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.
corristo
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Joined: 12 Aug 2011, 08:29

Re: OpenMW 0.37.0 (?)

Post by corristo »

It was easier than I expected. Only a small change needs to be done to openmw repo, so I'd propose adding it to release branch.

Here's another RC for OS X: https://dl.dropboxusercontent.com/u/284 ... .0-rc3.dmg
NOTE: new RCs for other platforms are not required at this point!
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scrawl
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Re: OpenMW 0.37.0 (?)

Post by scrawl »

So, where are we now? I presume the image plugin change fixed the save game loading, but didn't fix local map?
corristo
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Re: OpenMW 0.37.0 (?)

Post by corristo »

@scrawl
Both issues are fixed, ImageIO plugin was messing loading TGA from memory buffer as well.

BTW, noticed the following glitch near Pelagiad, see attached screenshot & save. It becomes normal if you'd go forward until cell is loaded.
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fort_glitch.omwsave.zip
glitch save
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Pelagiad glitch
Pelagiad glitch
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scrawl
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Re: OpenMW 0.37.0 (?)

Post by scrawl »

BTW, noticed the following glitch near Pelagiad, see attached screenshot & save. It becomes normal if you'd go forward until cell is loaded.
That is a bug you'll see in vanilla MW as well. The stronghold mesh is so big that it spans multiple cells, but per the ESM format objects are owned by a single cell. Which means the mesh won't load until you go closer.
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scrawl
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Re: OpenMW 0.37.0 (?)

Post by scrawl »

Could we have confirmation from another Mac user that image loading issues are fixed? If so then it's time to release I think.
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raevol
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Re: OpenMW 0.37.0 (?)

Post by raevol »

Release log draft: https://gist.github.com/mickeylyle/2a0c532fb5fa9dd8c034 PLEASE check for typos and inaccuracies! This log was so long that I gave up partway through and stopped verifying or trying to understand some of the entries, and just did my best.

Do we have no known issues at this point? (sweet!)

Also need help with these:
Are these because we don't support D3D anymore?
- Fixed crash when switching from full screen to windowed mode in D3D9
- Fixed no texture issue with DirectX

Do we need to put these on the log? seem to be one-off issues:
Bug #2436: Crash on entering cell "Tower of Tel Fyr, Hall of Fyr"
Bug #2458: crash in some fighting situations
Bug #2466: Can't load a save created with OpenMW-0.35.0-win64
Bug #2883: game not playable if mod providing a spell is removed but the list of known spells still contains it
Bug #2962: OpenMW: Assertion `it != invStore.end()' failed

Do we want these in the log?
Task #2725: Editor: Remove Display_YesNo
Task #2730: Replace hardcoded column numbers in SimpleDialogueSubView/DialogueSubView

I don't understand these at all:
Bug #2598: Editor: scene view of instances has to be zoomed out to displaying something - center camera instance please
Feature #1591: Editor: Make fields in creation bar drop targets where applicable
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sandstranger
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Re: OpenMW 0.37.0 (?)

Post by sandstranger »

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Last edited by sandstranger on 18 Jan 2018, 16:21, edited 1 time in total.
corristo
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Re: OpenMW 0.37.0 (?)

Post by corristo »

@scrawl
I asked mac guys to test RC3 through PM, waiting for the feedback.
HiPhish
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Re: OpenMW 0.37.0 (?)

Post by HiPhish »

RC 3 works fine on OS X.
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Zini
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Re: OpenMW 0.37.0 (?)

Post by Zini »

Do we need to put these on the log? seem to be one-off issues:
Bug #2436: Crash on entering cell "Tower of Tel Fyr, Hall of Fyr"
Bug #2458: crash in some fighting situations
Bug #2466: Can't load a save created with OpenMW-0.35.0-win64
Bug #2883: game not playable if mod providing a spell is removed but the list of known spells still contains it
Bug #2962: OpenMW: Assertion `it != invStore.end()' failed
For someone who is hit by these bugs it might be important.
Do we want these in the log?
Task #2725: Editor: Remove Display_YesNo
Task #2730: Replace hardcoded column numbers in SimpleDialogueSubView/DialogueSubView
I think we can skip them.
Bug #2598: Editor: scene view of instances has to be zoomed out to displaying something - center camera instance please
Mess up with the camera. Not worth mentioning.
Feature #1591: Editor: Make fields in creation bar drop targets where applicable
In a table when you create a new record, a bar pops up at the bottom of the subview where you can enter various details. Some of these details are ID fields. The drop support means you can drop in these IDs from other tables instead of having to enter them manually.
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