OpenMW 0.30.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
User avatar
Greendogo
Posts: 1374
Joined: 26 Aug 2011, 02:04

Re: OpenMW 0.30.0

Post by Greendogo » 23 May 2014, 23:43

Greendogo wrote:Is there an issue on the tracker for this crash?
?

User avatar
cc9cii
Posts: 446
Joined: 28 Mar 2013, 04:01

Re: OpenMW 0.30.0

Post by cc9cii » 23 May 2014, 23:59


User avatar
Greendogo
Posts: 1374
Joined: 26 Aug 2011, 02:04

Re: OpenMW 0.30.0

Post by Greendogo » 24 May 2014, 00:03

Thanks! I found that earlier today, and apparently forgot about it and how to use the search feature... :?

User avatar
cc9cii
Posts: 446
Joined: 28 Mar 2013, 04:01

Re: OpenMW 0.30.0

Post by cc9cii » 24 May 2014, 00:23

By the way, 1eabd71 version of x64 ffplay crashes with *all* videos in Data Files\Video, not just the intro. The strange thing is that openmw doesn't always crash - which may imply that our sound code is subtly different to ffplay (and perhaps a possibility exists for working around the issue)

EDIT: Did some digging around, it is this commit that changed format from s16 to fltp, apparently on Tuesday September 18 2012.

EDIT2: Been doing some testing with 0.30.0. ffmpeg-20120914-git-8bdba0b-win64-shared.7z and ffmpeg-20120914-git-8bdba0b-win64-dev.7z are the last builds that uses the old format (I checked by comparing the source files libavcodec/binkaudio.c). They seem to work fine without crashing on Windows x64. This might be an option until we get some new code written for latest ffmpeg. Updated the wiki accordingly.

EDIT3: Unfortunately 8bdba0b-win64 with the current master results in crashes. Not a viable solution.

EDIT4: I may have been too quick in blaming ffmpeg. The stack trace shows MWWorld::CellStore::getCell() trying to access a null pointer (or some garbage address), so it appears to be an issue with the current master, unrelated to ffmpeg. <deleted stacktrace>

EDIT5: F2> playbink "mw_intro.bik" 1 (and other videos) plays fine with the current master. (of course, had to load a saved game to be able to test that)

EDIT6: Minor fix seems to address the issue with the master.

User avatar
raevol
Posts: 2778
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.30.0

Post by raevol » 25 May 2014, 10:20

Where do we stand on this? I see the release is re-started, but are we re-building the release packages?

User avatar
Ace (SWE)
Posts: 794
Joined: 15 Aug 2011, 14:56

Re: OpenMW 0.30.0

Post by Ace (SWE) » 25 May 2014, 10:51

I'm off at my parents, celebrating my mothers birthday. And while I could run a release build remotely, I want to be able to test it myself considering the issues we've been having.

So no release builds from me until late tomorrow at the earliest.

corristo
Posts: 485
Joined: 12 Aug 2011, 08:29

Re: OpenMW 0.30.0

Post by corristo » 25 May 2014, 13:01


User avatar
psi29a
Posts: 4184
Joined: 29 Sep 2011, 10:13
Github profile: https://github.com/psi29a/
Contact:

Re: OpenMW 0.30.0

Post by psi29a » 25 May 2014, 22:38

Waiting for the Debian lords to bless us.

I'll handle the PPAs tomorrow (Monday).

Update: Debian is having issues with libboost 1.55, so we're waiting until the dust has settled before uploading.

User avatar
Ace (SWE)
Posts: 794
Joined: 15 Aug 2011, 14:56

Re: OpenMW 0.30.0

Post by Ace (SWE) » 27 May 2014, 12:51

Right, I've now switched to another FFMPEG version. And done a test build on master, so let's see about getting some new release builds done.

User avatar
cc9cii
Posts: 446
Joined: 28 Mar 2013, 04:01

Re: OpenMW 0.30.0

Post by cc9cii » 27 May 2014, 13:07

ACE, the latest master will need a small change to build (link). I'll be sending a PR shortly.

EDIT: oops, you beat me to it, I'll close mine.

Post Reply

Who is online

Users browsing this forum: No registered users and 8 guests