OpenMW 0.15.0

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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Joined: 06 Aug 2011, 15:16

Re: OpenMW 0.15.0

Post by Zini »

The last set of feature branches has been merged in. Time for RCs again.
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artorius
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Location: VA, USA

Re: OpenMW 0.15.0

Post by artorius »

Holy crap, come back from a long weekend, and we're set for another release! You guys are machines!

I'll get the Fedora builds started today.
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psi29a
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Re: OpenMW 0.15.0

Post by psi29a »

Oneiric (.so builds):
http://dl.dropbox.com/u/396161/openmw_0 ... _amd64.deb
http://dl.dropbox.com/u/396161/openmw_0 ... 1_i386.deb

I should probably start doing Precise builds now ;)
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Ace (SWE)
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Joined: 15 Aug 2011, 14:56

Re: OpenMW 0.15.0

Post by Ace (SWE) »

Windows builds:

32-bit RC
64-bit RC
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raevol
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Re: OpenMW 0.15.0

Post by raevol »

Just to keep prodding things along, we're missing OSX builds, and testing for everything!
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werdanith
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Re: OpenMW 0.15.0

Post by werdanith »

I tried the 32bit packages for both Ubuntu and Windows and I did not see any unexpected issues.
corristo
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Re: OpenMW 0.15.0

Post by corristo »

http://dl.dropbox.com/u/28481/openmw/Op ... .0-rc1.dmg
OS X build.
Anyone on mac test please!
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Natejka7273
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Re: OpenMW 0.15.0

Post by Natejka7273 »

Hi. I'm new here (at least on the forums anyway) :) Great job on the releases. Wish I had coding experience to help you guys out. I have a mac and tested the latest RC. Works fine except PBuffer mode won't launch (crashes to desktop). Also, framerate seems slightly lower than 0.14 but not significantly. Terrain collision works great, only a few minor places where you can fall through the ground especially near stairs/bridges. Works well on both Intel X3100 and AMD Radeon 6750 graphics cards at 1680 x 1050 resolution. Let me know if there's anything else you guys want me to test.
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scrawl
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Re: OpenMW 0.15.0

Post by scrawl »

Falling through ground? Ouch, that shouldn't happen. Can you tell us a specific place (cell x,y grid coordinates) and then make a screenshot where you can fall through (if you are able to reproduce it)

@Ace: I have rewritten the launcher to use the settings.cfg file instead of generating ogre.cfg, could you try out my branch and check if the "renderer resets itself to OpenGL on windows" bug is gone?

@Zini: If it will work, let's put this into the 0.15 release last-minute?
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Zini
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Re: OpenMW 0.15.0

Post by Zini »

Not a fan of last minute changes. Let's do it in 0.16.0.

About the collision: There are still quite a few places where the scale and/or position of the collision grid is completely wrong. I suggest to test/screenshot with collision grid rendering enabled (TCG in the console), to make sure that we don't run into one of those cases.
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