The OpenMW team is proud to announce the release of version 0.43.0! Grab it from our Downloads Page for all operating systems. This release brings a host of new features and bug fixes, including AI resurfacing to breathe, improved AI combat behavior and keyboard shortcuts for menus.
Zespół OpenMW ma zaszczyt ogłosić wydanie wersji 0.42.0! Do pobrania, jak zwykle, na zakładce Do ściągnięcia, dla wszystkich systemów operacyjnych. Przepraszamy za opóźnione wydanie, ale chcieliśmy, by wszystko było możliwie najlepiej uporządkowane. W tej wersji do OpenMW powraca funkcja odległego lądu! DestinedToDie napisał instrukcję jej uruchamiania w jednym z poprzednich wpisów. Poniżej znajduje się w minimalnym stopniu przetłumaczona lista nowości i poprawek.
Zobacz także filmiki dokumentujące nowe wydania OpenMW i OpenMW-CS, autorstwa czcigodnego Atahualpy
Znane problemy:
cienie nie zostały ponownie zaimplementowane,.
by móc używać Linuksowych binarek z targz, należy mieć zainstalowane Qt4 i libpng12,.
na macOS, OpenMW-CS może uruchomić OpenMW tylko, jeśli OpenMW.app i OpenMW-CS.app są w jednym folderze..
Nowe funkcje:
Implemented water sound effects.
Implemented light particles showing in inventory character preview.
Implemented magic projectiles emitting light.
Implemented NiSphericalCollider.
OpenMW-CS: Implemented “Book Type” combo box replacing “Scroll” check box in Book records.
OpenMW-CS: Implemented “Blood Type” combo box replacing blood check boxes in NPC and Creature records.
OpenMW-CS: Implemented “Emitter Type” combo box replacing emitter check boxes in Light records.
OpenMW-CS: Implemented “Gender” combo box replacing “Female” check box in NPC and Body Part records.
ess-Importer: Implemented converting mark location.
ess-Importer: Implemented converting last known exterior cell.
Poprawki błędów:
Falling leaves in Vurt’s tree mods now render correctly.
Actors now use capsular collision shapes (solves issues with characters getting stuck or floating above the ground).
Collision handling has been improved (better performance and overall behaviour).
Collision is now not disabled for actors until their death animation has finished playing.
Players can no longer climb sheer terrain by jumping and then moving forwards in the air.
Doors no longer stutter when colliding with the player.
Dialog boxes now appear in the center of the screen after the window is resized.
Weapon and spell cycling is now disabled while in GUI mode.
Weapon and spell cycling can now be bound to a gamepad.
Gamepad and mouse/keyboard may now be used at the same time.
Inventory window titles are now centered vertically.
Changed name tooltips’ behavior on enemies to match vanilla behavior.
The maximum width of a tooltip is no longer set to a fixed value.
The drowning widget now more accurately matches the vanilla one.
Fall height is now reset when the player teleports.
Changed Slowfall spell effect to better match vanilla behavior while jumping.
Combat with water creatures now ends when leaving the water.
AI actors no longer hit unintended targets.
Changed NPC wander and idle behavior to better match vanilla.
Fixed some summoned creatures not engaging underwater creatures in combat.
Enemies now initiate combat with player followers on sight.
Creatures now auto-equip their shields on creation.
Changed combat engagement logic to better match vanilla behavior.
The Command spell effect now brings enemies out of combat.
Followers now continue to follow after resting and saving and reloading the game.
Light prioritization on objects now takes the light sources’ intensity into account (fixes issues with light sources popping up).
Icon shadows no longer persist in GUI windows.
Disintegrate Armor/Weapon spell effects are no longer bound to the framerate.
Enchanted arrows now explode when they hit the ground or a static object.
Fixed a crash that occurred while using a container and the console at the same time.
Fixed the beginning of NPC speech being cut off on macOS.
Nodes named “bounding box” are now ignored by the nifloader making corresponding meshes render correctly.
The correct swish sound is now played for NPC weapon attacks.
The player now has to pay for their followers when using fast travel.
