OpenMW 0.44.0 Released!

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raevol
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OpenMW 0.44.0 Released!

Post by raevol »

The OpenMW team is proud to announce the release of version 0.44.0! Grab it from our Downloads Page for all operating systems. This release brings a slew of new features and bug fixes, including a search bar for spells, a tab for advanced settings in the launcher, and multiple quicksaves.

Check out the release video and the OpenMW-CS release video by the perspicacious Atahualpa, and see below for the full list of changes.

Known Issues:
  • Shadows are not re-implemented yet
  • To use the Linux targz package binaries, Qt4 and libpng12 must be installed on your system
  • On macOS, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings
New Features:
  • Spell search bar implemented
  • Launcher: Advanced settings tab added (#4054)
  • Implemented option for fast travel services to charge for every companion (#4064)
  • Added an option to have multiple quicksaves (#4174)
  • Added an option to rebalance soul gem values based only on soul value, not soul times gem value (#4423)
  • OpenMW-CS: Terrain Texture Brush button implemented (#3870)
  • OpenMW-CS: Edit functions for terrain texture editing mode implemented (#3872)
  • OpenMW-CS: New, and more complete, icon set added
Bug Fixes:
  • Daedra are now summoned when picking up cursed items through the inventory, OnActivate is now triggered even with the inventory menu open (#1428, #3726)
  • Similar glyphs are now used as fallbacks when unsupported glyphs are encountered (#1987)
  • Magic effects active when a save is loaded are now rendered (#2254)
  • Journal alphabetical indexing now works in Russian language versions (#2485)
  • Declaring OnPCHitMe in an actor's script now prevents the actor from attacking, even in self-defense, if his Fight is equal to zero (#2703)
  • Content selector now places Morrowind.esm at the beginning of the mod list, if it is present (#2829)
  • Undefined weather settings now fallback to middle grey instead of pure black (#2841)
  • Mods are now found if the mod directory is a parent of the installation directory (#3557)
  • Flying and swimming creatures no longer use the pathgrid (#3587)
  • SetPos no longer skips weather transitions, fixing transitions in mods that use SetPos to travel the player, such as Boats Mod (#3603)
  • ESM files with capital-case extensions now load correctly with the launcher (#3618)
  • Fixed an issue where NPCs could get stuck inside terrain/objects when the player rests (#3638)
  • Combat music is now updated in menu mode (#3664)
  • Extraneous carriage returns are cut from dialog output (#3696)
  • Fixes for controllers on macOS (#3708)
  • SetPos can no longer place the target under terrain level (#3783)
  • Fixed an issue where casting Calm Humanoid on a guard the player is resisting arrest from caused a dialog loop when trying to resist again (#3863)
  • Enemies who are knocked out will no longer recover immediately (#3884)
  • Imported content files are now sorted according to their dependencies, instead of just modified time (this fixes Bethesda ESMs broken by the Steam version of Morrowind) (#3926)
  • Scripts now support period and hyphen characters in the script name, as long as it is not the first character (#4061)
  • Soul gems with trapped souls of creatures from mods that have been removed will now be empty instead of crashing the game (#4111)
  • Swim animation is no longer interrupted when attacking underwater (#4122)
  • An empty battle music folder now results in explore music being played in combat (#4134)
  • Added a vanilla absorb spell behavior option, which is enabled by default (#4135)
  • Added vanilla enchanted weaponry behavior option, which is enabled by default (#4136)
  • Centroid interpolation is now used for shader lighting, fixing some graphical artifacts when using antialiasing (#4143)
  • NPC base skeleton files are not longer optimized, fixes some body replacer mods (#4159)
  • To prevent animation flickering, the landing animation is no longer played when the player is turning as they are landing (#4177)
  • Fighting actors now face their target instead of the nearest actor (#4179)
  • Weapon switch sound is no longer played when no different weapon is present to switch to (#4180)
  • Guards can no longer initiate dialog with the player when the player is far above the guard (#4184)
  • The correct graphical effect is now applied to armor and clothes when changing them while chameleoned or invisible (#4190)
  • "Screenshot Saved" message has been removed (#4191)
  • Attack range for NPC archers and spellcasters now more accurately matches vanilla behavior (#4192)
  • Dialog topics are now always highlighted when first encountered (#4210)
  • Fixed an FPS drop after minimizing the game during rainy weather (#4211)
  • Thrown weapon projectiles now all rotate when in the air (#4216)
  • Spell casting chance now displays as zero if the player does not have enough magicka to cast it (#4223)
  • Fixed double activation button presses when using a gamepad (#4225)
  • The player's current class and birthsign is now the default value in the class select and bithsign select menus, rather than the first item in the list (#4226)
  • Tribunal and Bloodmoon summoned creatures no longer automatically fight other followers (#4229)
  • Player movement from one directional key is now nullified if the opposite directional key is also pressed (#4233)
  • Wireframe mode no longer affects the map (#4235)
  • Fixed a crash when quick loading from the container screen (#4239)
  • Greetings are no longer added to the journal topic list (#4242)
  • Merchant NPCs no longer sell ingredients from containers that they own that have zero capacity, such as plants (#4245)
  • Armor condition is now taken into account when calculating armor rating (#4246)
  • Removed unintended jump cooldown (#4250)
  • Fixed console spam when OpenMW encounters a non-music file in the Music folder (#4252)
  • Magic effects from eaten ingredients now have the correct duration (#4261)
  • Arrow position is now correct in third person view during attacks for beast races (#4263)
  • Players in god mode are no longer affected by negative spell effects (#4264)
  • Missing 'sAnd' GMST no longer causes a crash (#4269)
  • Root node transformation is no longer incorrectly discarded, fixing characters in the mod The Black Mill (#4272)
  • The map is now updated with explored cells correctly, instead of only when the map window is opened (#4279)
  • MessageBoxes now appear over the chargen menu (#4298)
  • Optimizer no longer breaks LOD nodes (#4301)
  • PlaceAtMe now correctly inherits the scale of the calling object (#4308)
  • Resistance to magic now affects all resistable magic effects (#4309)
  • Opening doors is now restricted to bipedal actors (#4313)
  • Rainy weather no longer slows down the game when changing from indoors to outdoors (#4314)
  • Meshes with CollisionType=Node flag are no longer ignored (#4319)
  • Activate and Move keys are no longer used for GUI navigation if they are bound to mouse buttons (#4320)
  • NPC negative faction reaction modifier now works correctly (#4322)
  • Taking owned items is no longer considered a crime if the owner is dead (#4328)
  • Torch and shield equipping behavior now is more consistent with the original game (#4334)
  • Installation wizard now appends "/Data Files" if needed when autodetecting path (#4336)
  • "Interior" removed from cell not found message (#4343)
  • Inventory item count for very high numbers no longer shows incorrect values due to truncation (#4346)
  • Using AddSoulgem no longer fills all soul gems of the specified type (#4351)
  • A message is displayed if the spell a player tries to select via quickkey is missing (#4391)
  • Inventory filter is now reset to All when loading a game (#4392)
  • Terrain is now rendered for empty cells (#4405)
  • OpenMW now handles marker definitions correctly, fixing mod Arktwend (#4410)
  • iniimporter no longer ignores data paths (#4412)
  • Moving with zero strength no longer uses all of your fatigue (#4413)
  • Camera no longer flickers when opening and closing menu while sneaking (#4420)
  • Cursor now displays correctly when OpenMW is compiled against macOS 10.13 SDK (#4424)
  • Item health is no longer considered a signed integer, it can no longer be negative (#4435)
  • Adding items to currently disabled creatures will no longer crash the game (#4441)
  • Encumbrance value is now rounded up (#1786)
  • Werewolf health is now correctly calculated (#4142)
  • NiLookAtController node is now ignored, like in vanilla (#4407)
  • OpenMW-CS: "Original Creature" field renamed to "Parent Creature" (#2897)
  • OpenMW-CS: Unchecking "Auto Calc" flag when editing an NPC record no longer causes unreasonable values to be filled in (#3278)
  • OpenMW-CS: Fixed search and verification result tables to be case-insensitive when sorting (#3343)
  • OpenMW-CS: "Model" column renamed to "Model/Animation" (#2694)
robcbwilson
Posts: 39
Joined: 04 Dec 2014, 14:15

