OpenMW 0.48.0

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

Re: OpenMW 0.48.0

Post by Ace (SWE) »

Atahualpa wrote: 20 Dec 2022, 20:25 It looks like we are missing a dependency for the Collada plugin in our Windows RCs: according to AnyOldName3, we need "osgSim.dll" to make it work. At the moment, OpenMW fails to load "dae" files when you want to use Game Template / Example Suite models.

@Ace: I hope this is an easy fix. If you need someone to test the Windows build, just shoot me a message.
I've copied over the missing DLL into the build tree, I've also put it up on https://openmw.rgw.ctrl-c.liu.se/Deps/osgSim.dll for now - to not have to rebuild the current RC.
If you could grab the loose DLL and drop it into the install folder - see if it's enough to get collada going, that'd be nice. Don't have any way to test the build from where I am until next year.
elsid
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Re: OpenMW 0.48.0

Post by elsid »

K1ll wrote: 10 Nov 2022, 14:42 Linux generic targz package RC4:

64 Bit
This package is missing openmw-navmeshtool. Launcher can't perform all its functions without it.
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Atahualpa
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Re: OpenMW 0.48.0

Post by Atahualpa »

Ace (SWE) wrote: 23 Dec 2022, 15:24 I've copied over the missing DLL into the build tree, I've also put it up on https://openmw.rgw.ctrl-c.liu.se/Deps/osgSim.dll for now - to not have to rebuild the current RC.
If you could grab the loose DLL and drop it into the install folder - see if it's enough to get collada going, that'd be nice. Don't have any way to test the build from where I am until next year.
Tested RC 4 with the DLL you provided -- works like a charm! :)
hydrogyrum
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Re: OpenMW 0.48.0

Post by hydrogyrum »

yo where's the list of things that are actually new in this patch?
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AnyOldName3
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Re: OpenMW 0.48.0

Post by AnyOldName3 »

It's the 0.48 section here, although this is the engineering version rather than the public relations version, so it's not as clear as it'll be in the release announcement. https://gitlab.com/OpenMW/openmw/-/blob ... ANGELOG.md
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psi29a
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Re: OpenMW 0.48.0

Post by psi29a »

Time for another round, RC5 please
solthas
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Re: OpenMW 0.48.0

Post by solthas »

Hey, just joined. Been waiting near 2 decades to replay morrowind. Trying on 0.48.0. Is there a place to post apparent bugs or something?

Just noticed this cliff strider guy somehow ended up on the ground.
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AnyOldName3
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Re: OpenMW 0.48.0

Post by AnyOldName3 »

That's actually working as intended. The idle animation for that NPC doesn't end in the same place as it starts, so when it loops a few times, they fall off the platform. If we did anything about it in the engine, it would break other things. Instead, you need a patch mod that replaces the relevant idle animations, which you can find on the Nexus.
polo
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Joined: 23 Oct 2022, 13:13

Re: OpenMW 0.48.0

Post by polo »

hello
just type "ra" into the console to move every NPC at his default place
it doesn't affect the game (I think), I used it for silt strider NPCs at balmora, ald-ruhn, gnisis, etc, and I have never had no side problem
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Ace (SWE)
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Re: OpenMW 0.48.0

Post by Ace (SWE) »

Windows RC5:

64-bit (PDBs)

Edit:

The beta Flatpak has now also been updated to RC5
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