OpenMW 0.37.0 (?)

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
maqifrnswa
Posts: 180
Joined: 14 Jan 2013, 03:57

Re: OpenMW 0.37.0 (?)

Post by maqifrnswa »

scrawl wrote:What is debian supposed to do? Offer two different packages that conflict each other?
This is done for some scientific computing libraries that want both MPI and single processor support; two packages are offered from the same source just built with different configuration options. If this is helpful we can request it. You're right that there are many possibe configuration options -- it probably would be best to figure out what are the most important ones.
corristo
Posts: 495
Joined: 12 Aug 2011, 08:29

Re: OpenMW 0.37.0 (?)

Post by corristo »

RC build for OS X:
https://dl.dropboxusercontent.com/u/284 ... .0-rc1.dmg

Unfortunately I haven't managed to resolve issues with saved game screenshot loading, so this would be a known issue for that release.

I'll create a PR with fixed I made to make this build soon.
clocknova
Posts: 63
Joined: 11 Sep 2013, 17:34

Re: OpenMW 0.37.0 (?)

Post by clocknova »

Just installed the OS X RC. Wow. 60 FPS in Seyda Neen with all settings to high in 2560x1440. I also have Better Bodies, Better Heads, Better Clothes, and the Texture Pack installed. I realize that there are still some shaders and other effects missing (there are, right?) but I never got even close to this before. Nice job, guys.

EDIT: Just realized that there are no shadows. That's probably why my frames are so high. Here's hoping that performance doesn't tank again when shadows are re-enabled.
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sjek
Posts: 442
Joined: 22 Nov 2014, 10:51

Re: OpenMW 0.37.0 (?)

Post by sjek »

almost made it around tamriel rebuilt :D
from seyda neen to old ebonheart and almalexia and many others

terrain data is definitely not staying in memory anymore. was at 2 gt (+initial 1 gt load) when was back at river thirr
compared to being full already in almalexia. 8-)
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scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

Re: OpenMW 0.37.0 (?)

Post by scrawl »

Just fixed a bug that could corrupt the global map overlay of save games in rare cases. One new round of RCs please!
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Jyby
Posts: 408
Joined: 10 Dec 2013, 04:16

Re: OpenMW 0.37.0 (?)

Post by Jyby »

corristo wrote:RC build for OS X:
https://dl.dropboxusercontent.com/u/284 ... .0-rc1.dmg

Unfortunately I haven't managed to resolve issues with saved game screenshot loading, so this would be a known issue for that release.

I'll create a PR with fixed I made to make this build soon.
We appear to be missing the load screen images now.
corristo
Posts: 495
Joined: 12 Aug 2011, 08:29

Re: OpenMW 0.37.0 (?)

Post by corristo »

@Jyby
doesn't happen for me. Could you elaborate please?
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sandstranger
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Joined: 19 May 2014, 19:53
Location: Oblivion

Re: OpenMW 0.37.0 (?)

Post by sandstranger »

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Last edited by sandstranger on 18 Jan 2018, 16:20, edited 1 time in total.
K1ll
Posts: 185
Joined: 06 Aug 2011, 21:54

Re: OpenMW 0.37.0 (?)

Post by K1ll »

Finally got my Linux targz package RCs built. Had to upgrade ffmpeg (now using 2.8.2) and also upgraded osg to 3.4.0.

You can get the RCs here:

32 Bit
64 Bit
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scrawl
Posts: 2152
Joined: 18 Feb 2012, 11:51

Re: OpenMW 0.37.0 (?)

Post by scrawl »

Hi K1ll,

I am testing the 64 bit package. It runs very slow compared to my local builds, more than 2x slower. Is that a debug build of OSG by any chance?

Edit: oh, and the lib folder contains some libraries leftover from the Ogre version that are not used anymore, e.g. boost_wave and all the freeimage related libs.
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