OpenMW 0.37.0 (?)

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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raevol
Posts: 2802
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.37.0 (?)

Post by raevol » 30 Nov 2015, 03:37

scrawl wrote:I've uploaded all binaries to github. @raevol: Showtime!
Hey, sorry I fell off the earth for a few days there, had a lot of unanticipated family stuff come up over the holiday. I will have time to do the release tomorrow! Thanks for doing the uploads scrawl!

Chris
Posts: 1515
Joined: 04 Sep 2011, 08:33

Re: OpenMW 0.37.0 (?)

Post by Chris » 30 Nov 2015, 07:59

Lagahan wrote:Is there any plans to increase physics update rate whenever all the optimization is done for 1.0 or is it a case where if the physics updates are run at the same rate as camera updates the gametime would speed up and slow down?
Ideally physics would be run at a set rate, and then interpolated when rendering at a higher rate. Bullet even has some built-in functionality for this, but we're not using it in such a way to make proper use of it.

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raevol
Posts: 2802
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.37.0 (?)

Post by raevol » 30 Nov 2015, 23:45

Release time! Announcement texts:

Plaintext:

Code: Select all

The OpenMW team is proud to announce the release of version 0.37.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release brings the long-anticipated implementation of the OpenSceneGraph renderer! More info on this 3d graphics toolkit can be found on the OSG website (http://www.openscenegraph.org/). Hats off to scrawl for the Herculean amount of effort he put in working on this massive codebase change! The new renderer brings a massive performance speedup, as well as many graphical fixes and improvements.

You may notice that shadows are not re-implemented at this time, as well as distant land and object shaders, but we wanted to get the release out rather than delay any further! These features will be re-added soon! This release brings many other changes and bugfixes, as well as a huge amount of new work done on OpenCS, the editor for OpenMW. Some features are missing from OpenCS as well: only basic camera controls are implemented, pathgrid and cell marker rendering is missing, as well as instance moving. See below for the full changelog.

