OpenMW 0.39.0

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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Atahualpa
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Re: OpenMW 0.39.0

Post by Atahualpa »

Atahualpa wrote: @scrawl, @Zini: Is there anything else to complain about in the WIP videos? If not I'll start work on the final videos this evening (Sunday). This may take more time than expected (including some script refinement, @ElderTroll), so the videos should be ready on Tuesday.
You got me wrong on this, ElderTroll. The scripts aren't ready yet; I'll try to finish them today. Sorry for the confusion.

Another important point: Did you have a look at our Outreach page recently?
OpenMW_Outreach_2016-04-10.jpg
It looks like most external OpenMW threads / project pages aren't up to date. Wouldn't it be wise to use the current release - which brings many cool changes - to increase awareness and to reach as many people as possible? OpenMW has made some crucial progress in the last releases, so let's spread the word!
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Zini
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Re: OpenMW 0.39.0

Post by Zini »

@Atahualpa: Videos look good to me. No further comments or requests for improvements.
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raevol
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Re: OpenMW 0.39.0

Post by raevol »

Release draft here: https://gist.github.com/mickeylyle/0cca ... ff3c4ed535

Are our OpenMW-CS known issues the same?
- Features are missing from OpenMW-CS as well: only basic camera controls are implemented, pathgrid and cell marker rendering is missing, as well as instance moving
And need help with:
Need to know how the behavior was modified?
Bug #1544: "Drop" drops equipped item in a separate stack
I don't understand this bug or the fix:
Bug #3133: OpenMW and the OpenCS are writting warnings about scripts that use the function GetDisabled.
I wrote this while very tired and in a rush so any changes/fixes are much appreciated.

I'm sure I've mentioned this before, but it's really frustrating how many bug reports look like the reporter opened the new report page and facerolled until a submission was made. Deciphering these things is a sort of black magic, I'm impressed our devs are able to understand a good number of these issues well enough to get fixes pushed out.

Not that I don't appreciate the testing though. Sorry for being cranky.
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DestinedToDie
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Re: OpenMW 0.39.0

Post by DestinedToDie »

raevol wrote: Features are missing from OpenMW-CS as well: only basic camera controls are implemented, pathgrid and cell marker rendering is missing, as well as instance moving
You can move, rotate, scale an instance in the instance menu. In the cell view you can only move instances (no rotation or scaling).
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Zini
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Re: OpenMW 0.39.0

Post by Zini »

We have proper camera controls now. Cell markers are rendered and we also have instance moving.

#3133: Minor screw up with the handling of stray arguments in scripts.
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Atahualpa
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Re: OpenMW 0.39.0

Post by Atahualpa »

raevol wrote: Fixed Dark Brotherhood assassins, ghosts in Ibar-Dad, and other creatures spawned with PlaceAt spawning inside world geometry
"Fixed Dark Brotherhood Assassins, [...]"
raevol wrote: Fixed Reikling raider pig screaming continuously
"Fixed Riekling Raider pig [...]"
raevol wrote: Fixed wandering NPCs disappearing or teleporting
I don't know whether your wording is correct; I thought they were "getting teleported" to strange places.
raevol wrote: Fixed alchemy window ingredient count not decrementing when failing to brew a potion
"[...]not decrementing when combining ingredients that don't share effects"
raevol wrote: Fixed save list jumping to the top when a deleting a save
"[...]when _ deleting a saved game"
raevol wrote: OpenMW-CS: Implemented rendering cell border markers
OpenMW-CS: Implemented point lighting
OpenMW-CS: Implemented rendering cell markers
OpenMW-CS: Implemented instance selection menu
OpenMW-CS: Implemented move sub mode for instance editing mode
"[...] in Scene view"
And maybe: "instance" --> "Instance" (2x); "move" --> "Move"?
raevol wrote: OpenMW-CS: Fixed creator bar in startscript subview not accepting script ID drops
"OpenMW-CS: Fixed creator bar in Start Scripts subview not accepting script ID drops"
raevol wrote: Bug #1544: "Drop" drops equipped item in a separate stack
@scrawl: Isn't this supposed to mimic vanilla Morrowind's behaviour?
(In this case: "Fixed Drop script instruction to match vanilla behavior".)
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Capostrophic
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Re: OpenMW 0.39.0

Post by Capostrophic »

Object shaders are actually re-implemented.
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raevol
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Re: OpenMW 0.39.0

Post by raevol »

Capostrophic wrote:Object shaders are actually re-implemented.
Took it off the known issues, should I change "Implemented support for NIF bump map textures in OSG" to "Implemented object shaders in OSG"?

@Atahualpa and everyone, thanks so much for the revisions! See: https://gist.github.com/mickeylyle/0cca ... /revisions and let me know what else I can fix.
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Capostrophic
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Re: OpenMW 0.39.0

Post by Capostrophic »

raevol wrote:should I change "Implemented support for NIF bump map textures in OSG" to "Implemented object shaders in OSG"?
Yeah. I'd recommend to mention The Return in the "These things are missing, sorry" sentence too.

And, well, paste the link.
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Atahualpa
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Re: OpenMW 0.39.0

Post by Atahualpa »

raevol wrote: Fixed alchemy window ingredient count not decrementing combining ingredients that don't share effects
"[...] not decrementing when combining ingredients [...]"
raevol wrote: Fixed save list jumping to the top when a deleting a saved game
"[...] to the top when _ deleting a saved game"
Atahualpa wrote:
raevol wrote: OpenMW-CS: Implemented rendering cell border markers
OpenMW-CS: Implemented point lighting
OpenMW-CS: Implemented rendering cell markers
OpenMW-CS: Implemented instance selection menu
OpenMW-CS: Implemented move sub mode for instance editing mode
"[...] in Scene view"
Not in favour of this suggestion? I thought it would make the issues clearer.
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