I’m proud to announce that OpenMW 0.11.1 is now released! Release packages can be found on the Google Code page.
Please note that with the loss of our Linux builder, no Linux package is available. Linux users can download the source and build the release themselves. If you have Debian packaging experience and would like to help out, please let us know!
– Launcher implemented
– Misc. code cleanup
– Some optimizations implemented, further optimizations are planned
– Fix to allow resource loading outside of BSA files
– Fix to search for openmw.cfg in the correct locations
– Added the TCL alias for ToggleCollision
– Added missing cfg file support for some command line options
– Added reporting of resulting state to Toggle-type script instructions
– Fix for some NPC IDs being interpreted as Topic IDs
– Implemented back-end for player journal
– Implemented MessageBox
– Implemented tab-completion in console
– Implemented handling multiple data directories
– Fix for accessing objects in cells via ID with mixed or upper case IDs
– Fixed unicode conversion issue to allow localized encoding of gui strings
OpenMW 0.11.1 is coming, but the road is slow and painful. Since Linux builder vanished zini started to be “officially pissed off” and decided that there will be no binary for OpenMW 0.11.1. If you want to test OpenMW 0.11.1 on Linux you will have to build it on your own. Of course it’s possible that binary may pop-up later but lack of Linux builder won’t stop us anymore.
Among Linux world it’s common to distribute software in the form of deb, rpm, tar.gz and source code or just distribute source code and tell package maintainer “build it and upload to the repo”. Closed source apps (like softmaker office) are distributed without source code, just with binary packages, simply because they are closed source and you can’t build it yourself. We can just stick with the source code for now.
jhooks reached the point when everything related to the npc animations works (that includes robes and tails) but so slow that it’s not usable for video game. Now it’s time to figure out how to get better performance but the situation is rather complicated.
Zini was working on “cell handling improvements” and was able to get nice results. That should improve game saving and loading time.
Corristo is investigating terrain rendering, and I’m very happy to see this since OpenMW now definitely lacks terrain. It can take ages to implement, though.
jhooks was able to make hands open and close. And it’s the good news. The bad news is that with all this animation stuff performance is quite poor.
Solving performance problems is not strait forward but in theory It looks quite simple: find the bottleneck, part of procedure that runs slowest; then try to fix it. If needed: repeat. GUS already demonstrated this tactic. The worst thing that we can discover is the bottleneck function that can’t run faster but investigation just started and nothing like that must happen.
But at least It works! Keep this in the mind all the time.
Bullet optimisation also slowly moves forward. K1ll still suffers poor performance on his system and helps GUS to find the problem. The situation is not clear at the moment, this can be bug in the bullet itself.
OpenMW 0.11.1 is late because We lack linux builder. There are no word to express what I think about it.
OpenMW 0.11.0 (actually it’s called 0.11.1) is coming! This time ALMOST for sure.
It certainly took a while to finish but don’t get the wrong idea? It didn’t stopped work on openmw 0.12.0.
First thing that you may noticed is brand new OpenMW launcher. It’s rather useless at the moment as OpenMW can’t even load multiple esm’s.
Another features: the message box GUI and basic tab completion in the console. OpenMW 0.11.1 should also run faster with added optimization.
Work on crucial features takes a long time to finish. Some things just can’t be finished faster, especially when developer have no official documentation and often just crawls in the dark. Just look at the story behind animations? jhooks still has hard time to figure out how all the stuff works.
But yes, openmw 0.11.1 is close.
And openmw 0.12.0 will be a giant milestone, not terrible faraway. Actually large portion of work was already done, what you should know If you read news regularly.
The good thing happened: mwrender refactoring passed trough bug-hunting phase! Final Now swick can do actual job and hopefully finish his task. As I said, this task is very important since all further rendering stuff requires it completed.
jHooks started to work on beasts. Tails works (well, sort off but there is a progress) and I believe strongly that jhooks will be able to make everything working right.
Pvdk is working on the launcher to get bug fixed. Although it probably will take some time to finish maybe we will be able to release 0.11.0 then!
Lgro started to improving our configuration system. There are at least few things needed to be done in this area and hopefully when 1.0.0 be released this will prevent massive user headache.
I guess that it’s all. Not much but in the right direction and soon we will see more.