A Matter of Time
2014-09-24 - Okulo
With the release of 0.32.0 out of the way, the dapper development team marched on to get working on 0.33.0. Already have they solved almost 50 bugs and implemented some cool features, few as may be left.
Zini has continued working on OpenCS. One exciting feature is something that will make the life of many modders a whole lot easier. When you’re creating a mod, you need to test it out. But why would you start Morrowind manually and either navigate to the spot where your mod content happens to be or load a saved game in that spot over and over again? Wouldn’t it be easier if you can let OpenCS do the work for you? With this feature, it takes a mere press of a button for OpenCS to not only start OpenMW, but also place the player in the exact spot that OpenCS’s camera was in.
OpenMW itself has had some new features implemented as well, such as music when the player levels up (YAY!) or when the player dies (Awww). Bugs ranging from weird (paying a 0 gold fine after doing hard time) to downright nasty (A couple of NPCs drowning themselves after quest completion) have been fixed.
We’re barely a week after the release of 0.32.0 and already 0.33.0 is shaping up to be another major release. When we’re looking at the past few releases, we are seeing a positive trend: more and more issues are being closed.
0.29.0 had 67 issues closed. 0.30.0 consisted of 84 closed issues. 0.31.0 stands tall at a recordbreaking 183 issues squished and 0.32.0 was definitely something to write home about: a whopping 144 issues.
Not all issues are created equal though. Features are few but tend to get more difficult now that the i’s are getting dotted and the t’s are getting crossed. The bugs, on the other hand, are usually small but numerous and the time between releases have been getting gradually longer. We used to have monthly releases, but the last release took more than two months. So let’s have some real talk here. Though the large changelogs and huge numbers may be cool and all, none of us are here just to impress people on the Internet. And you, dear reader, know that OpenMW is a project with qualities that run deeper than the superficiality of numbers or shaders, otherwise you would not have been following this massive undertaking. You and I, we are people who care a lot about practicality.
And so is the team. They knew that in order to get the most out of everyone’s time, they needed to take a step back and reevaluate the release schedule. Having a long release cycle doesn’t just look cool on the changelist, but also gives the team the opportunity to well and truly iron out the nasty bugs and implement the more difficult features without feeling rushed by an approaching deadline. On the other hand, a short release cycle means that all our players will get updates sooner. It really helps testing when everyone has an up-to-date version of the project. There’s a balance that needs to be struck, especially now that we’re coming up to 1.0.
Speaking of testing, it is noteworthy that there have been plenty of occasions where it wasn’t someone on the development team spotting these issues. These people may not know a word of C++ but still do incredibly important work by testing OpenMW. Whenever they run into problems with quests or gameplay issues in general, they report their findings to the team. These are the people that play an integral role in making sure that those of us waiting for 1.0 will have the best experience possible.
So many thanks and three blessings to our testers/bugreporters so far. Your keen eyes and invaluable contributions deserve our acknowledgement and gratitude.
The OpenMW team is proud to announce the release of version 0.32.0! Grab it from our Downloads Page for all operating systems. This is one of the more magical OpenMW releases, bringing completed implementation of all magic effects as well as NPC AI for casting spells, using potions, etc. in combat. The implementation of mouth movement, eye blinking, and several other NPC AI features breathe more life into NPCs in this release as well. Over 100 issues have been fixed in this release, as we steamroll towards 1.0!
The tiresome affairs of real life have prevented our beloved WeirdSexy from creating a video for this release. We wish him the best in everything, and have our fingers crossed that he will work his magic for a 1.0 release video when the time comes!
