OpenMW 0.20.0

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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raevol
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Re: OpenMW 0.20.0

Post by raevol »

Release drafts:

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The OpenMW team is proud to announce the release of version 0.20.0! Release packages for Ubuntu are now available via our Launchpad PPA (https://launchpad.net/~openmw/+archive/openmw). Release packages for other platforms are available on our Download page (https://code.google.com/p/openmw/downloads/list). This release brings a near-complete implementation of the dialoque system, visual player race changes in character creation, and many other fixes and improvements.

Check out WeirdSexy's release video here: http://www.youtube.com/watch?v=swXDXgYUqFA

Known Issues:
- Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
- The disposition implementation is severely broken and will give wrong numbers in many cases
- Entering a cell containing a Golden Saint model will crash the game
- A journal regression causes journal updates to not display correctly

Changelog:
- Implemented all missing dialoque filters
- Implemented Mercantile skill
- Implemented Persuasion dialogue
- Initial implemetation of AI package classes
- Implemented 2nd layer for Global map
- Player race now changes visually during character creation
- Fixed Cell reloading when using teleport doors that link to the same cell
- Animations now stop when the game is paused
- Fixed "0 a.m." to display as "12 a.m."
- Fixed text persisting in the "name" field of the potion/spell creation window
- Fixed starting date of new games
- Fixed console window close behavior
- Fixed container window formatting to better accomodate long item names
- Fixed some topics not automaticaly being added to the known topic list
- Fixed automove working despite DisablePlayerControls being set
- Fixed rest dialogue opening again after resting
- Fixed double removal of ingredients when creating potions
- Various engine code and scripting improvements
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<p>The OpenMW team is proud to announce the release of version 0.20.0! Release packages for Ubuntu are now available via our <a href="https://launchpad.net/~openmw/+archive/openmw">Launchpad PPA</a>. Release packages for other platforms are available on our <a href="https://code.google.com/p/openmw/downloads/list">Download page</a>. This release brings a near-complete implementation of the dialoque system, visual player race changes in character creation, and many other fixes and improvements.</p>

<p>Check out WeirdSexy's <a href="http://www.youtube.com/watch?v=swXDXgYUqFA">release video</a>.</p>

<p><b>Known Issues:</b>
<ul><li>Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)</li>
<li>The disposition implementation is severely broken and will give wrong numbers in many cases</li>
<li>Entering a cell containing a Golden Saint model will crash the game</li>
<li>A journal regression causes journal updates to not display correctly</li></ul></p>

<p><b>Changelog:</b>
<ul><li>Implemented all missing dialoque filters</li>
<li>Implemented Mercantile skill</li>
<li>Implemented Persuasion dialogue</li>
<li>Initial implemetation of AI package classes</li>
<li>Implemented 2nd layer for Global map</li>
<li>Player race now changes visually during character creation</li>
<li>Fixed Cell reloading when using teleport doors that link to the same cell</li>
<li>Animations now stop when the game is paused</li>
<li>Fixed "0 a.m." to display as "12 a.m."</li>
<li>Fixed text persisting in the "name" field of the potion/spell creation window</li>
<li>Fixed starting date of new games</li>
<li>Fixed console window close behavior</li>
<li>Fixed container window formatting to better accomodate long item names</li>
<li>Fixed some topics not automaticaly being added to the known topic list</li>
<li>Fixed automove working despite DisablePlayerControls being set</li>
<li>Fixed rest dialogue opening again after resting</li>
<li>Fixed double removal of ingredients when creating potions</li>
<li>Various engine code and scripting improvements</li></ul></p>
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The OpenMW team is proud to announce the release of version 0.20.0! Release packages for Ubuntu are now available via our [url=https://launchpad.net/~openmw/+archive/openmw]Launchpad PPA[/url]. Release packages for other platforms are available on our [url=https://code.google.com/p/openmw/downloads/list]Download page[/url]. This release brings a near-complete implementation of the dialoque system, visual player race changes in character creation, and many other fixes and improvements.

Check out WeirdSexy's [url=http://www.youtube.com/watch?v=swXDXgYUqFA]release video[/url].

