OpenMW 0.37.0 (?)

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
Genkaz
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Joined: 18 Nov 2015, 21:33

Re: OpenMW 0.37.0 (?)

Post by Genkaz »

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 ..
I fixed it by just removing the openmw folder from etc, everything is working now, thank you!
TechNoirMK
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Joined: 19 Aug 2015, 15:58

Re: OpenMW 0.37.0 (?)

Post by TechNoirMK »

Is it happening? Should I get a RC or wait for full release?
Genkaz
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Re: OpenMW 0.37.0 (?)

Post by Genkaz »

TechNoirMK wrote:Is it happening? Should I get a RC or wait for full release?
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.
godzilla
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Joined: 19 Nov 2015, 09:51

Re: OpenMW 0.37.0 (?)

Post by godzilla »

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.
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psi29a
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Re: OpenMW 0.37.0 (?)

Post by psi29a »

Send a PR on github for review then. :)

Why no audio, no OpenAL support?
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Sslaxx
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Re: OpenMW 0.37.0 (?)

Post by Sslaxx »

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.
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).
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sjek
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Re: OpenMW 0.37.0 (?)

Post by sjek »

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
those seem to be valid warnings thought.

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
  1. 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
  2. lot's of cases player->journal and player->addtopic player explicit reference being unneeded in few ones.
  3. some are valid cases of one too many endif.
  4. and differently named begin and end names
trying with error mode and in cs there's not many scripts actually giving those and with a patch it passes fine. easy to do and put to dropbox account.

put otherwise it's user case.

edit: launcher / cs debug profiles probaply
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scrawl
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Re: OpenMW 0.37.0 (?)

Post by scrawl »

@corristo:
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?
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)?

@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.
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Greendogo
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Re: OpenMW 0.37.0 (?)

Post by Greendogo »

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!
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raevol
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Re: OpenMW 0.37.0 (?)

Post by raevol »

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...
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