Windows RC7;
https://openmw.rgw.ctrl-c.liu.se/Releas ... -win64.exe
OpenMW 0.47.0
- AnyOldName3
- Posts: 2537
- Joined: 26 Nov 2015, 03:25
Re: OpenMW 0.47.0
And it's been done as a release build with the extra flags to generate PDBs added to the build flag settings rather than being a RelWithDebInfo build with the setting to have the console disabled, right?
AnyOldName3, Master of Shadows
Re: OpenMW 0.47.0
Yep, and I realized I'd forgotten to enable LTO as well, so it's a full Release build with LTO and /Zi or /debug flags where necessary.AnyOldName3 wrote: ↑25 Aug 2021, 22:26 And it's been done as a release build with the extra flags to generate PDBs added to the build flag settings rather than being a RelWithDebInfo build with the setting to have the console disabled, right?
- psi29a
- Posts: 5298
- Joined: 29 Sep 2011, 10:13
- Location: Belgium
- Gitlab profile: https://gitlab.com/psi29a/
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Re: OpenMW 0.47.0
RC7:
Windows: https://openmw.rgw.ctrl-c.liu.se/Releas ... -win64.exe
Linux: https://redfortune.de/openmw/rc/openmw- ... RC7.tar.gz
macOS: https://mega.nz/file/CJkgHQhK#3t2GTDofZ ... PGecCDHjD4
2021-09-07 --- Edit by Atahualpa: added link to Linux RC7 package.
Windows: https://openmw.rgw.ctrl-c.liu.se/Releas ... -win64.exe
Linux: https://redfortune.de/openmw/rc/openmw- ... RC7.tar.gz
macOS: https://mega.nz/file/CJkgHQhK#3t2GTDofZ ... PGecCDHjD4
2021-09-07 --- Edit by Atahualpa: added link to Linux RC7 package.
- AnyOldName3
- Posts: 2537
- Joined: 26 Nov 2015, 03:25
Re: OpenMW 0.47.0
It's probably worth posting the PDBs somewhere so we can diagnose crashes in the RC (if any more of them happen).
AnyOldName3, Master of Shadows
Re: OpenMW 0.47.0
The macOS RC7 has worked for me on a 2017 MacBook running OS 11.4. Loading times are longer than in 0.46 and play is sometimes a little choppy, but that may reflect this machine's age and Intel graphics. Editing some plugin scripts in the CS worked fine, again with noticeably longer load times.
Unlike earlier RC's (and like 0.46 and before), the game launched without a "too many open files" error, without requiring system tweaks... I don't know whether this is due to changes in the code since the last RC or because I've simplified my mod list in the meantime, but it is welcome either way.
Unlike earlier RC's (and like 0.46 and before), the game launched without a "too many open files" error, without requiring system tweaks... I don't know whether this is due to changes in the code since the last RC or because I've simplified my mod list in the meantime, but it is welcome either way.
- psi29a
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Re: OpenMW 0.47.0
Possibly because of changes in lighting system and also other features that are now online. We also take more care in setting things up, as to make sure we're not in a crashy state. We've been working on performance in 0.48... the basic: implement feature for release, then polish for next release.halcyon wrote: ↑29 Aug 2021, 09:13 The macOS RC7 has worked for me on a 2017 MacBook running OS 11.4. Loading times are longer than in 0.46 and play is sometimes a little choppy, but that may reflect this machine's age and Intel graphics. Editing some plugin scripts in the CS worked fine, again with noticeably longer load times.
You have OP/AG turned on? Have you tried messing around with the types of lighting? We default to shader based lighting by default now in 0.47
Re: OpenMW 0.47.0
Thanks for the response! I don't think performance has suffered much compared to 0.46, apart from loading times. This is a pretty underpowered machine for gaming. I have gone to legacy mode for lighting, which may have helped a little, and disabling "build nav mesh" in the options at startup did away with much of the increase in load times. No complaints here, though further optimization in later versions would be welcome, too.
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- Posts: 3
- Joined: 18 Jul 2021, 05:42
Re: OpenMW 0.47.0
halcyon wrote: ↑03 Sep 2021, 10:35 Thanks for the response! I don't think performance has suffered much compared to 0.46, apart from loading times. This is a pretty underpowered machine for gaming. I have gone to legacy mode for lighting, which may have helped a little, and disabling "build nav mesh" in the options at startup did away with much of the increase in load times. No complaints here, though further optimization in later versions would be welcome, too.
HelloWorld wrote: ↑18 Jul 2021, 09:47 Hello, dears! I'm openmw user since 0.45.0 version. It is cool! I use it with Full Rest plugins of _AL_.
How to get 0.47.0 RC5 for Windows x86_64?
Linux is cool but Windows is stil more popular for games.
I also use save\load abuse to get better loot from Balmora boxes (enchated rings, weapon, etc). AND i feel that openmw 0.47.0 is slower than 0.46.0 which i have along on my windows 8.1. When I load F9 then i see message (build navigation mesh) in load screen. I guess this is new feature that allow to move NPC more freely on gorund and build its route as it wants. But building navigation mesh feature is slow down quickload process (more time demanding, and i feel it exactly when i play in 0.47 rather than 0.46). I hope it was noticed and fixed in RC5-6 or I can try to describe it more detailed to help fix.
Sorry for my bad grammar, I'm not native eng speaker.