OpenMW 0.46.0

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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Capostrophic
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Re: OpenMW 0.46.0

Post by Capostrophic » 07 Apr 2020, 12:20

Note to packagers: OpenMW/osg 3.4 branch has been updated, so openscenegraph libraries that were based on OSGoS should be rebuilt.

testman
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Re: OpenMW 0.46.0

Post by testman » 07 Apr 2020, 19:03

psi29a wrote:
07 Apr 2020, 11:57
let the RC phase begin.
Awwww yisssss

Anything specific to test? Got a list of tests to perform?

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akortunov
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Re: OpenMW 0.46.0

Post by akortunov » 08 Apr 2020, 06:04

testman wrote:
07 Apr 2020, 19:03
Got a list of tests to perform?
In theory, every 0f 280+ changelog entries should be verified, but I am not sure if it is possible.

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Ace (SWE)
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Re: OpenMW 0.46.0

Post by Ace (SWE) » 08 Apr 2020, 09:28

Well, compiled up some Windows RCs with my new build setup;

32-bit
64-bit

These ones should contain the necessary VC redist as well, for those that lack it.

K1ll
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Re: OpenMW 0.46.0

Post by K1ll » 08 Apr 2020, 13:31

Here is the RC1 Linux targz package (like the nightlies no 32 bit builds anymore):

64 bit

EvilEye
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Re: OpenMW 0.46.0

Post by EvilEye » 08 Apr 2020, 16:14

Ace (SWE) wrote:
08 Apr 2020, 09:28
These ones should contain the necessary VC redist as well, for those that lack it.
The 64bit one gives me an error about missing VCRUNTIME140_1.dll. (And I haven't tried the 32bit version.)

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Capostrophic
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Re: OpenMW 0.46.0

Post by Capostrophic » 08 Apr 2020, 18:21

Some early notes:
1) Looks like Windows RC builds specifically currently have older OpenMW/osg. That's fine but still update whenever possible pls
2) Simple water is currently broken with radial fog on most (all?) devices due to the huge triangles breaking depth calculations. Not sure whether proper fix is possible or if a workaround should be put in place.
3) AnyOldName3 suddenly got the time to fix shadow transparency but again I'm not sure it can be done and tested quickly in a short timeframe (the problem is not very noticeable in most situations either).
4) Many particle systems in Morrowind Optimization Patch are broken due to an assumption related to emitter nodes in NIF loader, but this needs a redesign of a significant part of NIF loader and probably should just be left up to "known issues" part of the release announcement.

CMAugust
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Re: OpenMW 0.46.0

Post by CMAugust » 09 Apr 2020, 03:32

Ace (SWE) wrote:
08 Apr 2020, 09:28
Well, compiled up some Windows RCs with my new build setup;

32-bit
64-bit

These ones should contain the necessary VC redist as well, for those that lack it.
For some reason I can't minimize OpenMW in this RC, but I can in the 03-25 nightly. Using Windows 7.

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akortunov
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Re: OpenMW 0.46.0

Post by akortunov » 09 Apr 2020, 04:45

Capostrophic wrote:
08 Apr 2020, 18:21
Many particle systems in Morrowind Optimization Patch are broken due to an assumption related to emitter nodes in NIF loader, but this needs a redesign of a significant part of NIF loader and probably should just be left up to "known issues" part of the release announcement.
There are more than 200 of such "known issues" on our bugtracker.

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Capostrophic
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Re: OpenMW 0.46.0

Post by Capostrophic » 09 Apr 2020, 06:56

Yes, but given that MOP has been updated somewhat recently and that it's pretty popular it's expected that people will learn about openmw due to the hype on the internet, install MOP as well, then will be confused about how half their particles are gone or absent. There is rarely a similar situation with the other 200 issues where it's desirable to prevent confusion early.

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