OpenMW 0.49.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
User avatar
AnyOldName3
Posts: 2764
Joined: 26 Nov 2015, 03:25

Re: OpenMW 0.49.0

Post by AnyOldName3 »

I don't see a new link. Did you just update the link in your previous post, swap the link on the GitHub release (do you even have the necessary perms for that, and should we set them up?) or forget to post the link?
User avatar
AnyOldName3
Posts: 2764
Joined: 26 Nov 2015, 03:25

Re: OpenMW 0.49.0

Post by AnyOldName3 »

I dug through and the more recent link seems to have libb2 now, so I guess you updated it. I'll put it on GitHub.
User avatar
AnyOldName3
Posts: 2764
Joined: 26 Nov 2015, 03:25

Re: OpenMW 0.49.0

Post by AnyOldName3 »

Actually, looks like it was already done an hour ago.
polo
Posts: 4
Joined: 23 Oct 2022, 13:13

Re: OpenMW 0.49.0

Post by polo »

Hi.
It is no big deal, but I noticed that the fighting music don't stop immediately for normal music when I kill the last enemy in a fight. It makes a second or half a second while it was not the case in 0.48.
K1ll
Posts: 192
Joined: 06 Aug 2011, 21:54

Re: OpenMW 0.49.0

Post by K1ll »

AnyOldName3 wrote: 10 Jan 2025, 18:26 I don't see a new link. Did you just update the link in your previous post, swap the link on the GitHub release (do you even have the necessary perms for that, and should we set them up?) or forget to post the link?
Sorry for the confusion. I only updated the file on my server so the link in my previous post now serves the new file. I don't have a Github Account anymore so someone else has to do the upload there.

I did update the file again to fix the new issue with libexpat as reported in the other thread. So would be nice if someone could again update it on Github.
User avatar
AnyOldName3
Posts: 2764
Joined: 26 Nov 2015, 03:25

Re: OpenMW 0.49.0

Post by AnyOldName3 »

It says someone did that four hours ago and very helpfully didn't say they'd done it here so I had to get most of the way through the process before finding out it was unnecessary.
User avatar
Capostrophic
Posts: 800
Joined: 22 Feb 2016, 20:32

Re: OpenMW 0.49.0

Post by Capostrophic »

RC3 has been tagged and it includes these changes:
  • [#7731] Fixed audio stuttering caused by unjustified default device switching on Linux under some non-standard audio setups (notably affects PulseAudio backend and Steam Deck);
  • [#8286] Launcher: openmw.cfg is no longer overwritten if no setting was changed (new in 0.49.0);
  • [#8287] Launcher: Commas are no longer given special (and unintuitive) meaning in openmw.cfg user comment preservation logic (new in 0.49.0);
  • [#8295] Saved post-processing chain is fully case-insensitive when reloaded (this fixes a crash that also affected 0.48.0);
  • [#8299] Editor: Fixed a crash when terrain is smoothed at a border with an undefined cell (also affected 0.48.0);
  • [#8300] Custom ammunition records can be created through Lua, flawed type validation was preventing that;
  • Editor: Instance editing mode tooltip should no longer break;
  • Windows builds should now include bsatool, esmtool and niftest like the development builds;
  • When the relevant setting is enabled, Recast meshes are exported before navmeshes are generated to make debugging navmesh generation crashes easier.
Post Reply