OpenMW 0.14.0

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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Zini
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Re: OpenMW 0.14.0

Post by Zini »

Can't confirm. Shutdown works correctly here.
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psi29a
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Re: OpenMW 0.14.0

Post by psi29a »

I cannot reproduce it either... I've run it 4 times now. 1 in 4 gives that issue.
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Zini
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Re: OpenMW 0.14.0

Post by Zini »

I merged in the clothing/rendering branch, including the corrections by scrawl. There is still at least one bug left and some outstanding cleaning up too, but to get as much testing as possible, we need packages for all platforms now. Please create the the first set of RC packages for 0.14.0.
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Ace (SWE)
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Re: OpenMW 0.14.0

Post by Ace (SWE) »

32-bit Windows RC package

I'll get the 64-bit one up tomorrow, need to recompile Ogre first.
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WeirdSexy
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Re: OpenMW 0.14.0

Post by WeirdSexy »

Ok, so:
  • Mesh orientation fix
  • Terrain Rendering
  • Water Rendering
  • Render Clothing/Armor + Auto-equip
  • Local Map/Mini Map/Compass
  • Window Pinning
  • NPC Dialogue Window Improvements
  • Factions
  • Briefly mention some "behind the scenes" stuff
    Game Settings Manager, Draw State, etc.
  • Stuff to look for in the near future
    Terrain Collision, Player Control, ESP/Multiple ESMs, etc.
Sound good for a video? Anything I'm missing or shouldn't include from my list?
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psi29a
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Re: OpenMW 0.14.0

Post by psi29a »

My RC1 releases for oneiric...

Oneiric deb:
http://dl.dropbox.com/u/396161/openmw_0 ... _amd64.deb
http://dl.dropbox.com/u/396161/openmw_0 ... 1_i386.deb

Oneiric tgz:
http://dl.dropbox.com/u/396161/openmw_0 ... d64.tar.gz
http://dl.dropbox.com/u/396161/openmw_0 ... 386.tar.gz

When compiling I got these warning:
/home/openmw/components/bsa/bsa_archive.cpp: In member function 'bool {anonymous}::DirArchive::findFile(const String&, std
::string&) const':
/home/openmw/components/bsa/bsa_archive.cpp:96:13: warning: variable 'delimiter' set but not used [-Wunused-but-set-variab
le]

/home/openmw/apps/openmw/mwworld/physicssystem.cpp: In member function 'std::vector<std::pair<std::basic_string<char>, Ogre::Vector3> > MWWorld::PhysicsSystem::doPhysics(float, const std::vector<std::pair<std::basic_string<char>, Ogre::Vector3> >&)':
/home/openmw/apps/openmw/mwworld/physicssystem.cpp:122:22: warning: variable 'both' set but not used [-Wunused-but-set-variable]
Please test, I'm getting a segmentation fault on openmw startup. :(

(gdb) run
Starting program: /usr/games/openmw
[Thread debugging using libthread_db enabled]
class npc:N3ESM3NPCELoading config file: /home/bcurtis/.config/openmw/openmw.cfg... done.
Loading config file: ./openmw.cfg... done.
Loading config file: /etc/openmw/openmw.cfg... done.
Using default (English) font encoding.
No master file given. Assuming Morrowind.esm
[New Thread 0x7fffeaf42700 (LWP 3372)]
[New Thread 0x7fffea741700 (LWP 3373)]
[New Thread 0x7fffe9f40700 (LWP 3374)]
[New Thread 0x7fffe973f700 (LWP 3375)]
[New Thread 0x7fffe8f3e700 (LWP 3376)]
[New Thread 0x7fffe3fff700 (LWP 3377)]
[New Thread 0x7fffe37fe700 (LWP 3378)]
[New Thread 0x7fffe2ffd700 (LWP 3379)]
Adding /media/storage/opt/morrowind/Data Files/Morrowind.bsa
Data dir /media/storage/opt/morrowind/Data Files

Program received signal SIGSEGV, Segmentation fault.
0x00007ffff514745c in std::string::assign(char const*, unsigned long) () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
(gdb) bt
#0 0x00007ffff514745c in std::string::assign(char const*, unsigned long) ()
from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
#1 0x00000000007884a1 in BulletShapeManager::BulletShapeManager() ()
#2 0x000000000077a059 in OEngine::Physic::PhysicEngine::PhysicEngine(BulletShapeLoader*) ()
#3 0x0000000000971f63 in MWWorld::PhysicsSystem::PhysicsSystem(OEngine::Render::OgreRenderer&) ()
#4 0x0000000000923488 in MWWorld::World::World(OEngine::Render::OgreRenderer&, Files::Collections const&, std::string const&, boost::filesystem3::path const&, bool, MWWorld::Environment&, std::string const&, std::map<std::string, std::string, std::less<std::string>, std::allocator<std::pair<std::string const, std::string> > >) ()
#5 0x00000000009c8a8e in OMW::Engine::go() ()
#6 0x00000000009bd3b5 in main ()
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werdanith
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Joined: 26 Aug 2011, 16:18

Re: OpenMW 0.14.0

Post by werdanith »

Other things you should be mentioning:
We have shadows.
The Game Settings Manager is not behind the scenes, it's giving the users the ability to configure all shorts of things, and really makes a difference for low-end hardware.
Picking up items is working much better now due to occlusion queries.
The path grid is fully functional.
Also, it might be considered background stuff but it was a pretty big task, rewriting the whole sound management infrastructure.

Additional things to look forward to in the future:
Inventory GUI
Tooltips/Floating labels for the GUI
Use of Ogre's animation system for animations which will improve animation performance greatly.
We are also working on a Demo Cell, made up with freely available content, that will demonstrate the capabilities of the engine without the need for the original game data.

These are off the top of my head, I might also be forgetting stuff.
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raevol
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Re: OpenMW 0.14.0

Post by raevol »

So excited for this. PUMPED for 0.14, great work guys!
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werdanith
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Re: OpenMW 0.14.0

Post by werdanith »

I tried the windows build.
On Direct X I still see issues with some transparent leaves appearing behind other stuff, like some trees and water. Also I can't enable the shadows. (I was under the impression that the capabilities check for shadows on Direct X shouldn't fail)
On OpenGL with the water shader enabled the whole screen freezes.

Are we going to do something about the game whimsically defaulting to OpenGL every time you run it?
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Zini
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Re: OpenMW 0.14.0

Post by Zini »

One correction: Pathgrids are not functional. They can be rendered, but that is all. They are not in use yet.
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