Fixed a regression with Dispel; it now is an instant spell effect again.
Corrected greetings in Antares’ Big Mod.
The ProjectileManager no longer crashes when a sound ID fails to play or is not found.
Fixed behavior of Activate and OnActivate commands (fixes freeze when opening “Hammers” container in Aanumuran Reclaimed mod).
Fixed possible game-breaking exception caused by trying to access NPC stats on a creature.
Identification papers can now be picked back up after they are dropped.
Fixed the interpreter to properly handle a reference change caused by an Activate command.
Changed behavior of stat script commands to better handle stats above 100.
Fixed gun sounds in Clean Hunter Rifles mod.
Fixed selling success chance when bartering.
Fixed objects doubling when loading a save game after editing the used game files.
Silenced SDL events of types 0x302 and 0x304.
Fixed a rare crash that occurred on cell loading.
Activation flags are now reset when an object is copied.
Removed the possibility to implicitly call GetJournalIndex by simply stating a script ID (solves issues with objects using the same ID as a script in Emma’s Lokken mod).
Blacklisted some unused scripts from the Bloodmoon expansion pack which relied upon the abovementioned implicit function call.
Fixed the ResourceHelpers to allow the simultaneous use of forward and backward slashes in a model path.
Fixed handling of enchantments’ spell effects to correctly display these effects in the GUI.
OpenMW-CS: New or cloned Body Part records may now use the “.1st” suffix.
OpenMW-CS: Fixed sorting verification results by Record Type.
OpenMW-CS: Cloned and added pathgrids are no longer lost after reopening an omwgame file.
OpenMW-CS: Camera position is now re-centered when changing interior cells via drag & drop.
OpenMW-CS: Added missing Text field to allow editing a book’s actual text.
OpenMW-CS: Skill books now show associated skill IDs instead of attribute IDs.
The OpenMW team is proud to announce the release of version 0.42.0! Grab it from our Downloads Page for all operating systems. Apologies for the delayed release, but we wanted to have everything in order for you! As of this version distant terrain is back in OpenMW! Check DestinedToDie’s guide for instructions on enabling it. Check the changelog below for new features and bug fixes.
Check out the release video and the OpenMW-CS release video by the magnanimous Atahualpa, and see below for the full list of changes.
Known Issues:
Shadows are not re-implemented yet
To use the Linux targz package binaries, Qt4 and libpng12 must be installed on your system
On macOS, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings
New Features:
Implemented water sound effects
Implemented light particles showing in inventory character preview
Implemented magic projectiles emitting light
Implemented NiSphericalCollider
OpenMW-CS: Implemented “Book Type” combo box replacing “Scroll” check box in Book records
OpenMW-CS: Implemented “Blood Type” combo box replacing blood check boxes in NPC and Creature records
OpenMW-CS: Implemented “Emitter Type” combo box replacing emitter check boxes in Light records
OpenMW-CS: Implemented “Gender” combo box replacing “Female” check box in NPC and Body Part records
ess-Importer: Implemented converting mark location
ess-Importer: Implemented converting last known exterior cell
Bug Fixes:
Falling leaves in Vurt’s tree mods now render correctly
Actors now use capsular collision shapes (solves issues with characters getting stuck or floating above the ground)
Collision handling has been improved (better performance and overall behaviour)
Collision is now not disabled for actors until their death animation has finished playing
Players can no longer climb sheer terrain by jumping and then moving forwards in the air
Doors no longer stutter when colliding with the player
Dialog boxes now appear in the center of the screen after the window is resized
Weapon and spell cycling is now disabled while in GUI mode
