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Re: OpenMW 0.44.0

Posted: 16 Jul 2018, 15:19
by Thunderforge
raevol wrote: 16 Jul 2018, 07:47 Mac RCs: needs testing
I tested the Mac build a few days after it was posted, and it was working fine.

Re: OpenMW 0.44.0

Posted: 16 Jul 2018, 16:44
by BransHead
Updated RC2 now looks to be running well. Loaded up a previous save file and then visited Skyrim (ShotN). Tested both 32bit and 64bit generic packages on my 'multilib' linux Slackware 14.2 box.

Thanks again.

Re: OpenMW 0.44.0

Posted: 16 Jul 2018, 17:52
by testman
raevol wrote: 16 Jul 2018, 07:47 Linux Binary RCs: need testing
Is there any specific set of tests that should be performed?
I played around with the latest provided build and all seemed to work fine.

Re: OpenMW 0.44.0

Posted: 17 Jul 2018, 00:41
by raevol
Thunderforge wrote: 16 Jul 2018, 15:19 I tested the Mac build a few days after it was posted, and it was working fine.
Thanks!
testman wrote: 16 Jul 2018, 17:52 Is there any specific set of tests that should be performed?
I played around with the latest provided build and all seemed to work fine.
If you can launch the game and play it, that's what we need to know. Aside from that, the more people testing the better.

Re: OpenMW 0.44.0

Posted: 17 Jul 2018, 11:09
by kuyondo
I dont know what its called, but the latest nightly is missing that "command prompt" when starting OpenMW. The one that list down all the activities and potential errors during the game.. is it intended? It was a very helpful to have it too..

Re: OpenMW 0.44.0

Posted: 17 Jul 2018, 11:20
by psi29a
You can still do that I thought, launch from command prompt option? Normal applications don't open a command prompt by default.

Re: OpenMW 0.44.0

Posted: 17 Jul 2018, 11:51
by akortunov
kuyondo wrote: 17 Jul 2018, 11:09 I dont know what its called, but the latest nightly is missing that "command prompt" when starting OpenMW. The one that list down all the activities and potential errors during the game.. is it intended? It was a very helpful to have it too..
Yes, that was intened. Release builds on Windows do not have command prompt now (feature #2490).

Re: OpenMW 0.44.0

Posted: 17 Jul 2018, 13:47
by kuyondo
Is there a way to show it again? It really helped me to detect bugs and errors. For example, like this bug https://gitlab.com/OpenMW/openmw/issues/4502

Re: OpenMW 0.44.0

Posted: 17 Jul 2018, 14:09
by akortunov
kuyondo wrote: 17 Jul 2018, 13:47 Is there a way to show it again? It really helped me to detect bugs and errors. For example, like this bug https://gitlab.com/OpenMW/openmw/issues/4502
The content of this window should be in the openmw.log file. Log file is easier to use than cmd.exe window.
About 4502 (which is a duplicate of 4501): debug window will not help you. I already described the root of issue - you try to cast spell from non-existing object (consumed potion) from player's inventory. It does not have its own position and mesh node to which you can attach spell effect.

Re: OpenMW 0.44.0

Posted: 20 Jul 2018, 01:41
by Atahualpa
Here's the link to the WIP version of the engine video. As usual, please do not share the link anywhere else.

>>> WIP Engine Video <<<

There are no subtitles yet since these are my least concern at the moment. Anyway, I'm looking forward to your feedback. :)


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