OpenMW 0.42.0

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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Re: OpenMW 0.42.0

Post by corristo » 12 Apr 2017, 08:15

OpenMW 0.42.0 RC1 for macOS:

Please note that nightly builds follow master branch, not release branches, and don't represent upcoming release.

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Re: OpenMW 0.42.0

Post by K1ll » 13 Apr 2017, 16:51

OpenMW 0.42.0 RC1 Linux targz packages:

32 Bit
64 Bit

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Re: OpenMW 0.42.0

Post by fuzzles » 13 Apr 2017, 20:14


I just was poking around and figured now would be the time I first try OpenMW, after watching the amazing progress over the last few years.

Came across a snag right away though, seems like the (handy-dandy) installation wizard importer is crossing the '/' and '\' of Windows and *nix files systems around a bit, resulting in no directory found and this:
SETTINGAS.PNG (9.84 KiB) Viewed 2112 times
I can browse for it manually and it selects the .ini fine, but I assume I need to poke through the OpenMW config files to get the data directory detection working.

EDIT: Nope, I checked my 'My Games' config, seems to be showing up correctly there. I'm getting the 'Could not find the Data files location' and I have no idea!

Cheers :)

EDIT 2: Final confirmation, I cannot get it to detect anything properly. The wizard sees my install directory effortlessly, and the .ini file does transfer to the openmw config file in 'My Games', it shows the correct file path at the bottom of the config as well, and seems a save file is found, but will not detect data directory and tells me to run wizard repeatedly.

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Re: OpenMW 0.42.0

Post by raevol » 15 Apr 2017, 21:36

fuzzles, welcome and thank you for testing! Ace, any ideas on this?

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Re: OpenMW 0.42.0

Post by raevol » 15 Apr 2017, 22:38

I'm about halfway through the changelog, hopefully finishing in the next few days. I need some help with:
If I understand correctly, this was determined not to be a bug?
Bug #1956: Duplicate objects after loading the game, when a mod was edited

Is this correct for issue 2777?
- Low-value disintegrate over time effects are no longer nullified by high frame rate

Sorry, but I am not technical enough to understand this one:
Bug #3580: Crash: Error ElementBufferObject::remove BufferData<0> out of range

Were these fixed or rejected?
Bug #3601: Menu Titles not centered vertically
Bug #3670: Unhandled SDL event of type 0x304

I don't understand Morrowind scripting enough to decipher this one:
Bug #3671: Incorrect local variable value after picking up bittercup

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Re: OpenMW 0.42.0

Post by Capostrophic » 16 Apr 2017, 10:06

2777 — I'd say yes, but it's more like: disintegrate effects no longer depend on framerate. However... eh, I dunno.
1956 is a bug. Relevant pull request.
3601 and 3670 were both fixed.

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Re: OpenMW 0.42.0

Post by Ace (SWE) » 16 Apr 2017, 12:54

raevol wrote:Ace, any ideas on this?
The path separators are normalized, so that shouldn't be the issue.

How does the end of the openmw.cfg file look? @fuzzles The lines after all the fallbacks that is.

I know that we've had issues before with unicode in paths, for user accounts I know that it's been fixed, but if your Morrowind install is under a path with unicode symbols in it then that might still be an issue.

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Re: OpenMW 0.42.0

Post by lysol » 16 Apr 2017, 13:48

Windows x64 builds works fine for me. They work just as usual.
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

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Re: OpenMW 0.42.0

Post by Fizzol » 16 Apr 2017, 16:20

Looks good so far on 64-bit Windows, no issues.

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