Changelog:
- Rewrote graphics engine using OSG rendering toolkit
- Implemented profiling overlay (press F3!)
- Implemented journal and book scaling
- Implemented NiStencilProperty
- Implemented Game Time Tracker
- Implemented comments in openmw.cfg
- Implemented resource manager optimizations
- Implemented handling NIF files as proper resources
- Implemented using skinning data in NIF files as-is
- Implemented small feature culling
- Implemented configurable near clip distance
- Implemented GUI scaling option
- Implemented support for anonymous textures
- Implemented loading screen optimizations
- Implemented character preview optimization
- Implemented sun glare fader
- Implemented support for building with Qt5
- Implemented Bullet shape instancing optimization
- Implemented FFMPEG 2.9 support
- Implemented head tracking for creatures
- Implemented additive moon blending
- Implemented an error message when S3TC support is missing
- Fixed short activation distance for light emitting objects
- Fixed animation not resizing creature's bounding box
- Fixed setPos and setScale instructions only modifying the collision model when invoked on Static objects
- Fixed stars showing on horizon at night when they should be obscured by clouds
- Fixed errors in moon trajectory
- Fixed NPCs width not being adjusted by their weight
- Fixed raycasting for dead actors
- Fixed several issues with underwater view
- Fixed Erene Llenim not wandering
- Fixed cliff racers failing to hit the player (should have left this broken, hm?)
- Fixed NPCs not being able to hit small creatures
- Fixed vibrating terrain in cells far from the origin
- Fixed several issues with first person weapon model rendering
- Fixed crash when switching from full screen to windowed mode in D3D9
- Fixed scripts failing to compile if name starts with a digit
- Fixed Socucius Ergalla having doubled greetings during the tutorial
- Fixed underwater flora lighting up the entire area
- Fixed not handling controller extrapolation flags
- Fixed footstep frequency not updating immediately when speed attribute changes
- Fixed crash with OpenGL 1.4 drivers
- Fixed antialiasing not working on Linux
- Fixed enemies attacking the air when they spot the player
- Fixed NIF rotation matrices that include scaling not being supported
- Fixed crank in Old Mournhold: Forgotten Sewer turning about the wrong axis
- Fixed several particle transparency stacking issues
- Fixed Trueflame and Hopesfire flame effect rendering
- Fixed little box rendering beneath verminous fabricants
- Fixed sparks in Clockwork City not bouncing off the floor
- Fixed dicer traps in Clockwork City not activating when you're too close
- Fixed scrambled pixels on the mini map
- Fixed NIFs with more than 255 NiBillboardNodes not loading
- Fixed objects flickering
- Fixed issue with running out of vram
- Fixed NPCs dying silently
- Fixed jumping animation restarting when equipping mid-air
- Fixed light spell not working in first person view
- Fixed light spell not being as bright as in Morrowind
- Fixed transparency sorting to be more accurate, obsoleting transparency-overrides.cfg
- Fixed player followers reporting crimes
- Fixed hidden emitter nodes still firing particles
- Fixed music from title screen continuing after loading a saved game
- Fixed map not being consistent between saved games
- Fixed dialog scroll not always starting at the top
- Fixed Detect Enchantment marks not appearing on top of the player arrow
- Fixed changing NPC position via console not taking effect until cell is reloaded
- Fixed mannequins in mods appearing as dead bodies
- Fixed spurious fifth parameter on Placeatme raising an error
- Fixed COC command printing multiple times when the GUI is hidden
- Fixed crash when a creature has no model
- Fixed character sheet not properly updating when backing out of CharGen
- Fixed Horkers using land idle animations under water
- Fixed map notes not showing on cell marker tooltips
- Fixed alchemy including effects that show twice on the same ingredient
- Fixed ORI console command
- Fixed Ashlanders in front of Ghostgate wandering around
- Fixed ESM writer not handling encoding when saving the TES3 header
- Fixed NIF node names to be not case-sensitive
- Fixed fog depth and density not being handled correctly
- Fixed Combat AI changing target too frequently
- Fixed not being able to attack during block animations
- Fixed player not raising arm in third person view for blizzards
- Fixed current screen resolution not being selected in Options when starting OpenMW
- Fixed Ordinators thinking beast races can wear their helm
- Fixed slider bars still moving after clicking to move them and not releasing the mouse button
- Fixed quirks with sleep interruption
- Fixed being able to ready weapons and magic while paralyzed
- Fixed inverted Kwama Queen head
- Fixed additem and removeitem behavior with gold
- Fixed --start putting the player inside models
- Fixed a glitch that allowed infinite free items when bartering
- Fixed handling of quotes in names of script functions
- Fixed Open and Lock spell effects persisting when cast on certain statics
- Fixed being able to lock beds
- Fixed script compiler not accepting IDs as instruction or function arguments if the ID is also a keyword
- Fixed cell names not being localized on the world map
- Fixed swimming player being too low in the water
- Fixed Save and Load menu localization issues
- Fixed Disintegrate Weapon applying to lockpicks and probes
- Fixed mouse wheel in journal not being disabled by Options menu
- Fixed Heart of Lorkhan not visually responding to attacks
- Fixed inventory highlighting the wrong category after a load
- Fixed teleport amulet not being placed in player inventory in Illuminated Order 1.0c
- Fixed fSleepRandMod not behaving correctly in special cases
- Fixed hang in non-GOTY version caused by bad SetRot data
- Fixed NPC confusion over player race
- Fixed custom races breaking numbering of PcRace
- Fixed being able to sneak while paralyzed
- Fixed Chameleon not working for creatures
- Fixed player power chance to show as 0 when used
- Fixed error handling for non-existing enchantment references
- Fixed recursive script execution
- Fixed infinite recursion when compiling a script with warning mode 2 and enabled error downgrading
- Fixed potential infinite loop in addToLevCreature script function
- Fixed PlaceItem returning radians instead of degrees
