OpenMW 0.29.0

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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psi29a
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Re: OpenMW 0.29.0

Post by psi29a »

Did the usual quick 2 minute new/save/load and load old game... everything works as expected now. Cheers!

I did see these warnings pass by on compiling:
Spoiler: Show
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Ace (SWE)
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Re: OpenMW 0.29.0

Post by Ace (SWE) »

Well, my normal upload server is having some fatal NAS issues so the nightlies are broken for now. I'll be looking into moving them to a different server as soon as possible, but for now I'll host the release builds on my Lysator account and if any of you need the latest nightly then just contact me on IRC or though PM.

The links for the windows builds are:
32-bit
64-bit
corristo
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Re: OpenMW 0.29.0

Post by corristo »

@Zini

can you please cherry-pick this to openmw-29 as well?
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Zini
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Re: OpenMW 0.29.0

Post by Zini »

Done.
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Greendogo
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Re: OpenMW 0.29.0

Post by Greendogo »

Still getting a save crash on Ace's new build, Zini.
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Zini
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Re: OpenMW 0.29.0

Post by Zini »

Frustrating. Can someone else confirm?
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gus
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Re: OpenMW 0.29.0

Post by gus »

it still crash for me when taking screenshot. I tried opengl/directx with and without shaders, doesn't change. Can we try disabling screenshot to see if it fixesGreendo issue?
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cc9cii
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Re: OpenMW 0.29.0

Post by cc9cii »

I can try to replicate, but that will mean getting a setup to build a 32bit debug version. Might take a day or two.
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raevol
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Re: OpenMW 0.29.0

Post by raevol »

Just checking in, back from my conference. Keeping tabs on this thread.
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cc9cii
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Re: OpenMW 0.29.0

Post by cc9cii »

Tried running ACE's 32bit one with a debugger - possibly an issue within Ogre. I can't tell much without symbols...

EDIT: not sure if the issue is related to this post, but I'll start from there and see where we end up
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