Weapon and spell cycling can now be bound to a gamepad
Gamepad and mouse/keyboard may now be used at the same time
Inventory window titles are now centered vertically
Changed name tooltips’ behavior on enemies to match vanilla behavior
The maximum width of a tooltip is no longer set to a fixed value
The drowning widget now more accurately matches the vanilla one
Fall height is now reset when the player teleports
Changed Slowfall spell effect to better match vanilla behavior while jumping
Combat with water creatures now ends when leaving the water
AI actors no longer hit unintended targets
Changed NPC wander and idle behavior to better match vanilla
Fixed some summoned creatures not engaging underwater creatures in combat
Enemies now initiate combat with player followers on sight
Creatures now auto-equip their shields on creation
Changed combat engagement logic to better match vanilla behavior
The Command spell effect now brings enemies out of combat
Followers now continue to follow after resting and saving and reloading the game
Light prioritization on objects now takes the light sources’ intensity into account (fixes issues with light sources popping up)
Icon shadows no longer persist in GUI windows
Disintegrate Armor/Weapon spell effects are no longer bound to the framerate
Enchanted arrows now explode when they hit the ground or a static object
Fixed a crash that occurred while using a container and the console at the same time
Fixed the beginning of NPC speech being cut off on macOS
Nodes named “bounding box” are now ignored by the nifloader making corresponding meshes render correctly
The correct swish sound is now played for NPC weapon attacks
The player now has to pay for their followers when using fast travel
Fixed a regression with Dispel; it now is an instant spell effect again
Corrected greetings in Antares’ Big Mod
The ProjectileManager no longer crashes when a sound ID fails to play or is not found
Fixed behavior of Activate and OnActivate commands (fixes freeze when opening “Hammers” container in Aanumuran Reclaimed mod)
Fixed possible game-breaking exception caused by trying to access NPC stats on a creature
Identification papers can now be picked back up after they are dropped
Fixed the interpreter to properly handle a reference change caused by an Activate command
Changed behavior of stat script commands to better handle stats above 100
Fixed gun sounds in Clean Hunter Rifles mod
Fixed selling success chance when bartering
Fixed objects doubling when loading a save game after editing the used game files
Silenced SDL events of types 0x302 and 0x304
Fixed a rare crash that occurred on cell loading
Activation flags are now reset when an object is copied
Removed the possibility to implicitly call GetJournalIndex by simply stating a script ID (solves issues with objects using the same ID as a script in Emma’s Lokken mod)
Blacklisted some unused scripts from the Bloodmoon expansion pack which relied upon the abovementioned implicit function call
Fixed the ResourceHelpers to allow the simultaneous use of forward and backward slashes in a model path
Fixed handling of enchantments’ spell effects to correctly display these effects in the GUI
OpenMW-CS: New or cloned Body Part records may now use the “.1st” suffix
OpenMW-CS: Fixed sorting verification results by Record Type
OpenMW-CS: Cloned and added pathgrids are no longer lost after reopening an omwgame file
OpenMW-CS: Camera position is now re-centered when changing interior cells via drag & drop
OpenMW-CS: Added missing Text field to allow editing a book’s actual text
OpenMW-CS: Skill books now show associated skill IDs instead of attribute IDs
The OpenMW team is proud to announce the release of version 0.41.0! Grab it from our Downloads Page for all operating systems. This release brings an assortment of small new features, such as a handful of graphical magical effects, and some new NPC AI behavior. We continue to plod along to a 1.0 release, stay tuned!
