OpenMW 0.40.0

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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MiroslavR
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Re: OpenMW 0.40.0

Post by MiroslavR »

Atahualpa wrote: Issue #3483 (https://bugs.openmw.org/issues/3483) has just made its way into the release but needs a new role of RC builds to be included, right? In that case, I guess it's a bit late to be included in the release commentaries though. The final versions should be ready by tomorrow.
This bug wasn't present in 0.39. It was introduced with the configurable key bindings feature (https://bugs.openmw.org/issues/3362). It shouldn't be mentioned in the changelog or release commentaries.
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raevol
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Re: OpenMW 0.40.0

Post by raevol »

Atahualpa wrote:@raevol: How's your status on the release texts? Could you use any help on these?
I'm chipping away at it. I should be able to finish it today, if I can't I'll bug you, thank you much!
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Atahualpa
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Re: OpenMW 0.40.0

Post by Atahualpa »

The (hopefully) final version of the engine video has been uploaded. Any test-viewers are welcome.
-----------------------------------------------
>>> https://youtu.be/avPbctre9Qw <<<
-----------------------------------------------

Important changes:
- added version overlays for every scene (democracy wins here)
- redone several scenes saving 30 seconds of video time
- re-recorded the voice track and added some noise reduction

I'd be glad if someone could proof-read the English transcript which can be found here:
viewtopic.php?f=20&t=3415#p41210
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raevol
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Re: OpenMW 0.40.0

Post by raevol »

Video looks awesome. :) I am getting on finishing the changelog now.
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raevol
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Re: OpenMW 0.40.0

Post by raevol »

Changelog draft here: https://gist.github.com/mickeylyle/602e ... 38f70cb40b

As always, fixes/improvements greatly appreciated.

Need help with these:
Is this correct for issue #3149?
- OpwnMW-CS: Implemented setting weather tables for regions
What happened here?
Bug #3471: When two mods delete the same references, many references are not disabled by the engine.
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lysol
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Re: OpenMW 0.40.0

Post by lysol »

Great job Atahualpa. It's much clearer now with the parallax map bug.
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page
Allofich
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Re: OpenMW 0.40.0

Post by Allofich »

Regarding this fix
Fixed class graphic for custom classes
I reported that issue, but my initial understanding of it was wrong. I thought it was an issue for custom classes, but actually it affected all classes. You'll see this if you read the comments in the bug report. You might want to rewrite this as something like "Fixed the selection of the level up graphic to match original game behavior."
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Atahualpa
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Re: OpenMW 0.40.0

Post by Atahualpa »

This is going to be a long post. I applied all my below-mentioned suggestions to your draft, raevol; here's the result:
*** See newer version on the next page! ***

First off, please don't forget to add the video link to the editor video (when it is ready, of course).

Then:

Code: Select all

- Shadows are not re-implemented at this time, as well as distant land
"Shadows are not reimplemented yet"
"Distant Land isn't implemented yet"
I think Distant Land hasn't been part of previous versions, or am I wrong?

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- Implemented weather dependent sun/moon reflections
"weather-dependent"

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- Implemented effect removal for abilities, fixes locked player movement upon exiting portable house mods
";" instead of ","

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- Fixed creatures in cells without pathgrids not wandering
"pathgrid"

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- Fixed timed effects not be interrupted when resting
Please add below: "Fixed constant effects no to be put on hold when resting"

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- Fixed some issues with out magicka is calculated with regards to fortify magicka and intelligence
"[...] with how Magicka is calculated in regard to Fortify Magicka effect and Intelligence

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- Fixed NPCs wandering off their pathgrid when player waits
"[...] when the player is waiting"

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- Fixed crash when loading an ESP file with a '#' character in the filename
Maybe ".esp"?

