OpenMW 0.16.0

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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Okulo
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Joined: 05 Feb 2012, 16:11

Re: OpenMW 0.16.0

Post by Okulo »

Also two more bugs:

1. Dead keys still do not work.

2. Inputting player -> addspell <NonExistingSpell> will make the command window throw "Error in framelistener: object <NonExistingSpell> not found" continuously. It will also prevent you from moving.
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Zini
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Re: OpenMW 0.16.0

Post by Zini »

2. Inputting player -> addspell <NonExistingSpell> will make the command window throw "Error in framelistener: object <NonExistingSpell> not found" continuously. It will also prevent you from moving.
I think I know what goes on here. Will fix for 0.17.0. You can add an bug report to our tracker, if you want.
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Zini
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Re: OpenMW 0.16.0

Post by Zini »

btw. please make sure to include all the important regressions in the release message. At least the dark texture problem and the addspell lockup.
corristo
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Re: OpenMW 0.16.0

Post by corristo »

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Ace (SWE)
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Joined: 15 Aug 2011, 14:56

Re: OpenMW 0.16.0

Post by Ace (SWE) »

Since there have been no changes in master since my build of RC5, I'm not going to bother building a new one.
On the other hand, seeing as someone had an issue with missing a directx dll, I was thinking we could perhaps also include the directx redist in the installer. Although that would probably increase the size of it a good bit.
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Rebel-Rider
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Re: OpenMW 0.16.0

Post by Rebel-Rider »

The DirectX End-User Runtime Web Installer weighs in at 286kb so the size would probably not increase that much. But on the other hand, if you have Morrowind (or any fairly recent game) the probability is very high that you already have Direxct 9 installed.

It should be enough to mention it as an requirement in the readme file, or even better, during the install.
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sirherrbatka
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Re: OpenMW 0.16.0

Post by sirherrbatka »

morrowind uses only DX7
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Okulo
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Re: OpenMW 0.16.0

Post by Okulo »

Zini wrote:
2. Inputting player -> addspell <NonExistingSpell> will make the command window throw "Error in framelistener: object <NonExistingSpell> not found" continuously. It will also prevent you from moving.
I think I know what goes on here. Will fix for 0.17.0. You can add an bug report to our tracker, if you want.
Done.
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raevol
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Re: OpenMW 0.16.0

Post by raevol »

Release announcement draft:
The OpenMW team is proud to announce the release of version 0.16.0! Release packages for Ubuntu are now available via our Launchpad PPA (https://launchpad.net/~openmw/+archive/openmw). Release packages for other platforms are available on our Download page (http://code.google.com/p/openmw/downloads/list).This version includes the Spell Window, Alchemy Window, and a myriad of fixes and improvements. Please review the following:

Known Issues:
- Some objects/models show up with completely black textures. Use OpenGL as your renderer or disable shaders under [Objects] in the config file.
- Inputting player -> addspell <NonExistingSpell> makes the command window throw "Error in framelistener: object <NonExistingSpell> not found" continuously. It will also prevent you from moving.

Changelog:
- Added Spell Window
- Added Alchemy Window
- Added support for x.y script sytax
- Weapon and spell icons now update to reflect the selected weapon and spell
- Added in-game settings window
- Launcher now saves user-set renderer settings
- Fixed a crash on OSX due to underwater effets
- Fixed auto-equipping not working in some cells
- Fix for container GUI ignoring disabled inventory menuBug #294: Container GUI ignores disabled inventory menu
- Fix for stats review dialog showing all skills and attribute values as 0
- Fixes for several crashes
- Implemented game modes as a stack to prevent erratic behavior
- Added tooltips to class creation dialog
- Added support for show/hiding windows by clicking HUD elements
- Added support for corect player direction after using a Teleport Door
-Added support for selecting objects in the console by clicking them in the scene
- Added support the use of = as a synonym for ==
- Sped up script object access
- Restructured enabling/disabling of objects by script instruction
- Integrated ogre.cfg file in settings file
- Auto-close windows if a related MW-reference is no longer available
Any suggestions on how to write:
Bug #298: MechanicsManager::buildPlayer does not remove previous bonuses
Bug #299: Crash in World::disable
Bug #306: Non-existent ~/.config/openmw "crash" the launcher.
Bug #307: False "Data Files" location make the launcher "crash"
Or are these covered well enough in "Fixes for several crashes"?
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WeirdSexy
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Re: OpenMW 0.16.0

Post by WeirdSexy »

Has anyone noticed that the birthsigns are sorted incorrectly in the birthsigns menu?

I had a problem with my render for the video, so I'm re-rendering. raevol, I'll give you the link when I've uploaded it so that you may include it in your release announcement.
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