Check out the engine release video and the OpenMW-CS release video by the irrepressible Atahualpa:
Known Issues:
Shadows are not re-implemented at this time, as well as distant land
To use the Linux targz package binaries Qt4 and libpng12 must be installed on your system
On OSX, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings
On OSX, some users may experience the beginning of acted voice clips cut off
New Features:
Implemented zero-weight boots playing light armor boot footsteps
Implemented playing audio and visual effects for every effect in a spell
Implemented doubling the size of spell explosions
Implemented particle textures for spell effects
Implemented NPCs using opponent’s weapon range to decide whether to dodge
Implemented dodging for creatures with the “biped” flag
Implemented drop shadow for items in the menu
Implemented correct range for “on touch” spells
Implemented using telekinesis with on touch spells on objects
Implemented AI Combat: Flee
Implemented player glow for non-portable lights added to the inventory
OpenMW-CS: Implemented rotate and scale sub modes for instance editing mode
OpenMW-CS: Implemented water rendering
ESS-Importer: Implemented player control flags
Bug Fixes:
Almsivi and Divine intervention now display the correct spell effect
Instant spell effects now show an effect indicator
Fixed playback of weapon idle animation to include a part previously omitted
Stat review window at character creation now shows starting spells, powers, and abilities
Repair and recharge interfaces no longer cause a performance drop under certain circumstances
Fullscreen can now be disabled again after enabling it in-game on OSX
Disabled door markers no longer show up on the map
Fixed an issue when the equip script instruction is used on an NPC without the item, fixing mods Romance 3.7 and Vampire Embrace
Banners now show random animations during stormy weather
Inventory tooltip for zero-weight armor no longer displays weight info
Idle animations now always loop
Spark showers near Sotha Sil now appear at the right time
The type of an NPC’s melee attack (chop, slash, thrust) no longer depends on their movement direction
Fix for freeze when the cell was changed immediately after dying
Unalerted slaughterfish in the same cell as the player no longer prevent resting
Blood effects no longer occur when the hit is resisted
Todwendy can now be interacted with in the German version of the game
Fix for crash when opening the journal with missing fonts
SetInvisible command no longer applies a graphic effect
Non-hostile NPCs can no longer be disarmed by pickpocketing their weapons
Hidden inventory items, such as the light source for Trueflame’s light effect, are no longer shown
Corrected the order in which alembics and retorts are used
Animation replacer no longer hangs after one animation cycle
Corrected sounds and skill increases for bound armor and shields
Corky can now be sold to Drulene Falen
NPC disposition can no longer be lowered below zero
NPC autoequip behavior now better matches vanilla
State of enabled/disabled player controls is now correctly saved
Moved references are now properly handled in respawning code
Water ripples are now shown when walking on water
Argonian NPCs no longer swim like Khajiits
Spells with the “always succeed” flag can now be deleted from the spellbook
Bound equipment spells can no longer be recast
Fixed some objects added by Morrowind Rebirth not properly displaying their texture
Fixed OSX not being able to find settings-default.cfg
Fixed dialogue/journal links being unclickable on certain platforms due to undefined behavior
Attacking with a stacked enchanted thrown weapon no longer reduces the charge of items remaining in that stack
Fixed an issue with the water surface transparency when viewed from certain angles using non-shader water
Fixed animation state to be saved upon cell-changing or save & load; fixes several traps as well as the metal doors in Sotha Sil
“Can’t Cast” message now displayed when water walking is cast from too great of a depth
Player is now moved out of the water when casting water walking from a shallow enough depth
Levelled items in merchant inventory are no longer re-added every time the trade window is reopened
Weather manager now handles weather for regions added by plugins after a save game was created
Fix to more gracefully handle cases where an object refers to an enchantment ID which does not exist
Fixed how NPCs react to hostile spell effects being cast on them (for now, see: https://forum.openmw.org/viewtopic.php?f=2&p=43942#p43942)
Player/NPC skeleton’s bone cache is now cleared when a node is added/removed, fixing a crash that could happen whenever player/NPC equipment is updated
OpenMW-CS: Globals are now initialized with a valid type
OpenMW-CS: The nested tables for NPC skills and attributes are now hidden when the auto-calc flag is checked
OpenMW-CS: Fixed verification for “Not Local” info condition
OpenMW-CS: Fixed verification for special faction ID “FFFF”
OpenMW-CS: Changes from omwaddon are now loaded in [New Addon] mode
OpenMW-CS: Objects moved in interior cells in the scene editor will no longer be teleported outside
OpenMW-CS: Fixed not being able to find the project file when launching the game
OpenMW-CS: Deleted instances will no longer reappear
OpenMW-CS: Using “Extend Selection to Instances” will no longer cause duplicates
The OpenMW team is proud to announce the release of version 0.40.0! Grab it from our Downloads Page for all operating systems. This release brings some small new features, but mainly bug fixes and improvements. We’re winding down on implementable features, these are exciting times for OpenMW, even if releases have a little less user-visible changes. The game is basically fully playable, and future releases will bring mostly more fixes and optimizations.