- Fixed a crash when entering cell "Tower of Tel Fyr, Hall of Fyr"
- Fixed a crash on assertion in a rare combat case
- Fixed an issue with loading a save game with mod LGNPC_PaxRedoran_v1_20
- Fixed an issue with loading a game when a mod that provided a spell known by the player was removed
- Fixed an issue with unequipping amulets that had been created with the console
- Fixed crash when switching from full screen to windowed mode in D3D9 (switched to OpenGL)
- Fixed no texture issue with DirectX (switched to OpenGL)
- Renamed 'grid size' setting to 'cell load distance'
- OpenCS: Implemented Merge tool
- OpenCS: Implemented copying a record ID to the clipboard
- OpenCS: Implemented script line number in results search
- OpenCS: Implemented mouse button bindings in 3D scene
- OpenCS: Implenented scrolling newly created TopicInfo and JournalInfo records into view
- OpenCS: Implemented horizontal slider to scroll between opened tables
- OpenCS: Implemented shortcut for closing focused subview
- OpenCS: Implemented context menu for dialog subview fields with an item matching "Edit 'x'" from the table subview context menu
- OpenCS: Implemented ignoring mouse wheel input for numeric values unless the respective widget has focus
- OpenCS: Implemented refreshing the verify view
- OpenCS: Implemented configuration of double click behavior in results table
- OpenCS: Implemented severity column to report tables
- OpenCS: Implemented improvements to dialog button bar
- OpenCS: Implemented mouse picking in worldspace widget
- OpenCS: Implemented cell border arrows
- OpenCS: Implemented cloning enhancements
- OpenCS: Implemented fine grained configuration of extended revert and delete commands
- OpenCS: Implemented magic effect record verifier
- OpenCS: Implemented Sound Gen record verifier
- OpenCS: Implemented Pathgrid record verifier
- OpenCS: Implemented Script Editor enhancements
- OpenCS: Implemented color values in tables
- OpenCS: Implemented ID auto-complete
- OpenCS: Implemented partial sorting in info tables
- OpenCS: Implemented dialog for editing and viewing content file meta information
- OpenCS: Implemented using checkbox instead of combobox for boolean values
- OpenCS: Implemented dropping IDs into bar at bottom of subview when creating a record
- OpenCS: Fixed global search not automatically focusing the search input field
- OpenCS: Fixed opening a chest blurring the character portrait
- OpenCS: Fixed not being able to edit alchemy ingredient properties
- OpenCS: Fixed being able to select Attribute and Skill parameters for spells that do not require them
- OpenCS: Fixed unnamed checkbox showing when right clicking an empty place in the menu bar
- OpenCS: Fixed freeze when editing filter
- OpenCS: Fixed verifier not updating local variables when other scripts are modified
- OpenCS: Fixed AIWander Idle not being settable for a creature
- OpenCS: Fixed not being able to enter values for rows in Creature Attack
- OpenCS: Fixed not being able to add a start script
- OpenCS: Fixed verifier reporting non-positive level for creatures with no level
- OpenCS: Fixed value of "Buys *" not saving for a creature
- OpenCS: Fixed scale value of 0.000 making the game lag
- OpenCS: Fixed "AI Wander Idle" value not being saved
- OpenCS: Fixed created creatures always being dead
- OpenCS: Fixed being unable to make NPC say a specific "Hello" voice dialog
- OpenCS: Fixed being unable to make a creature use text dialog
- OpenCS: Fixed not being able to set trade gold for creatures
- OpenCS: fixed race filter on body parts not displaying correctly
- OpenCS: Fixed inverted table sorting
- OpenCS: Fixed Undo and Redo command labels
- OpenCS: Fixed listed attributes and skill being based on the number of NPC objects
- OpenCS: Fixed crash when removing the first row of a nested table
- OpenCS: Fixed incorrect GMSTs for newly created OMWGame files
- OpenCS: Fixed deleted scripts being editable
- OpenCS: Fixed line edit in Dialog subview table showing after a single click
- OpenCS: Fixed incorrect position of an added row in Info tables
- OpenCS: Fixed deleting a record triggering a Qt warning
- OpenCS: Fixed metadata table missing the Fixed record type column
- OpenCS: Fixed not being able to reorder rows with the same topic in different letter case
- OpenCS: Fixed Sort by Record Rype on the Objects table being incorrect
- OpenCS: Fixed undo/redo shortcuts not working in script editor
- OpenCS: Fixed missing TopicInfo "custom" condition section
- OpenCS: Fixed sorting search and verification result table by clicking on the column names
- OpenCS: Fixed enchantment effects always switching to water breathing
- OpenCS: Fixed NPC information failing to save correctly due to mNpdtType value
- OpenCS: Fixed deleting record in Objects (referencables) table messing up data
- OpenCS: Fixed some NPC data not being editable
- OpenCS: Fixed some missing data in cell definition
- OpenCS: Fixed value filter not working for float values
- OpenCS: Fixed undo leaving record status as modified
- OpenCS: Fixed crash from closing subview and opening a new one
- OpenCS: Fixed default window size being ignored
- OpenCS: Fixed TopicInfo data loss when saving from ESP to OMWAddon
- OpenCS: Fixed deleted record remaining in Dialog subview
- OpenCS: Fixed editor not scrolling to a newly opened subview when Scrollbar Only mode is active
- OpenCS: Fixed changing Level or Reputation of an NPC crashing the editor
- OpenCS: Fixed filters not updating when adding or cloning records
- OpenCS: Fixed issues when referencing a non-existing script
- OpenCS: Fixed focus problems on edit subviews input fields
- OpenCS: Fixed crash when applying filter to TopicInfo on mods that have added dialog
- OpenCS: Fixed some dialog only editable items not refreshing after undo
- OpenCS: Fixed cancel button exiting the program
- OpenCS: Fixed mapcolor not changing correctly on the Regions table
- OpenCS: Fixed crash when trying to use cell render view on OS X
- OpenCS: Fixed missing columns in tables
- OpenCS: Fixed a sort problem in the Objects table when nested rows are added
- OpenCS: Fixed script verifier not catching endif without an if
- OpenCS: Fixed list of available content files not refreshing in Open dialog
- OpenCS: Fixed Flies flag having no effect on ghosts
- OpenCS: Fixed save game failing to load due to script attached to NPC
- OpenCS: Fixed reputation value not being stored
HTML:

Code: Select all

<p>The OpenMW team is proud to announce the release of version 0.37.0! Grab it from our <a href="https://openmw.org/downloads/">Downloads Page</a> for all operating systems. This release brings the long-anticipated implementation of the OpenSceneGraph renderer! More info on this 3d graphics toolkit can be found on the <a href="http://www.openscenegraph.org/">OSG website</a>. Hats off to scrawl for the Herculean amount of effort he put in working on this massive codebase change! The new renderer brings a massive performance speedup, as well as many graphical fixes and improvements.</p>

<p>You may notice that shadows are not re-implemented at this time, as well as distant land and object shaders, but we wanted to get the release out rather than delay any further! These features will be re-added soon! This release brings many other changes and bugfixes, as well as a huge amount of new work done on OpenCS, the editor for OpenMW. Some features are missing from OpenCS as well: only basic camera controls are implemented, pathgrid and cell marker rendering is missing, as well as instance moving. See below for the full changelog.</p>

<p><b>Changelog:</b><br>
<ul><li>Rewrote graphics engine using OSG rendering toolkit</li>
<li>Implemented profiling overlay (press F3!)</li>
<li>Implemented journal and book scaling</li>
<li>Implemented NiStencilProperty</li>
<li>Implemented Game Time Tracker</li>
<li>Implemented comments in openmw.cfg</li>
<li>Implemented resource manager optimizations</li>
<li>Implemented handling NIF files as proper resources</li>
<li>Implemented using skinning data in NIF files as-is</li>
<li>Implemented small feature culling</li>
<li>Implemented configurable near clip distance</li>
<li>Implemented GUI scaling option</li>
<li>Implemented support for anonymous textures</li>
<li>Implemented loading screen optimizations</li>
<li>Implemented character preview optimization</li>
<li>Implemented sun glare fader</li>
<li>Implemented support for building with Qt5</li>
<li>Implemented Bullet shape instancing optimization</li>
<li>Implemented FFMPEG 2.9 support</li>
<li>Implemented head tracking for creatures</li>
<li>Implemented additive moon blending</li>
<li>Implemented an error message when S3TC support is missing</li>
<li>Fixed short activation distance for light emitting objects</li>
<li>Fixed animation not resizing creature's bounding box</li>
<li>Fixed setPos and setScale instructions only modifying the collision model when invoked on Static objects</li>
<li>Fixed stars showing on horizon at night when they should be obscured by clouds</li>
<li>Fixed errors in moon trajectory</li>
<li>Fixed NPCs width not being adjusted by their weight</li>
<li>Fixed raycasting for dead actors</li>
<li>Fixed several issues with underwater view</li>
<li>Fixed Erene Llenim not wandering</li>
<li>Fixed cliff racers failing to hit the player (should have left this broken, hm?)</li>
<li>Fixed NPCs not being able to hit small creatures</li>
<li>Fixed vibrating terrain in cells far from the origin</li>
<li>Fixed several issues with first person weapon model rendering</li>
<li>Fixed crash when switching from full screen to windowed mode in D3D9</li>
<li>Fixed scripts failing to compile if name starts with a digit</li>
<li>Fixed Socucius Ergalla having doubled greetings during the tutorial</li>
<li>Fixed underwater flora lighting up the entire area</li>
<li>Fixed not handling controller extrapolation flags</li>
<li>Fixed footstep frequency not updating immediately when speed attribute changes</li>
<li>Fixed crash with OpenGL 1.4 drivers</li>
<li>Fixed antialiasing not working on Linux</li>
<li>Fixed enemies attacking the air when they spot the player</li>
<li>Fixed NIF rotation matrices that include scaling not being supported</li>
<li>Fixed crank in Old Mournhold: Forgotten Sewer turning about the wrong axis</li>
<li>Fixed several particle transparency stacking issues</li>
<li>Fixed Trueflame and Hopesfire flame effect rendering</li>
<li>Fixed little box rendering beneath verminous fabricants</li>
<li>Fixed sparks in Clockwork City not bouncing off the floor</li>
<li>Fixed dicer traps in Clockwork City not activating when you're too close</li>
<li>Fixed scrambled pixels on the mini map</li>
<li>Fixed NIFs with more than 255 NiBillboardNodes not loading</li>
<li>Fixed objects flickering</li>
<li>Fixed issue with running out of vram</li>
<li>Fixed NPCs dying silently</li>
<li>Fixed jumping animation restarting when equipping mid-air</li>
<li>Fixed light spell not working in first person view</li>
<li>Fixed light spell not being as bright as in Morrowind</li>
<li>Fixed transparency sorting to be more accurate, obsoleting transparency-overrides.cfg</li>
<li>Fixed player followers reporting crimes</li>
<li>Fixed hidden emitter nodes still firing particles</li>
<li>Fixed music from title screen continuing after loading a saved game</li>
<li>Fixed map not being consistent between saved games</li>
<li>Fixed dialog scroll not always starting at the top</li>
<li>Fixed Detect Enchantment marks not appearing on top of the player arrow</li>
<li>Fixed changing NPC position via console not taking effect until cell is reloaded</li>
<li>Fixed mannequins in mods appearing as dead bodies</li>
<li>Fixed spurious fifth parameter on Placeatme raising an error</li>
<li>Fixed COC command printing multiple times when the GUI is hidden</li>
<li>Fixed crash when a creature has no model</li>
<li>Fixed character sheet not properly updating when backing out of CharGen</li>
<li>Fixed Horkers using land idle animations under water</li>
<li>Fixed map notes not showing on cell marker tooltips</li>
<li>Fixed alchemy including effects that show twice on the same ingredient</li>
<li>Fixed ORI console command</li>
<li>Fixed Ashlanders in front of Ghostgate wandering around</li>
<li>Fixed ESM writer not handling encoding when saving the TES3 header</li>
<li>Fixed NIF node names to be not case-sensitive</li>
<li>Fixed fog depth and density not being handled correctly</li>
<li>Fixed Combat AI changing target too frequently</li>
<li>Fixed not being able to attack during block animations</li>
<li>Fixed player not raising arm in third person view for blizzards</li>
<li>Fixed current screen resolution not being selected in Options when starting OpenMW</li>
<li>Fixed Ordinators thinking beast races can wear their helm</li>
<li>Fixed slider bars still moving after clicking to move them and not releasing the mouse button</li>
<li>Fixed quirks with sleep interruption</li>
<li>Fixed being able to ready weapons and magic while paralyzed</li>
<li>Fixed inverted Kwama Queen head</li>
<li>Fixed additem and removeitem behavior with gold</li>
<li>Fixed --start putting the player inside models</li>
<li>Fixed a glitch that allowed infinite free items when bartering</li>
<li>Fixed handling of quotes in names of script functions</li>
<li>Fixed Open and Lock spell effects persisting when cast on certain statics</li>
<li>Fixed being able to lock beds</li>
<li>Fixed script compiler not accepting IDs as instruction or function arguments if the ID is also a keyword</li>
<li>Fixed cell names not being localized on the world map</li>
<li>Fixed swimming player being too low in the water</li>
<li>Fixed Save and Load menu localization issues</li>
<li>Fixed Disintegrate Weapon applying to lockpicks and probes</li>
<li>Fixed mouse wheel in journal not being disabled by Options menu</li>
<li>Fixed Heart of Lorkhan not visually responding to attacks</li>
<li>Fixed inventory highlighting the wrong category after a load</li>
<li>Fixed teleport amulet not being placed in player inventory in Illuminated Order 1.0c</li>
<li>Fixed fSleepRandMod not behaving correctly in special cases</li>
<li>Fixed hang in non-GOTY version caused by bad SetRot data</li>
<li>Fixed NPC confusion over player race</li>
<li>Fixed custom races breaking numbering of PcRace</li>
<li>Fixed being able to sneak while paralyzed</li>
<li>Fixed Chameleon not working for creatures</li>
<li>Fixed player power chance to show as 0 when used</li>
