feature #474: update the global variable pcrace when the player's race is changed
Task #158: Move dynamically generated classes from Player class to World Class
Task #159: ESMStore rework and cleanup
Task #163: More Component Namespace Cleanup
Task #402: Move player data from MWWorld::Player to the player's NPC record
Task #446: Fix no namespace in BulletShapeLoader
Still waiting for an OS X package, and it would be good to have it tested... K1ll I am using your tar.gzs for the release packages on the google code page, right?
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Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: OpenMW 0.20.0

Post by Zini »

For my reference:
Looks good.

btw. same known issues as last time.
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psi29a
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Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
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Re: OpenMW 0.20.0

Post by psi29a »

raevol wrote:K1ll I am using your tar.gzs for the release packages on the google code page, right?
Use his (K1ll) tar.gz files, I'm just 'backup' if he isn't around. Be sure to wait until we give the sign off to use the packages. :)
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Greendogo
Posts: 1467
Joined: 26 Aug 2011, 02:04

Re: OpenMW 0.20.0

Post by Greendogo »

Can we add acknowledgment that the Disposition is buggy in 0.20.0?

And that running the game with anti-aliasing turned off may cause graphical glitches during cell transition?
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Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: OpenMW 0.20.0

Post by Zini »

Can we add acknowledgment that the Disposition is buggy in 0.20.0?
Yeah. No way around that, it seems :(
And that running the game with anti-aliasing turned off may cause graphical glitches during cell transition?
First time I hear about that.
HiPhish
Posts: 323
Joined: 02 Jul 2012, 08:36

Re: OpenMW 0.20.0

Post by HiPhish »

If I lower my resolution to something low ike 800x500 everything is at a weird angle and I can't see the pause menu or the options menu. They are there, I can press esc to cancel out of them, I just don't see them. It's like the screen shows me the left (or right?) edge of the camera view instead of the centre.
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Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: OpenMW 0.20.0

Post by Zini »

If I lower my resolution to something low ike 800x500 everything is at a weird angle and I can't see the pause menu or the options menu. They are there, I can press esc to cancel out of them, I just don't see them. It's like the screen shows me the left (or right?) edge of the camera view instead of the centre.
I can not confirm this problem.
HiPhish
Posts: 323
Joined: 02 Jul 2012, 08:36

Re: OpenMW 0.20.0

Post by HiPhish »

OK, I've tried a few things:
- resolution changes work fine in windowed mode
- the game goes beyon the size of the screen, I can move my cursor off the screen and it will keep moving. If I move it only a little bit off the screen I need to move it a little back to get it on screen. If I move it further off screen I need more to move it back in
- going to windowed mode, switching resolution and then going back to fullscreen works fine
- my view is not shifted left, it's shifte downwards left

Here are a few screenshots I took

Trying to set from 1920x1800 to 800x500 in the starting cell
http://tinypic.com/r/35astom/6

Trying to set from 1920x1800 to 1600x1000 in the starting cell
http://tinypic.com/r/33ehmci/6
Notice how the GUI is shifted

800x500 somewhere outside Balmora
http://tinypic.com/r/f3uhad/6

My hardware is an early 2009 iMac, 24" 1920x1800, Nvidia 9400, 2.66 GHz Core2Duo running Mac OS X 10.8.2
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Greendogo
Posts: 1467
Joined: 26 Aug 2011, 02:04

Re: OpenMW 0.20.0

Post by Greendogo »

Zini wrote:
And that running the game with anti-aliasing turned off may cause graphical glitches during cell transition?
First time I hear about that.
I'm referring to my recent discovery concerning bug 416 (a bug which has been around for over 2 months).
Remember? :D
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