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OpenMW 0.47.0

Posted: 13 Apr 2020, 12:52
by psi29a
So while OpenMW 0.46 is baking in the oven... time to have a good look at the OpenMW 0.47 development cycle and what goals, wishes and high hopes are for this release.

Some topics that have come up:
* additional GUI settings for shadows
* foundational work on Lua scripting sub-system (what it is and isn't)
* compatiblility with MOP (issues raised during end of 0.46 dev cycle)
* saved-game format changes that fixes bugs and improves performance
* improving NIF support
* ...

Re: OpenMW 0.47.0

Posted: 14 Apr 2020, 23:18
by Time4Tea
The ability to set the actors processing range to >7168 would be nice. I was trying to set it to 15,000 the other day, before I realised there was a limit.

Re: OpenMW 0.47.0

Posted: 15 Apr 2020, 05:46
by akortunov
Time4Tea wrote: 14 Apr 2020, 23:18 The ability to set the actors processing range to >7168 would be nice.
This ability was intentionally blocked since it causes different kinds of issues.

Re: OpenMW 0.47.0

Posted: 15 Apr 2020, 23:22
by Time4Tea
akortunov wrote: 15 Apr 2020, 05:46
Time4Tea wrote: 14 Apr 2020, 23:18 The ability to set the actors processing range to >7168 would be nice.
This ability was intentionally blocked since it causes different kinds of issues.
Well ... I didn't mean to suggest it would necessarily be simple to do ;)

Re: OpenMW 0.47.0

Posted: 27 Apr 2020, 05:10
by kuyondo
saved-game format changes
Is this really happening in 0.47 :?:

Re: OpenMW 0.47.0

Posted: 27 Apr 2020, 10:27
by lysol
kuyondo wrote: 27 Apr 2020, 05:10
saved-game format changes
Is this really happening in 0.47 :?:
Yes. Forwards-compatibility will be fine, but not backwards:

0.46.0 saves loaded in 0.47.0 will load just fine
0.47.0 saves loaded in 0.46.0 will not work.

So you will not be able to downgrade.

Re: OpenMW 0.47.0

Posted: 27 Apr 2020, 16:47
by Greendogo
Is any work on the Gamepad UI likely to be worked on for 0.47?