<li>Fixed error handling for non-existing enchantment references</li>
<li>Fixed recursive script execution</li>
<li>Fixed infinite recursion when compiling a script with warning mode 2 and enabled error downgrading</li>
<li>Fixed potential infinite loop in addToLevCreature script function</li>
<li>Fixed PlaceItem returning radians instead of degrees</li>
<li>Fixed a crash when entering cell "Tower of Tel Fyr, Hall of Fyr"</li>
<li>Fixed a crash on assertion in a rare combat case</li>
<li>Fixed an issue with loading a save game with mod LGNPC_PaxRedoran_v1_20</li>
<li>Fixed an issue with loading a game when a mod that provided a spell known by the player was removed</li>
<li>Fixed an issue with unequipping amulets that had been created with the console</li>
<li>Fixed crash when switching from full screen to windowed mode in D3D9 (switched to OpenGL)</li>
<li>Fixed no texture issue with DirectX (switched to OpenGL)</li>
<li>Renamed 'grid size' setting to 'cell load distance'</li>
<li>OpenCS: Implemented Merge tool</li>
<li>OpenCS: Implemented copying a record ID to the clipboard</li>
<li>OpenCS: Implemented script line number in results search</li>
<li>OpenCS: Implemented mouse button bindings in 3D scene</li>
<li>OpenCS: Implenented scrolling newly created TopicInfo and JournalInfo records into view</li>
<li>OpenCS: Implemented horizontal slider to scroll between opened tables</li>
<li>OpenCS: Implemented shortcut for closing focused subview</li>
<li>OpenCS: Implemented context menu for dialog subview fields with an item matching "Edit 'x'" from the table subview context menu</li>
<li>OpenCS: Implemented ignoring mouse wheel input for numeric values unless the respective widget has focus</li>
<li>OpenCS: Implemented refreshing the verify view</li>
<li>OpenCS: Implemented configuration of double click behavior in results table</li>
<li>OpenCS: Implemented severity column to report tables</li>
<li>OpenCS: Implemented improvements to dialog button bar</li>
<li>OpenCS: Implemented mouse picking in worldspace widget</li>
<li>OpenCS: Implemented cell border arrows</li>
<li>OpenCS: Implemented cloning enhancements</li>
<li>OpenCS: Implemented fine grained configuration of extended revert and delete commands</li>
<li>OpenCS: Implemented magic effect record verifier</li>
<li>OpenCS: Implemented Sound Gen record verifier</li>
<li>OpenCS: Implemented Pathgrid record verifier</li>
<li>OpenCS: Implemented Script Editor enhancements</li>
<li>OpenCS: Implemented color values in tables</li>
<li>OpenCS: Implemented ID auto-complete</li>
<li>OpenCS: Implemented partial sorting in info tables</li>
<li>OpenCS: Implemented dialog for editing and viewing content file meta information</li>
<li>OpenCS: Implemented using checkbox instead of combobox for boolean values</li>
<li>OpenCS: Implemented dropping IDs into bar at bottom of subview when creating a record</li>
<li>OpenCS: Fixed global search not automatically focusing the search input field</li>
<li>OpenCS: Fixed opening a chest blurring the character portrait</li>
<li>OpenCS: Fixed not being able to edit alchemy ingredient properties</li>
<li>OpenCS: Fixed being able to select Attribute and Skill parameters for spells that do not require them</li>
<li>OpenCS: Fixed unnamed checkbox showing when right clicking an empty place in the menu bar</li>
<li>OpenCS: Fixed freeze when editing filter</li>
<li>OpenCS: Fixed verifier not updating local variables when other scripts are modified</li>
<li>OpenCS: Fixed AIWander Idle not being settable for a creature</li>
<li>OpenCS: Fixed not being able to enter values for rows in Creature Attack</li>
<li>OpenCS: Fixed not being able to add a start script</li>
<li>OpenCS: Fixed verifier reporting non-positive level for creatures with no level</li>
<li>OpenCS: Fixed value of "Buys *" not saving for a creature</li>
<li>OpenCS: Fixed scale value of 0.000 making the game lag</li>
<li>OpenCS: Fixed "AI Wander Idle" value not being saved</li>
<li>OpenCS: Fixed created creatures always being dead</li>
<li>OpenCS: Fixed being unable to make NPC say a specific "Hello" voice dialog</li>
<li>OpenCS: Fixed being unable to make a creature use text dialog</li>
<li>OpenCS: Fixed not being able to set trade gold for creatures</li>
<li>OpenCS: fixed race filter on body parts not displaying correctly</li>
<li>OpenCS: Fixed inverted table sorting</li>
<li>OpenCS: Fixed Undo and Redo command labels</li>
<li>OpenCS: Fixed listed attributes and skill being based on the number of NPC objects</li>
<li>OpenCS: Fixed crash when removing the first row of a nested table</li>
<li>OpenCS: Fixed incorrect GMSTs for newly created OMWGame files</li>
<li>OpenCS: Fixed deleted scripts being editable</li>
<li>OpenCS: Fixed line edit in Dialog subview table showing after a single click</li>
<li>OpenCS: Fixed incorrect position of an added row in Info tables</li>
<li>OpenCS: Fixed deleting a record triggering a Qt warning</li>
<li>OpenCS: Fixed metadata table missing the Fixed record type column</li>
<li>OpenCS: Fixed not being able to reorder rows with the same topic in different letter case</li>
<li>OpenCS: Fixed Sort by Record Rype on the Objects table being incorrect</li>
<li>OpenCS: Fixed undo/redo shortcuts not working in script editor</li>
<li>OpenCS: Fixed missing TopicInfo "custom" condition section</li>
<li>OpenCS: Fixed sorting search and verification result table by clicking on the column names</li>
<li>OpenCS: Fixed enchantment effects always switching to water breathing</li>
<li>OpenCS: Fixed NPC information failing to save correctly due to mNpdtType value</li>
<li>OpenCS: Fixed deleting record in Objects (referencables) table messing up data</li>
<li>OpenCS: Fixed some NPC data not being editable</li>
<li>OpenCS: Fixed some missing data in cell definition</li>
<li>OpenCS: Fixed value filter not working for float values</li>
<li>OpenCS: Fixed undo leaving record status as modified</li>
<li>OpenCS: Fixed crash from closing subview and opening a new one</li>
<li>OpenCS: Fixed default window size being ignored</li>
<li>OpenCS: Fixed TopicInfo data loss when saving from ESP to OMWAddon</li>
<li>OpenCS: Fixed deleted record remaining in Dialog subview</li>
<li>OpenCS: Fixed editor not scrolling to a newly opened subview when Scrollbar Only mode is active</li>
<li>OpenCS: Fixed changing Level or Reputation of an NPC crashing the editor</li>
<li>OpenCS: Fixed filters not updating when adding or cloning records</li>
<li>OpenCS: Fixed issues when referencing a non-existing script</li>
<li>OpenCS: Fixed focus problems on edit subviews input fields</li>
<li>OpenCS: Fixed crash when applying filter to TopicInfo on mods that have added dialog</li>
<li>OpenCS: Fixed some dialog only editable items not refreshing after undo</li>
<li>OpenCS: Fixed cancel button exiting the program</li>
<li>OpenCS: Fixed mapcolor not changing correctly on the Regions table</li>
<li>OpenCS: Fixed crash when trying to use cell render view on OS X</li>
<li>OpenCS: Fixed missing columns in tables</li>
<li>OpenCS: Fixed a sort problem in the Objects table when nested rows are added</li>
<li>OpenCS: Fixed script verifier not catching endif without an if</li>
<li>OpenCS: Fixed list of available content files not refreshing in Open dialog</li>
<li>OpenCS: Fixed Flies flag having no effect on ghosts</li>
<li>OpenCS: Fixed save game failing to load due to script attached to NPC</li>
<li>OpenCS: Fixed reputation value not being stored</li></ul></p>
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The OpenMW team is proud to announce the release of version 0.37.0! Grab it from our [url=https://openmw.org/downloads/]Downloads Page[/url] for all operating systems. This release brings the long-anticipated implementation of the OpenSceneGraph renderer! More info on this 3d graphics toolkit can be found on the [url=http://www.openscenegraph.org/]OSG website[/url]. Hats off to scrawl for the Herculean amount of effort he put in working on this massive codebase change! The new renderer brings a massive performance speedup, as well as many graphical fixes and improvements.

