OpenMW 0.46.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
johnnyhostile
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Re: OpenMW 0.46.0

Post by johnnyhostile » 12 May 2020, 22:06

Atahualpa wrote:
12 May 2020, 19:32
raevol wrote:
12 May 2020, 18:50
Video: done from what I know, does it need to be reviewed? I think you guys have it handled, just let me know what it's status is?
Haven't heard from johnnyhostile since my last post in this thread about three weeks ago. I guess he's still busy polishing the video.
Hey all- yes, I'm still working on this. Sorry about the delay, I'm expecting to ship the next draft of the video this week. 8-)

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Atahualpa
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Re: OpenMW 0.46.0

Post by Atahualpa » 13 May 2020, 08:51

johnnyhostile wrote:
12 May 2020, 22:06
Hey all- yes, I'm still working on this. Sorry about the delay, I'm expecting to ship the next draft of the video this week. 8-)
Awesome! Just pm me when you're done and I'll review the video asap. :)

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Capostrophic
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Re: OpenMW 0.46.0

Post by Capostrophic » 15 May 2020, 09:40

For the record Linux generic builds seem to work fine.

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SmartGuar
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Re: OpenMW 0.46.0

Post by SmartGuar » 21 May 2020, 18:21

For me, the Linux version does not work fine. I am getting severe graphical glitches with the water.
I'll post a picture later.
Also, I got an error with a special character in a mod name that hadn't occurred before. The launcher simply crashes when encountering the character "ò" in a file name. I have checked my installed 0.45 and neither issue occurs.

I am also getting many error messages like this:

Code: Select all

Failed to load 'meshes/x/ex_t_menhir_l_01_c.nif': Resource 'meshes/x/ex_t_menhir_l_01_c.nif' not found, using marker_error.nif instead
I don't seem to get them in the old version and it might be connected to the issue with the special character.
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SmartGuar
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Re: OpenMW 0.46.0

Post by SmartGuar » 21 May 2020, 18:27

0.46 (with or without shadows) Image

0.45Image

https://imgur.com/a/D7Voh26
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Capostrophic
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Re: OpenMW 0.46.0

Post by Capostrophic » 21 May 2020, 19:48

Are you running Qt5 version of the binaries or Qt4 version of the binaries?

Do you have libpng12 installed? That water shader look is caused by OpenSceneGraph png plugin failing to be loaded. The water shader looks fine in k1ll's nightly builds and RC builds on my setup.

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Capostrophic
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Re: OpenMW 0.46.0

Post by Capostrophic » 23 May 2020, 22:31

why did this thread die

Sisah
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Re: OpenMW 0.46.0

Post by Sisah » 24 May 2020, 09:20

Just a theory, everyone interested is already on 0.47, so not caring about 0.46 :D

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psi29a
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Re: OpenMW 0.46.0

Post by psi29a » 24 May 2020, 13:31

If there is no more feedback for rc2, then we're close to release... how are we on videos?

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Atahualpa
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Re: OpenMW 0.46.0

Post by Atahualpa » 25 May 2020, 06:14

psi29a wrote:
24 May 2020, 13:31
If there is no more feedback for rc2, then we're close to release... how are we on videos?
Still waiting for johnnyhostile's final version.

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