[b]Known Issues:[/b]
[list][*]Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
[*]The disposition implementation is severely broken and will give wrong numbers in many cases
[*]Entering a cell containing a Golden Saint model will crash the game
[*]A journal regression causes journal updates to not display correctly[/list]

[b]Changelog:[/b]
[list][*]Implemented all missing dialoque filters
[*]Implemented Mercantile skill
[*]Implemented Persuasion dialogue
[*]Initial implemetation of AI package classes
[*]Implemented 2nd layer for Global map
[*]Player race now changes visually during character creation
[*]Fixed Cell reloading when using teleport doors that link to the same cell
[*]Animations now stop when the game is paused
[*]Fixed "0 a.m." to display as "12 a.m."
[*]Fixed text persisting in the "name" field of the potion/spell creation window
[*]Fixed starting date of new games
[*]Fixed console window close behavior
[*]Fixed container window formatting to better accomodate long item names
[*]Fixed some topics not automaticaly being added to the known topic list
[*]Fixed automove working despite DisablePlayerControls being set
[*]Fixed rest dialogue opening again after resting
[*]Fixed double removal of ingredients when creating potions
[*]Various engine code and scripting improvements[/list]
Some awesome things I found doing this release:
HTML to BB Code converter: http://www.seabreezecomputers.com/html2bbcode/
Google Code upload script: https://code.google.com/p/support/sourc ... _upload.py
Last edited by raevol on 18 Dec 2012, 08:10, edited 1 time in total.
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Greendogo
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Re: OpenMW 0.20.0

Post by Greendogo »

The line: "Entering the Inner Shrine of Ald Daedroth causes a crash" should be replaced with "Entering a cell containing a Golden Saint model will crash the game" or something similar as I'm pretty sure that's what's causing it, and the new line covers more problem cells than just Ald Daedroth.
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raevol
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Re: OpenMW 0.20.0

Post by raevol »

Greendogo wrote:The line: "Entering the Inner Shrine of Ald Daedroth causes a crash" should be replaced with "Entering a cell containing a Golden Saint model will crash the game" or something similar as I'm pretty sure that's what's causing it, and the new line covers more problem cells than just Ald Daedroth.
Thanks, edited!
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raevol
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Re: OpenMW 0.20.0

Post by raevol »

Alright, uploads are done, and draft is up!
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psi29a
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Re: OpenMW 0.20.0

Post by psi29a »

The 'awesome' award should go to WeirdSexy for not only lending his voice to OpenMW and making the videos but also through the making of the videos is also our #1 play tester and bug/regression finder. The amount of time and energy you have put into the project is highly valuable. Three cheers for WeirdSexy! :D

On an asside, it would awesome to have WS as a voice for a lead intro for the Example Suite. ;)
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Greendogo
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Re: OpenMW 0.20.0

Post by Greendogo »

Noted :D
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raevol
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Re: OpenMW 0.20.0

Post by raevol »

BrotherBrick wrote:The 'awesome' award should go to WeirdSexy for not only lending his voice to OpenMW and making the videos but also through the making of the videos is also our #1 play tester and bug/regression finder. The amount of time and energy you have put into the project is highly valuable. Three cheers for WeirdSexy! :D
Agreed with all of this!
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WeirdSexy
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Re: OpenMW 0.20.0

Post by WeirdSexy »

Awh shucks guys :)

BrotherBrick/Greendogo, what do you mean, a "lead intro"? Like what Morrowind does when Azura speaks to you before you wake up in the prison ship?

Of course, I'm willing to voice anything for the example suite.
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Greendogo
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Re: OpenMW 0.20.0

Post by Greendogo »

I assume that's what BB means, though I'm not sure if we'll have a narrated intro yet. You're on our short list of voice actors though, as you already know. :D

Anyway, great job, yet again on the movie WeirdSexy. Since you're making something of a PR and video project of going through the main quest in Morrowind, I think you should make a separate thread to discuss any issues regarding it here in the Org & Planning area.
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raevol
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Re: OpenMW 0.20.0

Post by raevol »

Hey I wanted to follow up on this. The release is all uploaded and drafted and such, it just needs a greenlight from Zini. The announcement is saved in our WP, it just needs to be published. Zini, can I get your final go-ahead?
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