You may notice that shadows are not re-implemented at this time, as well as distant land and object shaders, but we wanted to get the release out rather than delay any further! These features will be re-added soon! This release brings many other changes and bugfixes, as well as a huge amount of new work done on OpenCS, the editor for OpenMW. Some features are missing from OpenCS as well: only basic camera controls are implemented, pathgrid and cell marker rendering is missing, as well as instance moving. See below for the full changelog.

[b]Changelog:[/b]
[list][*]Rewrote graphics engine using OSG rendering toolkit
[*]Implemented profiling overlay (press F3!)
[*]Implemented journal and book scaling
[*]Implemented NiStencilProperty
[*]Implemented Game Time Tracker
[*]Implemented comments in openmw.cfg
[*]Implemented resource manager optimizations
[*]Implemented handling NIF files as proper resources
[*]Implemented using skinning data in NIF files as-is
[*]Implemented small feature culling
[*]Implemented configurable near clip distance
[*]Implemented GUI scaling option
[*]Implemented support for anonymous textures
[*]Implemented loading screen optimizations
[*]Implemented character preview optimization
[*]Implemented sun glare fader
[*]Implemented support for building with Qt5
[*]Implemented Bullet shape instancing optimization
[*]Implemented FFMPEG 2.9 support
[*]Implemented head tracking for creatures
[*]Implemented additive moon blending
[*]Implemented an error message when S3TC support is missing
[*]Fixed short activation distance for light emitting objects
[*]Fixed animation not resizing creature's bounding box
[*]Fixed setPos and setScale instructions only modifying the collision model when invoked on Static objects
[*]Fixed stars showing on horizon at night when they should be obscured by clouds
[*]Fixed errors in moon trajectory
[*]Fixed NPCs width not being adjusted by their weight
[*]Fixed raycasting for dead actors
[*]Fixed several issues with underwater view
[*]Fixed Erene Llenim not wandering
[*]Fixed cliff racers failing to hit the player (should have left this broken, hm?)
[*]Fixed NPCs not being able to hit small creatures
[*]Fixed vibrating terrain in cells far from the origin
[*]Fixed several issues with first person weapon model rendering
[*]Fixed crash when switching from full screen to windowed mode in D3D9
[*]Fixed scripts failing to compile if name starts with a digit
[*]Fixed Socucius Ergalla having doubled greetings during the tutorial
[*]Fixed underwater flora lighting up the entire area
[*]Fixed not handling controller extrapolation flags
[*]Fixed footstep frequency not updating immediately when speed attribute changes
[*]Fixed crash with OpenGL 1.4 drivers
[*]Fixed antialiasing not working on Linux
[*]Fixed enemies attacking the air when they spot the player
[*]Fixed NIF rotation matrices that include scaling not being supported
[*]Fixed crank in Old Mournhold: Forgotten Sewer turning about the wrong axis
[*]Fixed several particle transparency stacking issues
[*]Fixed Trueflame and Hopesfire flame effect rendering
[*]Fixed little box rendering beneath verminous fabricants
[*]Fixed sparks in Clockwork City not bouncing off the floor
[*]Fixed dicer traps in Clockwork City not activating when you're too close
[*]Fixed scrambled pixels on the mini map
[*]Fixed NIFs with more than 255 NiBillboardNodes not loading
[*]Fixed objects flickering
[*]Fixed issue with running out of vram
[*]Fixed NPCs dying silently
[*]Fixed jumping animation restarting when equipping mid-air
[*]Fixed light spell not working in first person view
[*]Fixed light spell not being as bright as in Morrowind
[*]Fixed transparency sorting to be more accurate, obsoleting transparency-overrides.cfg
[*]Fixed player followers reporting crimes
[*]Fixed hidden emitter nodes still firing particles
[*]Fixed music from title screen continuing after loading a saved game
[*]Fixed map not being consistent between saved games
[*]Fixed dialog scroll not always starting at the top
[*]Fixed Detect Enchantment marks not appearing on top of the player arrow
[*]Fixed changing NPC position via console not taking effect until cell is reloaded
[*]Fixed mannequins in mods appearing as dead bodies
[*]Fixed spurious fifth parameter on Placeatme raising an error
[*]Fixed COC command printing multiple times when the GUI is hidden
[*]Fixed crash when a creature has no model
[*]Fixed character sheet not properly updating when backing out of CharGen
[*]Fixed Horkers using land idle animations under water
[*]Fixed map notes not showing on cell marker tooltips
[*]Fixed alchemy including effects that show twice on the same ingredient
[*]Fixed ORI console command
[*]Fixed Ashlanders in front of Ghostgate wandering around
[*]Fixed ESM writer not handling encoding when saving the TES3 header
[*]Fixed NIF node names to be not case-sensitive
[*]Fixed fog depth and density not being handled correctly
[*]Fixed Combat AI changing target too frequently
[*]Fixed not being able to attack during block animations
[*]Fixed player not raising arm in third person view for blizzards
[*]Fixed current screen resolution not being selected in Options when starting OpenMW
[*]Fixed Ordinators thinking beast races can wear their helm
[*]Fixed slider bars still moving after clicking to move them and not releasing the mouse button
[*]Fixed quirks with sleep interruption
[*]Fixed being able to ready weapons and magic while paralyzed
[*]Fixed inverted Kwama Queen head
[*]Fixed additem and removeitem behavior with gold
[*]Fixed --start putting the player inside models
[*]Fixed a glitch that allowed infinite free items when bartering
[*]Fixed handling of quotes in names of script functions
[*]Fixed Open and Lock spell effects persisting when cast on certain statics
[*]Fixed being able to lock beds
[*]Fixed script compiler not accepting IDs as instruction or function arguments if the ID is also a keyword
[*]Fixed cell names not being localized on the world map
[*]Fixed swimming player being too low in the water
[*]Fixed Save and Load menu localization issues
[*]Fixed Disintegrate Weapon applying to lockpicks and probes
[*]Fixed mouse wheel in journal not being disabled by Options menu
[*]Fixed Heart of Lorkhan not visually responding to attacks
[*]Fixed inventory highlighting the wrong category after a load
[*]Fixed teleport amulet not being placed in player inventory in Illuminated Order 1.0c
[*]Fixed fSleepRandMod not behaving correctly in special cases
[*]Fixed hang in non-GOTY version caused by bad SetRot data
[*]Fixed NPC confusion over player race
[*]Fixed custom races breaking numbering of PcRace
[*]Fixed being able to sneak while paralyzed
[*]Fixed Chameleon not working for creatures
[*]Fixed player power chance to show as 0 when used
[*]Fixed error handling for non-existing enchantment references
