OpenMW 0.40.0

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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robcbwilson
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Re: OpenMW 0.40.0

Post by robcbwilson » 29 Aug 2016, 20:26

I had a quick run around using 0.40 Windows 64 bit and it worked fine (went to Balmora and Vivec had a look about).
Last edited by robcbwilson on 29 Aug 2016, 21:20, edited 1 time in total.

Allofich
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Re: OpenMW 0.40.0

Post by Allofich » 29 Aug 2016, 20:30

Raevol, you have a spelling mistake in the changelog there.

foritified should be fortified

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raevol
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Re: OpenMW 0.40.0

Post by raevol » 29 Aug 2016, 20:33

Allofich wrote: foritified should be fortified
lolllllllllllllllllllllllll thanks! :oops: https://gist.github.com/mickeylyle/602e ... /revisions

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MrAnonGuy
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Re: OpenMW 0.40.0

Post by MrAnonGuy » 29 Aug 2016, 21:02

scrawl wrote:Seems like the build you are using is missing the png/jpeg image plugin libraries.
It was the Linux_x64 build that was released here. If the build left those out, might want to redo, eh?

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raevol
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Re: OpenMW 0.40.0

Post by raevol » 29 Aug 2016, 21:09

MrAnonGuy wrote:It was the Linux_x64 build that was released here. If the build left those out, might want to redo, eh?
Thank you so much for testing!!

@K1ll can you confirm this?

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scrawl
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Re: OpenMW 0.40.0

Post by scrawl » 29 Aug 2016, 21:46

raevol wrote:
MrAnonGuy wrote:It was the Linux_x64 build that was released here. If the build left those out, might want to redo, eh?
Thank you so much for testing!!

@K1ll can you confirm this?
I can see that the osgdb_png plugin is in there... however, the libpng library is not. @MrAnonGuy: as a temporary workaround, try installing libpng through your package manager. But this might not work if your package manager does not have the correct version of libpng that the build uses.
Last edited by scrawl on 29 Aug 2016, 22:01, edited 1 time in total.

Tels
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Re: OpenMW 0.40.0

Post by Tels » 29 Aug 2016, 21:53

Tested 0.40 64 bit build on linux very briefly, loaded a savegame, fought a dude, died, so seems to work.

Only problem was during install: There was some sort of conflict between the already installed libopenscenegraph (only used by openmw) and the one the new openmw wanted. This was sorted out by first removing the old OSG lib (which also caused openmw to be removed), and then re-installing openmw.

So, congratulations on the release! :)

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MrAnonGuy
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Re: OpenMW 0.40.0

Post by MrAnonGuy » 29 Aug 2016, 22:20

scrawl wrote:I can see that the osgdb_png plugin is in there... however, the libpng library is not. @MrAnonGuy: as a temporary workaround, try installing libpng through your package manager. But this might not work if your package manager does not have the correct version of libpng that the build uses.
OK, checked just make sure and yes, they are both already installed. This is my devel machine, and I had already compiled V0.39 on this box. I really need to go ahead and compile from source. All the necessary deps should be on here.

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scrawl
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Re: OpenMW 0.40.0

Post by scrawl » 29 Aug 2016, 22:35

Then you don't have the right libpng version probably. The build is linked against libpng12.so.0:

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openmw-0.40.0-Linux-64Bit/lib/osgPlugins-3.4.0$ ldd osgdb_png.so | grep libpng	
libpng12.so.0 => /lib/x86_64-linux-gnu/libpng12.so.0 (0x00007f6252edd000)

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MrAnonGuy
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Re: OpenMW 0.40.0

Post by MrAnonGuy » 29 Aug 2016, 23:15

Yep! 8-)

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osgPlugins-3.4.0]$ ldd osgdb_png.so | grep libpng 
	libpng16.so.16 => /lib64/libpng16.so.16 (0x00007f583bfcd000)
Any reason for the build to be linked against that old libpng?

Update: All is well after compile from source. My thumbnails are back on the load screen and the water anomalies have gone away. More turbulence in the river water in this version produces a better effect. Thanks for pointing me in the right direction. :)

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