OpenMW 0.48.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
clocknova
Posts: 63
Joined: 11 Sep 2013, 17:34

Re: OpenMW 0.48.0

Post by clocknova »

Using the latest RC arm64 version for Mac M1. I can't seem to get any mods with Lua scripting to work. Nothing shows up in the scripts menu at all. Just tried installing the latest version of NCGDmw-lua, and I have it installed correctly according to the instructions, but it will not activate and nothing shows up in the scripts menu. Also tried Smart Ammo for OpenMW-Lua to the same effect. Is there something I'm doing wrong?

Also, third party shaders don't appear to do anything either.
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AnyOldName3
Posts: 2668
Joined: 26 Nov 2015, 03:25

Re: OpenMW 0.48.0

Post by AnyOldName3 »

Reporting here though, that on import of the settings from Morrowind.ini this Laucher version converted all Cyrillic symbols (Windows-1251,I think, not 100% sure) into unreadable ISO-8859-1 format (based on info from online descriptors).
Did the game language you selected in the import wizard definitely match the actual game language? This is the kind of thing that might happen when it doesn't.
OnlyForF1
Posts: 3
Joined: 08 Nov 2021, 20:51
Gitlab profile: https://gitlab.com/OnlyForF1

Re: OpenMW 0.48.0

Post by OnlyForF1 »

clocknova wrote: 18 Sep 2022, 21:13 Using the latest RC arm64 version for Mac M1. I can't seem to get any mods with Lua scripting to work. Nothing shows up in the scripts menu at all. Just tried installing the latest version of NCGDmw-lua, and I have it installed correctly according to the instructions, but it will not activate and nothing shows up in the scripts menu. Also tried Smart Ammo for OpenMW-Lua to the same effect. Is there something I'm doing wrong?

Also, third party shaders don't appear to do anything either.
Can you try this build? There was a Lua version mismatch between the Intel and ARM builds. https://cdn.discordapp.com/attachments/ ... Darwin.dmg
clocknova
Posts: 63
Joined: 11 Sep 2013, 17:34

Re: OpenMW 0.48.0

Post by clocknova »

OnlyForF1 wrote: 19 Sep 2022, 00:00 Can you try this build? There was a Lua version mismatch between the Intel and ARM builds. https://cdn.discordapp.com/attachments/ ... Darwin.dmg
Well, scripting seems to work, but every texture in the game shows up as pink, including the title screens. One step forward, two steps back. :lol:
tcotys
Posts: 14
Joined: 17 Aug 2022, 14:35
Gitlab profile: https://gitlab.com/tcotys

Re: OpenMW 0.48.0

Post by tcotys »

Can you share your "openmw.log" (located in ~/Library/Preferences/openmw )?
It could help detect if there is a missing osg plugin or a texture decompression problem.
clocknova
Posts: 63
Joined: 11 Sep 2013, 17:34

Re: OpenMW 0.48.0

Post by clocknova »

Certainly. My log is too large to post as a spoiler, but I can post a section of it. That should tell you enough, I hope. This is from the OpenMW executable that OnlyForF1 asked me to try earlier, not for the current publicly available RC 2.
Spoiler: Show
And here is another:
Spoiler: Show
It goes on like this. If you want the whole thing I can send it to you another way.
tcotys
Posts: 14
Joined: 17 Aug 2022, 14:35
Gitlab profile: https://gitlab.com/tcotys

Re: OpenMW 0.48.0

Post by tcotys »

Thanks!

It seems that the OpenMW cannot have access to the osgPlugin located in the app "OpenMW.app/Content/Plugins/osgPlugins" (It might comes from the broken "OpenMW.app/Content/Plugins/osgPlugins-3.6.5" link file).

Out of curiosity (in order to check that hypothesis), what happens if you:
  1. delete "OpenMW.app/Content/Plugins/osgPlugins-3.6.5" link file (which seems to be broken)
  2. then either
    • rename "OpenMW.app/Content/Plugins/osgPlugins" to "OpenMW.app/Content/Plugins/osgPlugins-3.6.5"
    • or create another "osgPlugins-3.6.5" link file which redirect to" OpenMW.app/Content/Plugins/osgPlugins
(can't test it myself as I have an intel mac)
clocknova
Posts: 63
Joined: 11 Sep 2013, 17:34

Re: OpenMW 0.48.0

Post by clocknova »

Deleting the link and going with "rename "OpenMW.app/Content/Plugins/osgPlugins" to "OpenMW.app/Content/Plugins/osgPlugins-3.6.5" did the trick. Making a new alias did not work at all, even though that works just fine in the currently available RC2. Thanks.

I am still having trouble getting third party shaders to take effect.
claudekennilol
Posts: 92
Joined: 01 Aug 2012, 20:48

Re: OpenMW 0.48.0

Post by claudekennilol »

psi29a wrote: 17 Aug 2022, 13:14 Welcome to the 0.48 end game... Release Candidate phase. The openmw-48 branch has been made and we need testers! :)

Here are a list of currently known regressions.

Idea here is to do your worst and try to crash them, raise issues on our tracker and we'll triage them.

RC1:
MacOS: https://mega.nz/file/HJVQELBS#3Nl1NL_s1 ... ZtPb7Xe1t4
Windows: https://openmw.rgw.ctrl-c.liu.se/Releas ... -win64.exe
Linux: https://redfortune.de/openmw/rc/openmw- ... RC1.tar.gz

Note: regressions are known issues that deviate (usually for the worst) from the previous release, in this case 0.47
I just went on vacation for two weeks and played this linux build on my steam deck for at least a couple dozen hours with a hundred or so mods and it worked pretty flawlessly. I don't believe I had a single crash. Lighting wasn't great and my framerate was pretty sporadic, but I'm just chalking the framerate up to me not optimizing the settings for the steam deck.
tcotys
Posts: 14
Joined: 17 Aug 2022, 14:35
Gitlab profile: https://gitlab.com/tcotys

Re: OpenMW 0.48.0

Post by tcotys »

Nice!

For the shaders, it depends on which ones you refers to:
  • Posprocessing shaders (like: https://github.com/zesterer/openmw-volumetric-clouds)
    It is described in the previous link and in the OpenMW documentation: https://openmw.readthedocs.io/en/latest ... activating
  • Core shaders (like: https://github.com/zesterer/openmw-shaders):
    (I've not done it myself, because I'm not sure my computer could handle it, but it should be like:)
    You replace the original core shaders in the "resources" folder (located in "OpenMW.app/Contents/Resources/resources")
    Ensure to make a backup before

    Alternatively (and ideally), you can use an alternate resources folder:
    - first, you first copy the "OpenMW.app/Contents/Resources/resources" content to a new folder of your choice,
    - then, you copy (with replace) the content of the third party shaders
    Finally, you have to tell OpenMW to use this alternate resource folder by adding the following line to the openmw.cfg file (located in "~/Library/Preferences/openmw/"):
    resources="/the/new/place/where/you/copied/resources"
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