[*]Fixed recursive script execution
[*]Fixed infinite recursion when compiling a script with warning mode 2 and enabled error downgrading
[*]Fixed potential infinite loop in addToLevCreature script function
[*]Fixed PlaceItem returning radians instead of degrees
[*]Fixed a crash when entering cell "Tower of Tel Fyr, Hall of Fyr"
[*]Fixed a crash on assertion in a rare combat case
[*]Fixed an issue with loading a save game with mod LGNPC_PaxRedoran_v1_20
[*]Fixed an issue with loading a game when a mod that provided a spell known by the player was removed
[*]Fixed an issue with unequipping amulets that had been created with the console
[*]Fixed crash when switching from full screen to windowed mode in D3D9 (switched to OpenGL)
[*]Fixed no texture issue with DirectX (switched to OpenGL)
[*]Renamed 'grid size' setting to 'cell load distance'
[*]OpenCS: Implemented Merge tool
[*]OpenCS: Implemented copying a record ID to the clipboard
[*]OpenCS: Implemented script line number in results search
[*]OpenCS: Implemented mouse button bindings in 3D scene
[*]OpenCS: Implenented scrolling newly created TopicInfo and JournalInfo records into view
[*]OpenCS: Implemented horizontal slider to scroll between opened tables
[*]OpenCS: Implemented shortcut for closing focused subview
[*]OpenCS: Implemented context menu for dialog subview fields with an item matching "Edit 'x'" from the table subview context menu
[*]OpenCS: Implemented ignoring mouse wheel input for numeric values unless the respective widget has focus
[*]OpenCS: Implemented refreshing the verify view
[*]OpenCS: Implemented configuration of double click behavior in results table
[*]OpenCS: Implemented severity column to report tables
[*]OpenCS: Implemented improvements to dialog button bar
[*]OpenCS: Implemented mouse picking in worldspace widget
[*]OpenCS: Implemented cell border arrows
[*]OpenCS: Implemented cloning enhancements
[*]OpenCS: Implemented fine grained configuration of extended revert and delete commands
[*]OpenCS: Implemented magic effect record verifier
[*]OpenCS: Implemented Sound Gen record verifier
[*]OpenCS: Implemented Pathgrid record verifier
[*]OpenCS: Implemented Script Editor enhancements
[*]OpenCS: Implemented color values in tables
[*]OpenCS: Implemented ID auto-complete
[*]OpenCS: Implemented partial sorting in info tables
[*]OpenCS: Implemented dialog for editing and viewing content file meta information
[*]OpenCS: Implemented using checkbox instead of combobox for boolean values
[*]OpenCS: Implemented dropping IDs into bar at bottom of subview when creating a record
[*]OpenCS: Fixed global search not automatically focusing the search input field
[*]OpenCS: Fixed opening a chest blurring the character portrait
[*]OpenCS: Fixed not being able to edit alchemy ingredient properties
[*]OpenCS: Fixed being able to select Attribute and Skill parameters for spells that do not require them
[*]OpenCS: Fixed unnamed checkbox showing when right clicking an empty place in the menu bar
[*]OpenCS: Fixed freeze when editing filter
[*]OpenCS: Fixed verifier not updating local variables when other scripts are modified
[*]OpenCS: Fixed AIWander Idle not being settable for a creature
[*]OpenCS: Fixed not being able to enter values for rows in Creature Attack
[*]OpenCS: Fixed not being able to add a start script
[*]OpenCS: Fixed verifier reporting non-positive level for creatures with no level
[*]OpenCS: Fixed value of "Buys *" not saving for a creature
[*]OpenCS: Fixed scale value of 0.000 making the game lag
[*]OpenCS: Fixed "AI Wander Idle" value not being saved
[*]OpenCS: Fixed created creatures always being dead
[*]OpenCS: Fixed being unable to make NPC say a specific "Hello" voice dialog
[*]OpenCS: Fixed being unable to make a creature use text dialog
[*]OpenCS: Fixed not being able to set trade gold for creatures
[*]OpenCS: fixed race filter on body parts not displaying correctly
[*]OpenCS: Fixed inverted table sorting
[*]OpenCS: Fixed Undo and Redo command labels
[*]OpenCS: Fixed listed attributes and skill being based on the number of NPC objects
[*]OpenCS: Fixed crash when removing the first row of a nested table
[*]OpenCS: Fixed incorrect GMSTs for newly created OMWGame files
[*]OpenCS: Fixed deleted scripts being editable
[*]OpenCS: Fixed line edit in Dialog subview table showing after a single click
[*]OpenCS: Fixed incorrect position of an added row in Info tables
[*]OpenCS: Fixed deleting a record triggering a Qt warning
[*]OpenCS: Fixed metadata table missing the Fixed record type column
[*]OpenCS: Fixed not being able to reorder rows with the same topic in different letter case
[*]OpenCS: Fixed Sort by Record Rype on the Objects table being incorrect
[*]OpenCS: Fixed undo/redo shortcuts not working in script editor
[*]OpenCS: Fixed missing TopicInfo "custom" condition section
[*]OpenCS: Fixed sorting search and verification result table by clicking on the column names
[*]OpenCS: Fixed enchantment effects always switching to water breathing
[*]OpenCS: Fixed NPC information failing to save correctly due to mNpdtType value
[*]OpenCS: Fixed deleting record in Objects (referencables) table messing up data
[*]OpenCS: Fixed some NPC data not being editable
[*]OpenCS: Fixed some missing data in cell definition
[*]OpenCS: Fixed value filter not working for float values
[*]OpenCS: Fixed undo leaving record status as modified
[*]OpenCS: Fixed crash from closing subview and opening a new one
[*]OpenCS: Fixed default window size being ignored
[*]OpenCS: Fixed TopicInfo data loss when saving from ESP to OMWAddon
[*]OpenCS: Fixed deleted record remaining in Dialog subview
[*]OpenCS: Fixed editor not scrolling to a newly opened subview when Scrollbar Only mode is active
[*]OpenCS: Fixed changing Level or Reputation of an NPC crashing the editor
[*]OpenCS: Fixed filters not updating when adding or cloning records
[*]OpenCS: Fixed issues when referencing a non-existing script
[*]OpenCS: Fixed focus problems on edit subviews input fields
[*]OpenCS: Fixed crash when applying filter to TopicInfo on mods that have added dialog
[*]OpenCS: Fixed some dialog only editable items not refreshing after undo
[*]OpenCS: Fixed cancel button exiting the program
[*]OpenCS: Fixed mapcolor not changing correctly on the Regions table
[*]OpenCS: Fixed crash when trying to use cell render view on OS X
[*]OpenCS: Fixed missing columns in tables
[*]OpenCS: Fixed a sort problem in the Objects table when nested rows are added
[*]OpenCS: Fixed script verifier not catching endif without an if
[*]OpenCS: Fixed list of available content files not refreshing in Open dialog
[*]OpenCS: Fixed Flies flag having no effect on ghosts
[*]OpenCS: Fixed save game failing to load due to script attached to NPC
[*]OpenCS: Fixed reputation value not being stored[/list]