Re: OpenMW 0.44.0 Released!

Post by robcbwilson »

Congratulations on .44! Well done to everyone who contributed. Looking forward to .45 and beyond now :D
EvilEye
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Re: OpenMW 0.44.0 Released!

Post by EvilEye »

Lemme file a bug report for the announcement :P

There's a couple lines with duplicate issue numbers: #4410 #4424 #4441
And a typo: "Using AddSoulgem no longer fills all sould gems of the specified type"


Anyway, nice work everyone!
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raevol
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Location: Caldera

Re: OpenMW 0.44.0 Released!

Post by raevol »

EvilEye wrote: 30 Jul 2018, 17:15 There's a couple lines with duplicate issue numbers: #4410 #4424 #4441
And a typo: "Using AddSoulgem no longer fills all sould gems of the specified type"
Blahhh... thank you. Fixing it.
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Atahualpa
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Re: OpenMW 0.44.0 Released!

Post by Atahualpa »

raevol wrote: 30 Jul 2018, 17:26 Blahhh... thank you. Fixing it.
Time to start your own OpenChangeLog project on GitLab, raevol. :D


Here are my findings:
raevol wrote: 29 Jul 2018, 22:11
  • The player's current class and birthsign is now the default value in the class select and bithsign select menus, rather than the first item in the list (#4226)
"birthsign"
raevol wrote: 29 Jul 2018, 22:11
  • A message is displayed if the spell a player tries to select via quickkey is missing (#4391)
"quick key" (?)
raevol wrote: 29 Jul 2018, 22:11
  • iniimporter no longer ignores data paths (#4412)
"ini importer", "INI importer", or ".ini importer"
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jvoisin
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Re: OpenMW 0.44.0 Released!

Post by jvoisin »

Congratulations ♥
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raevol
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Re: OpenMW 0.44.0 Released!

Post by raevol »

Atahualpa wrote: 30 Jul 2018, 18:03 Here are my findings:
The first one is a typo, the second two were subjective judgements. :? I'm not going to re-edit everything again for one typo, but if anyone finds further errors that impact the technical correctness of the info... I will take a look when I get back from my trip. :cry:
sg1efc
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Re: OpenMW 0.44.0 Released!

Post by sg1efc »

Thank you everyone. :)
tomangelo
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Re: OpenMW 0.44.0 Released!

Post by tomangelo »

Good work
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Atahualpa
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Re: OpenMW 0.44.0 Released!

Post by Atahualpa »

raevol wrote: 30 Jul 2018, 21:29 The first one is a typo, the second two were subjective judgements. :? I'm not going to re-edit everything again for one typo, but if anyone finds further errors that impact the technical correctness of the info... I will take a look when I get back from my trip. :cry:
Sorry, raevol, I didn't mean to put pressure on you. I should have posted this in the release thread anyway. My bad.

Have a nice trip! - And thank you for the smooth release, especially since half the team is on holiday.
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