Known Issues:
- Switching from fullscreen to windowed mode on Windows 7 or 8.1 while using the D3D9 renderer causes a crash
Changelog:
- Finished implementing all magic effects, including Command, Elemental Shield, and Light
- Implemented NPC AI for combat magic
- Implemented NPC AI for friendly hits
- Implemented NPC AI for fighting for the player if they are following
- Implemented NPC mouth movement
- Implemented NPC eye blinking
- Implemented collision script instructions
- Implemented magic effect get/mod/set functions
- Implemented difficulty slider
- Implemented custom map markers
- Implemented script blacklisting
- Implemented including the git revision number from the “–version” command line switch
- Implemented mouse wheel scrolling for the journal
- Implemented NiBSPArrayController to emit particles on random child nodes
- Implemented sharing keyframe data
- Implemented ignoring extra arguments being given to very few certain script functions where the use of stray arguments is most prevalent
- Implemented double click on inventory window headers to close the window
- Implemented targeted scripts
- Fixed being unable to jump when facing a wall
- Fixed summoned creatures not immediately disappearing when killed
- Fixes for several script compilation issues
- Fixed NPCs equipping weapons prior to fighting
- Fixed Start Scripts which have been stopped not restarting on loading a game
- Fixed paralyzed NPC corpses exhibiting strange behavior
- Fixed abilities being depleted when interrupted during casting
- Fixed NPC behaviors when facing the player
- Fixed a missing French character
- Fixed a memory leak with MyGUI
- Fixed journal being inaccessible while in inventory
- Fixed PC randomly joining factions
- Fixed NPCs not switching weapons when exhausting ammunition
- Fixed guards detecting creatures from too far away
- Fixed several issues with The Siege of the Skaal Village quest in Bloodmoon
- Fixed quotation mark character in books
- Fixed doors colliding with dead bodies
- Fixed display issue with very high bounties
- Fixed NPC spell calculation formula
- Fixed boats standing vertically in Vivec
- Fixed issue with arrest dialogue when selecting “Go to jail”
- Fixed strange NPC follow behavior in Hlaalu Ancestral Vaults
- Fixed Persuasion dialog persisting after loading a game
- Fixed “Goodbye” dialog option not being escapable
- Fixed PC stats not updating immediately when changing equipment
- Fixed non-aggressive creatures
- Fixed crash when quick-loading with a container window open
- Fixed order of validity checks when placing items into a container
- Fixed item stacking for repaired weapons and armor
- Fixed saving attacked state of NPCs
- Fixed “Background” dialog topic ignoring rank condition
- Fixed game starting on day 2
- Fixed successful critical strikes on enemies who have spotted the player
- Fixed fatigue not decreasing by the correct amount when running
- Fixed a graphics issue with the minimap and local map
- Fixed wrong button title on travel menu
- Fixed criminal punishment for sleeping on a rented bed
- Fixed NPCs turning towards the player even if invisible/sneaking
- Fixed mouse still interacting with map when pinned and inventory closed
- Fixed spell absorption not absorbing shrine blessings
- Fixed journal topics sometimes displaying as quests
- Fixed scroll behavior in scrolls
- Fixed player enchanting requiring money and always being 100% successful
- Fixed custom made potions not applying all effects
- Fixed rain sound pausing in menus
- Fixed Remesa Othril being hostile to Hlaalu members
- Fixed a crash on load after death
- Fixed blind effect not covering the entire screen
- Fixed crash after load after creating an enchanted item
- Fixed Retrieve the Scrap Metal quest dialog script issue
- Fixed targets almost always resisting soultrap scrolls
- Fixed no message being displayed when casting soultrap on an invalid target
- Fixed chop attack not working when walking diagonally
- Fixed world map explored terrain issue when alt-tabbing on D3D9
- Fixed levitate causing the player to appear out of bounds when going through doors
- Fixed setting a variable on an NPC from another NPC’s dialog not working correctly
- Fixed wait dialog not blacking out the screen properly
- Fixed crash on sDifficulty GMST when using vanilla files without patches or expansions
- Fixed sky rendering issue in Skies version IV
- Fixed marksman weapons not degrading with use
- Fixed battle music playing constantly
- Fixed alt-tabbing while in inventory causing the paper doll to disappear temporarily
- Fixed cost of training not being added to merchant’s inventory
