OpenCS, unlike the original Construction Set, has the advantage of being built on top of extended use case study. This was the way that led us to creating a concept of GUI concentrated around filters, granting easy access to any specific group of records stored in data files.
Any. Really. No kidding.
For instance we are able to display only one type of records, like weapons as well as only added records. But that’s trivial. Real fun begins when you are able to display two types of records, for example NPC and Weapons thanks to “or” logical operation.
Using “and” allows you, for example to display only added weapons, or only weapons dealing more than 20 damage points with chop.
At the moment it works, but we clearly need to add a default set of filters, automatically created during the creation of a new mod (hopefully this will be ready soon), auto-completion for optimal speed when selecting or creating a filter and other convenient tools.
Other than that:
We are slugs again. This time not because of low height. OpenMW development rate is far from being rapid. Although Chris still does his physics rework, gus works on combat AI (so Fargoth will be able to defend himself from WeirdSexy) and we have a new developer, it is difficult to say that I’m happy.
On the other hand OpenCS development goes mostly fine. Zini recently finished implementing Saving feature, and a large warning in the startup screen about OpenCS being Alpha stage, not ready for “production enviroment™”. Graffy did a little bit more work on content file selector.
Chyba najciekawszą wieścią z ubiegłego tygodnia, jest rozpoczęcie prac nad opcją zapisu w edytorze. Wprowadzenie tej funkcji umożliwi wykorzystanie edytora OpenCS do tworzenia i modyfikowanie pluginów gry, a to z kolei zachęci do testowania, i poprawi morale zespołu — podniesienie użyteczności aplikacji ponad poziom 0 po prostu musi wpłynąć pozytywnie na nastroje.
Tymczasem Chris nadal odprawia rytuały voodoo w kodzie fizyki (nie znam się na voodoo, nawet na wódzie nie bardzo — nie pytajcie o co tu w zasadzie chodzi).
Prace nad implementacją TGM również są w toku, co na pewno ucieszy nałogowych cheaterów pomimo nawet braku zbyt wielu dróg do grobu bohatera głównego.
I to niestety wszystko. Ten tydzień nie był szczególnie udany.
There is something important happening right now with our editor. Zini started to add a saving feature, so FINALLY we will be able to make a MOD with our editor. That’s something, right? Ah yes, and it seems that the filter feature works quite good now.
Chris continues performing his cryptic magic in the physics branch. Don’t ask me… It really looks huge.
Work on the TGM feature has begun, so you will finally be able to cheat more (there is no point to cheat in OpenMW, but so there is no point to cheat in Morrowind).
And yes, that would be it. This week was certainly a little bit lazy.
Panie i panowie! Chłopcy i dziewczęta! O to, w całej swej krasie OpenMW 0.26.0! Zalecam pobranie paczek na stronie do ściągnięcia.
Zalecam jednak ostrożność. OpenMW 0.26.0 to najbardziej brütalne wydanie w historii projektu, otwiera możliwość zadawania bólu, cierpienia i śmierci z wykorzystaniem broni białej; wilkołactwo; mechanizm tonięcia. Wideo nagrane przez jak zwykle fantastycznego WeirdSexy oddaje to w całej, okrutnej i przerażającej głębi.
Inne rzecz na które należy zwrócić uwagę:
W trakcie przechodzenia pomiędzy komórkami niektórzy gracze obserwują drżenie ekranu. W celu obejścia problemu polecamy włączenie antyaliasingu.
Polska wersja językowa morrowinda nadal wywołuje niespodziewane zakończenie OpenMW (lepiej znane jako “crash”).
Changelog:
Implemented Melee Combat
Implemented Lycanthropy
Implemented auto-initialization of AI Packages
Implemented Drowning
Implemented Data File installation in the Launcher (Mac and Linux only)
Implemented mouse wheel transitions between first/third person
Improvements to UI window sizing and input
Improvements to sliders in the enchanting window
Fixed already-dead NPCs not equipping clothing/items
Fixed missing terrain in Tamriel Rebuilt, South of Tel Oren
Fixed health calculation of NPCs, fixing Heart of Lorkhan acting like a dead body
Fixed strange behavior when leaving water
Fixed terrain rendering to more accurately emulate vanilla Morrowind
Fixed no clip players causing NPCs to leviate
Fixed door open/close sound not cutting itself
Fixed no clip player preventing doors from opening
Fixed keypress during startup freezing the game
Fixed combat magic stances being available prematurely during character creation
Fixed naked Dark Brotherhood assassins
Fixed Rest dialog showing “Until Healed” option when player has full stats
Fixed invisible equipped torches
Fixed sheath weapon sound playing when leaving magic stance
Fixed some boots not producing footstep sounds
Fixed FPS bar alignment
Fixed printscreen not working
Fixed being able to jump while sneaking
Fixed blank movie variables in Morrowind.ini crashing the game
Fixed dancing girls in “Suran, Desele’s House of Earthly Delights” so they dance
Fixed repeating idle animations
Fixed sticking to certain surfaces, improves movement when swimming close to collidable objects
Fixed animation problem while swimming at the surface of water and looking up
Fixed capitalization of names in inventory
Fixed an issue with the spell effect area layout not updating properly
The OpenMW team is proud to announce the release of version 0.26.0! Grab it from our Downloads Page for all operating systems. This is the most violent release of OpenMW to date, with the implementation of Melee combat, Lyncanthropy, and Drowning. See below for the full changelog.
Known Issues:
Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
Polish version of Morrowind.esm makes OpenMW crash
Do not miss the release video by the mighty WeirdSexy:
Changelog:
Implemented Melee Combat
Implemented Lycanthropy
Implemented auto-initialization of AI Packages
Implemented Drowning
Implemented Data File installation in the Launcher (Mac and Linux only)
Implemented mouse wheel transitions between first/third person
Improvements to UI window sizing and input
Improvements to sliders in the enchanting window
Fixed already-dead NPCs not equipping clothing/items
Fixed missing terrain in Tamriel Rebuilt, South of Tel Oren
Fixed health calculation of NPCs, fixing Heart of Lorkhan acting like a dead body
Fixed strange behavior when leaving water
Fixed terrain rendering to more accurately emulate vanilla Morrowind
Fixed no clip players causing NPCs to leviate
Fixed door open/close sound not cutting itself
Fixed no clip player preventing doors from opening
Fixed keypress during startup freezing the game
Fixed combat magic stances being available prematurely during character creation
Fixed naked Dark Brotherhood assassins
Fixed Rest dialog showing “Until Healed” option when player has full stats
Fixed invisible equipped torches
Fixed sheath weapon sound playing when leaving magic stance
Fixed some boots not producing footstep sounds
Fixed FPS bar alignment
Fixed printscreen not working
Fixed being able to jump while sneaking
Fixed blank movie variables in Morrowind.ini crashing the game
Fixed dancing girls in “Suran, Desele’s House of Earthly Delights” so they dance
Fixed repeating idle animations
Fixed sticking to certain surfaces, improves movement when swimming close to collidable objects
Fixed animation problem while swimming at the surface of water and looking up
Fixed capitalization of names in inventory
Fixed an issue with the spell effect area layout not updating properly