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- Fixed slowfall spell to now stop forward momentum when jumping
"Slowfall"

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- Fixed cliffracers not being able to attack targets below them
"Cliff Racers"

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- Fixed netch not being able to aim attacks vertically
"Fixed creatures and NPCs not being able to aim ranged attacks vertically"

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- Fixed the player spawning at the origin when the cell they were saved in is in a deselected mod
"[...] if the cell they saved in doesn't exist anymore"

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- Fixed crash that could occur when teleporting
"[...] when using teleportation spells"

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- Fixed NPCs wandering to invalid locations after training
Move this one up to the other NPC wandering issue.

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- Fixed Larienna Macrina not correctly stopping combat after killing Hrelvessu in the "Battle at Nchurdamz" mod
"[...] Hrelvesuu in the "Battle at Nchurdamz" quest

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- Fixed blight weather still occurring after killing Dagoth Ur
"Blight"

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- Fixed Sirollus Saccus not selling glass arrows
"Fixed NPCs to not auto-equip ammunition"

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- Fixed NPCs not favoring ranged weapons
"[...] when the player is far away"

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- Fixed NPCs detecting the player when they don't have LOS
Maybe use "line of sight" instead of LOS?

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- Fixed ashmire particles rendering outside of their pool
"Ashmire"

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- Fixed AIWander start time reseting when saving/loading
"resetting"

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- Fixed 1st and 3rd person camera not converting from .ess correctly with ESS-Importer
"[...] not correctly converting from .ess with ESS-Importer"

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- Fixed issues caused by the idle camera when paralyzed
"[...] when the player is paralyzed"

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- Fixed nearby monsters who have not detected the player not preventing the player from resting
"[...] to prevent the player from resting"

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- Fixed dead NPCs and creatures contributing to sneak skill increases
"Sneak"

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- Fixed weather-depended dialog playing in interiors
"weather-dependent", "[...] in interior cells"

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- Fixed an issue with parallax map rendering
"Parallax"

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- Fixed class graphic for custom classes
"Fixed level-up dialog to show the correct class image"

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- Fixed issues with invisibility not dispelling correctly
"Fixed multiple issues with Invisibility effect [...]"

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- Fixed the first couple of seconds of NPC speech being muted
"[...] on certain PC setups"

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- Fixed being able to stack multiple scroll effects of the same type
"Fixed being able to stack effects from identical magic scrolls"

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- Fixed 3rd person camera distance getting stuck
"[...] camera position getting stuck"

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- OpenMW-CS: Implemented render path grid version 2
"OpenMW-CS: Reimplemented pathgrid rendering"

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- OpenMW-CS: Implemented edit pathgrid
"OpenMW-CS: Implemented pathgrid editing"

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- OpenMW-CS: Fixed tooltips now showing in scene view unless holding mouse button on them
"[...] in Scene view when hovering mouse cursor over an Object"

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- OpenMW-CS: Fixed tab width to be 4 characters instead of 4 pixels
"OpenMW-CS: Fixed tab width in Script Editor [...]"

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- OpenMW-CS: Fixed being able to create duplicate pathgrids
"[...] to create duplicate Pathgrid records"

Code: Select all

- OpenMW-CS: Fixed weapon data not being properly set
"OpenMW-CS: Fixed data in Weapon records not being properly set"

Regarding your questions:
- Implemented deletion of moved references
- Fixed possible reference duplication when a mod modifies the corresponding refID
- OpenMW-CS: Fixed Regions table to show weather options and allow editing them
Last edited by Atahualpa on 10 Aug 2016, 15:02, edited 2 times in total.
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Capostrophic
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Re: OpenMW 0.40.0

Post by Capostrophic »

Distant land was in form of distant terrain in Ogre version.
Allofich
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Re: OpenMW 0.40.0

Post by Allofich »

CODE: SELECT ALL
- Fixed NPCs not favoring ranged weapons
"[...] when the player is far away"
I took a quick look at the code for that fix, and unless I'm mistaken it does not specifically make NPCs favor ranged weapons when the player is far away, it just gave a general boost to the likelihood of ranged weapons being chosen by the AI in any situation.
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