I had to make sure, so I installed and ran through the new game sequence about twenty times each on both my 32 and 64-bit builds. No crashes.
I have no idea what this means.
OpenMW 0.30.0
Re: OpenMW 0.30.0
I use later ffmpeg, so no crash but no sound. Not really a solution I'm afraid.
ACE - you must have a super-duper machine
ACE - you must have a super-duper machine
Re: OpenMW 0.30.0
It's not very super-duper, first gen i7, 12GB DDR3, and a GTX 570. But it's enough to do development and some gaming on, so I make sure to test my OpenMW RC and Release builds before posting them.cc9cii wrote:Ace - you must have a super-duper machine
But I guess since my computer has all the libraries locally installed, maybe that helps it somehow?
Re: OpenMW 0.30.0
Reporting in guys, I'll get on the release tomorrow. Sorry I kind of skimmed the last few posts because I am running out the door, but are these crashes something that should be in the known issues, or is it a localized problem?
Re: OpenMW 0.30.0
No sound would be better than crashes, at least.I use later ffmpeg, so no crash but no sound. Not really a solution I'm afraid.
Anyway, we do need to get sound fixed with recent ffmpeg versions. This is also an issue on linux, e.g. with the packaged version on Ubuntu 14.04. The default format for several decoders has changed, and our sound code cannot handle this format. We should be able to use ffmpeg's swresample (avresample in the libav fork, unfortunately with an incompatible api) to convert it to a supported format.
Last edited by scrawl on 19 May 2014, 09:54, edited 1 time in total.
- psi29a
- Posts: 5361
- Joined: 29 Sep 2011, 10:13
- Location: Belgium
- Gitlab profile: https://gitlab.com/psi29a/
- Contact:
Re: OpenMW 0.30.0
Should I hold off from building on Debian/Ubuntu than?
Re: OpenMW 0.30.0
Yeah, release is on hold for now. We definitely need to wait for the Windows stuff to be worked out first.
- psi29a
- Posts: 5361
- Joined: 29 Sep 2011, 10:13
- Location: Belgium
- Gitlab profile: https://gitlab.com/psi29a/
- Contact:
Re: OpenMW 0.30.0
@Zini, it best then to remove the tag for now then... it isn't too late, as there haven't been any official releases yet.
I haven't pushed anything downstream yet.
I haven't pushed anything downstream yet.
- psi29a
- Posts: 5361
- Joined: 29 Sep 2011, 10:13
- Location: Belgium
- Gitlab profile: https://gitlab.com/psi29a/
- Contact:
Re: OpenMW 0.30.0
BTW... i tested on two machines with 14.04 and I couldn't reproduce the problems with sound not playinging in videos.:
bbrick@Aria:~/Workspace/OpenMW/build$ ldd openmw | grep libav
libavcodec.so.54 => /usr/lib/x86_64-linux-gnu/libavcodec.so.54 (0x00007fa4e4eac000)
libavformat.so.54 => /usr/lib/x86_64-linux-gnu/libavformat.so.54 (0x00007fa4e4b8a000)
libavutil.so.52 => /usr/lib/x86_64-linux-gnu/libavutil.so.52 (0x00007fa4e4965000)
Sound output: OpenAL
Sound decoder: FFmpeg
Enumerated output devices:
Built-in Audio Analogue Stereo
RV635 HDMI Audio [Radeon HD 3600 Series] Digital Stereo (HDMI)
Opened "Built-in Audio Analogue Stereo"
Input #0, bink, from 'video\bethesda logo.bik':
Duration: 00:00:16.00, start: 0.000000, bitrate: 2324 kb/s
Stream #0.0: Video: binkvideo, yuv420p, 640x480, 30.08 fps, 30.08 tbr, 30.06 tbn
Stream #0.1: Audio: binkaudio_rdft, 44100 Hz, stereo, flt
Re: OpenMW 0.30.0
Unfortunately OpenMW won't build if I remove the tag. There is some nasty bit of cmake script that requires cleaning up (https://bugs.openmw.org/issues/1333).BrotherBrick wrote:@Zini, it best then to remove the tag for now then... it isn't too late, as there haven't been any official releases yet.
I haven't pushed anything downstream yet.