- Fixed disposition changes not persisting if the conversation meny is closed by purchasing training
- Fixed blight still being contractible after being cured of Corpus
- Fixed crash when trying to access fog of war buffer before it is loaded
- Fixed PC Magicka not recalculating when intelligence is boosted or drained
- Fixed equipped torches disappearing when game is reloaded
- Fixed soultrap fail message displaying when targetting NPCs
- Fixed an issue with magicka cost for custom spells
- Fixed Azura’s Star disappearing when used to recharge an item
- Fixed GetPCRank not handling ignored explicit references
- Fixed string table overflow when loading TheGloryRoad.esm
- Fixed Dagoth Uthol running in slow motion
- Fixed incorrect values in the spellmaking window
- Fixed icon for Master Propylon Index not being visible
- Fixed Tavynu Tedran’s corpse going invisible after being looted
- Fixed health calculation when levelling up
- Fixed some monsters blocking doors from behind
- Fixed Ma’Rakha location in Less Generic NPC Foreign Quater mod
- Fixed number of potion effects shown per Alchemy rank
- Fixed encumbrance not updating while bartering
- Fixed base Magicka multiplier
- Fixed a torch in Addamasartus burning when it shouldn’t
- Fixed aquatic creature movement speed
- Fixed “Rest until healed” showing with full Health and Magicka
- Fixed Recalling while falling in an exterior cell changing Mark location
- Fixed stutter caused by ActorId in AiFollow::getTarget not being cached
- Fixed Dremora next to Gothren not sticking up for each other
- Fixed button placement on the QuickChar mod
- Fixed value and weight showing for keys
- Fixed persuasion results not showing when using an unpatched Morrowind.esm
- Fixed issue with Falura Llervu follow quest when loading a save
- Fixed only guards reacting to theft
- Fixed on-target spells being rendered behind the water surface
- Fixed Galsa Gindu’s house appearing as if it is on fire
- Fixed an Ogre fatal exception on invalid parameters
- Fixed Guards trying to talk to players corpse after killing the player
- Fixed an infinite recursion in ActionTeleport
- Fixed followers teleporting with the player into new cells after they are done following the player
- Fixed typing “j” into the “Name” field opening the journal
- Fixed text pasting into the console twice
- Fixed “setfatigue 0” not rendering NPCs unconscious
- Fixed being able to talk to unconscious actors
- Fixed crash when player killed by own summoned creature
- Fixed memory leak when OpenMW window is minimized
- Fixed RefNum of objects not being reset when they are copied
- Removed defunct option for building without FFmpeg
- OpenCS: Implemented body part record verifier
- OpenCS: Implemented improved keyboard navigation for scene toolbar
- OpenCS: Implemented tooltips on all graphical buttons
- OpenCS: Implemented handling resources like regular records
- OpenCS: Implemented scene toolbar buttons for selecting element types to be rendered – most of the scene elements supported by these buttons are not implemented yet
- OpenCS: Fixed not saving projects when the defaultfilters file has the wrong permissions
We’re in lock for version 0.32.0. That means that release candidate packages are being built for each platform and any bugs and other problems are cleaned up.
So what got in, last-minute? The most significant news is that the Light spell now works, creating light as it should. This in and of itself isn’t very exciting, but what is worth mentioning about it is that it was the last magic spell to be implemented. That’s right – all magic effects are in! This feature was the second oldest issue on the tracker (#47, right between Creature Animation and NPC Dialogue System – the newest issue is numbered #1857, just to give you an idea), marking another big leap in OpenMW’s completion.
In fact, feature-wise there isn’t all that much left. If we take our list of open features and filter out the editor jobs and everything post-1.0, we can see that this project has less than thirty features left to implement.
Of course, that doesn’t mean that 1.0 is right around the corner. There are over 200 issues to be worked through before that, after all. But those 200 issues are mostly bugs and if you’ve seen our last release video, you know that our development team has people on board that squish bugs with an impressive pace. (In fact, personally I am quite convinced that Scrawl in particular is secretly a robot.)
So when will 0.32.0 arrive? Very soon. The team is in the final stages of pushing the release out, so hang in there. Soon you’ll be wizarding like Myrddin.