User avatar
raevol
Posts: 2802
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.37.0 (?)

Post by raevol » 01 Dec 2015, 00:07

Alright, we are released! CONGRATS so much to everyone, especially scrawl! Thank you so much for all of your hard work!

This is a really big deal of a release for us, so let's try to get as much publicity as possible! Anyone wanting to pitch in should start here: https://wiki.openmw.org/index.php?title=Outreach

User avatar
sjek
Posts: 424
Joined: 22 Nov 2014, 10:51

Re: OpenMW 0.37.0 (?)

Post by sjek » 01 Dec 2015, 06:28

would suggest full coverage more like on 0.38 as first things that eople will do is MGSO and TR which first got model reading problem in lockpicks and probes and second freezes the game anytime the scripts look at mages tower in old ebonheart in tr_review (fixed) hint for using current nighlies for most up to date version
"life is crazy"
"craziness has beauty which only crazies understand" some movie clip in the head.
https://wiki.openmw.org/index.php?title=Testing

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Pherim
Posts: 140
Joined: 27 Aug 2014, 15:37

Re: OpenMW 0.37.0 (?)

Post by Pherim » 01 Dec 2015, 07:59

Congratulations on the release! Seems like this is really a big step forward!

However, after BigRed's recent FOV problem I now suddenly noticed that FOV is behaving very different from vanilla Morrowind, the same FOV setting (Morrowind default 75) shows a much larger area In OpenMW. Here is a comparison:
https://lh3.googleusercontent.com/-aqDR ... 42/FOV.jpg

As you can see here, the difference is even bigger in 37.0 than in 36.0:
https://lh3.googleusercontent.com/-ojHK ... MW_FOV.gif

To get something more like the original Morrowind FOV, it needs to be set to about 50 in OpenMW.

Is it intended like this? Personally, I find it too extreme in OpenMW, and I believe that FOV should behave as it did in the original engine. It can still be changed at all times, anyway.

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nnayo
Posts: 72
Joined: 25 Feb 2013, 15:05
Location: Cannes, France

Re: OpenMW 0.37.0 (?)

Post by nnayo » 01 Dec 2015, 08:44

Congratulations!
Impressive work
Keep going

User avatar
scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

Re: OpenMW 0.37.0 (?)

Post by scrawl » 01 Dec 2015, 13:53

Pherim wrote:Congratulations on the release! Seems like this is really a big step forward!

However, after BigRed's recent FOV problem I now suddenly noticed that FOV is behaving very different from vanilla Morrowind, the same FOV setting (Morrowind default 75) shows a much larger area In OpenMW. Here is a comparison:
https://lh3.googleusercontent.com/-aqDR ... 42/FOV.jpg

As you can see here, the difference is even bigger in 37.0 than in 36.0:
https://lh3.googleusercontent.com/-ojHK ... MW_FOV.gif

To get something more like the original Morrowind FOV, it needs to be set to about 50 in OpenMW.

Is it intended like this? Personally, I find it too extreme in OpenMW, and I believe that FOV should behave as it did in the original engine. It can still be changed at all times, anyway.
Could it be that Morrowind FoV is set as horizontal FoV while OpenMW uses vertical FoV? A difference in terminology isn't much of a problem so long as the default settings match.

OpenMW default is 55.0. 75 / 55.0 ~= 1024 / 768 (default resolution).

User avatar
Pherim
Posts: 140
Joined: 27 Aug 2014, 15:37

Re: OpenMW 0.37.0 (?)

Post by Pherim » 01 Dec 2015, 17:30

This may very well be the case, but what about the difference between 36.0 and 37.0? Both images used the exact same FOV setting.

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scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

Re: OpenMW 0.37.0 (?)

Post by scrawl » 01 Dec 2015, 18:11

This may very well be the case, but what about the difference between 36.0 and 37.0? Both images used the exact same FOV setting.
You're right, the shots do look a bit different. It's not a different FoV, but the camera position is slightly different. 0.37 included a fix where the camera in first person is now attached to the "Camera" node rather than "Head".

Here's a three-way comparison (0.36, 0.37, 0.37 without camera fix). Open in separate tabs and switch back-and-forth to see the difference. https://imgur.com/a/WabO4

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