I fixed it by just removing the openmw folder from etc, everything is working now, thank you!scrawl wrote:It shouldn't be blank. In that case run cmake, that will copy the default settings file from the repository over to the build folder.
Code: Select all
cd build cmake ..
OpenMW 0.37.0 (?)
Re: OpenMW 0.37.0 (?)
-
- Posts: 84
- Joined: 19 Aug 2015, 15:58
Re: OpenMW 0.37.0 (?)
Is it happening? Should I get a RC or wait for full release?
Re: OpenMW 0.37.0 (?)
With scrawl's assistance, I managed to build and run a source version of 0.37, you might be able to as well depending on what you are planning to run it on.TechNoirMK wrote:Is it happening? Should I get a RC or wait for full release?
Re: OpenMW 0.37.0 (?)
I'm not sure if this is even newsworthy, but I got latest openmw from git to build & run on FreeBSD 10.2 fine (w/o audio
) and with only a few patches.
![Sad :(](./images/smilies/icon_e_sad.gif)
- psi29a
- Posts: 5362
- Joined: 29 Sep 2011, 10:13
- Location: Belgium
- Gitlab profile: https://gitlab.com/psi29a/
- Contact:
Re: OpenMW 0.37.0 (?)
Send a PR on github for review then. ![Smile :)](./images/smilies/icon_e_smile.gif)
Why no audio, no OpenAL support?
![Smile :)](./images/smilies/icon_e_smile.gif)
Why no audio, no OpenAL support?
Re: OpenMW 0.37.0 (?)
Maybe the warnings/errors in Morrowind.esm shouldn't be being reported (seeing as most people aren't going to be touching Morrowind.esm so will otherwise get these errors/warnings all the time).Zini wrote:Some of the scripts in Morrowind.esm are broken as hell. We accommodated these defects by downgrading some errors to warnings. That's what you are seeing in the console.
Re: OpenMW 0.37.0 (?)
Code: Select all
--script-warn [=arg(=1)] (=1) handling of warnings when compiling
scripts
0 - ignore warning
1 - show warning but consider script as
correctly compiled anyway
2 - treat warnings as errors
there's case that if is used like or, like in banner in khuul in outsidebanner script:
Code: Select all
if ( MenuMode == 0 )
set ran to random 100
if ( ran < 30 ) ;30% chance the flag does something new
;this will check the weather in the future
if (GetCurrentWeather >= 5 ) ;thunder, ash, or blight
if (GetCurrentWeather != 8) ;not snow (added for Bloodmoon)
LoopGroup, Idle3, 5
endif
endif
;the last anim called in this script is the one it will play
if ( ran <= 10 )
PlayGroup, Idle
elseif ( GetCurrentWeather < 5 )
PlayGroup, Idle2
elseif ( GetCurrentWeather == 8 ) ;snow (added for Bloodmoon)
PlayGroup, Idle2
endif
endif
endif
endif
- removing last endif simply pass the if ( ran.. ) lines passing the random 100 test and the banners are moving constantly. there's light pause in animation with or without that last endif so it works. warnings would be relative easy to fix thought with simply elseifs and condition checks update if there's not major errors
- lot's of cases player->journal and player->addtopic player explicit reference being unneeded in few ones.
- some are valid cases of one too many endif.
- and differently named begin and end names
put otherwise it's user case.
edit: launcher / cs debug profiles probaply
Re: OpenMW 0.37.0 (?)
@corristo:
@Zini: I don't know why, but it looks like the new rotation system ended up in the 0.37 branch. Now that it's there, I guess we can keep it. In that case, we'll need to change the target version of https://bugs.openmw.org/issues/2062, https://bugs.openmw.org/issues/3007 and add the respective changelog items.
Could you describe the problem in more detail please. Is the map black? Or is it transparent? Does the map appear if you enter "ToggleFogOfWar" in the console? Any errors in the log file? Does the map work on new games (maybe it breaks when a savegame is loaded)?Another RC for OS X:
https://dl.dropboxusercontent.com/u/284 ... .0-rc2.dmg
Local map doesn't seem to work for me, but global is okay. @HiPhish, @Jyby, can you confirm?
@Zini: I don't know why, but it looks like the new rotation system ended up in the 0.37 branch. Now that it's there, I guess we can keep it. In that case, we'll need to change the target version of https://bugs.openmw.org/issues/2062, https://bugs.openmw.org/issues/3007 and add the respective changelog items.
Re: OpenMW 0.37.0 (?)
Scrawl, I saw you added a native mesh format for OSG. Could you talk a little about that?
*Is it native to OpenMW or to OSG? Anything interesting about the format?
*Who, besides our project is maintaining it?
*Are we able to use all Blenders past 2.6? I know the Blender team is moving on to 2.8 now, so what about 2.7?
*How about 3dsMax or Maya?
Nice work, I'm pumped for this!
*Is it native to OpenMW or to OSG? Anything interesting about the format?
*Who, besides our project is maintaining it?
*Are we able to use all Blenders past 2.6? I know the Blender team is moving on to 2.8 now, so what about 2.7?
*How about 3dsMax or Maya?
Nice work, I'm pumped for this!
Re: OpenMW 0.37.0 (?)
Sorry I've been stalled a bit all, I should be able to get to the release announcement on Saturday! Lots of homework here, my assembly programming class has been fun but tiring...