The OpenMW team is proud to announce the release of version 0.34.0! Grab it from our Downloads Page for all operating systems. This release features many bug fixes, improvements to installation and the launcher, and exciting updates to OpenCS. Our “1.0” release remains excitingly close!
Known Issues:
Crash when trying to view cell in render view in OpenCS on OSX
Crash when switching from full screen to windowed mode on D3D9
Changelog:
Implemented ClampMode in NiTexturingProperty, fixes some floating plant textures
Implemented INI-importer for the launcher
Implemented “encoding” option in the launcher
Disabled third-person zoom by default due to usability issues (can be re-enabled in settings file)
Fixed several launcher and installation issues
Fixed issue with BIK video/audio playback sync
Fixed NPCs ignoring player invisibility when engaged in combat
Fixed long class names being cut off in the UI
Fixed running while levitating draining fatigue
Fixed handling of disabled plugins
Fixed ToggleMenus not closing dialog windows
Fixed crash when calling getDistance on items in the player’s inventory
Fixed the Buglamp tooltip showing the item weight
Fixed slave crime reaction to PC picking up slave’s bracers
Fixed Dremora death animation
Fixed Mansilamat Vabdas’s floating corpse
Fixed bounty not being completely removed after the Larius Varro Tells A Little Story quest
Fixed silenced enemies attempting to cast spells
Fixed The Warlords quest
Fixed sneak attacks on hostiles causing a bounty
Fixed a crash caused by incorrect handling of getPcRank and similar defines
Fixed pause in Storm Atronach animation
Fixed a bug in TerrainGrid::getWorldBoundingBox
Fixed crash on exceptions while adding startup scripts
Fixed AiWander path finder hang when quickly changing cells
Fixed crash when playing OGG files
Fixed Dagoth Gares talking to the player even when he is not there
Fixed overflow exploit in bartering
Fixed a crash when maximizing the window with the race selection dialog open on D3D9
Fixed script command “Activate, player” not working
Fixed buttons only lighting on hover over their label
Fixed Slowfall effect being too weak
Fixed several skeleton/bone model and animation issues
Fixed script handling to treat the [ character as whitespace
Fixed a crash in character preview for non-existing meshes
Fixed abrupt transition when ash storms end
Fixed mouse movements being tracked during video playback
Fixed a crash on exit
Fixed being able to attack Almalexia during her final monologue
Fixed the frame time cap not being applied to Ogre’s ControllerManager
Fixed recalculation of Magicka to be less aggressive
Fixed Azura’s spirit fading away too fast
Fixed Magicka becoming negative
Fixed health so it drops to 0 if it goes below 1.
Fixed floating hairs in Westly’s Pluginless Head And Hair Replacer
Fixed some issues with mods that use conversation scripts to update the PC
Fixed graphical issues with Morrowind Grass Mod
Fixed issues with renaming profiles in the launcher
OpenCS: Implemented rendering cell markers
OpenCS: Implemented double-click functionality in tables
OpenCS: Implemented user settings dialog grouping, labeling, and tooltips
OpenCS: Implemented editing positions of references in the 3D scene
OpenCS: Implemented edit mode button on the scene toolbar
OpenCS: Implemented user setting for showing the status bar
OpenCS: Improved the layout of the user settings dialog
OpenCS: Fixed script compiler sometimes failing to find IDs
OpenCS: Fixed verifier not handling Windows-specific path issues when dealing with resources
OpenCS: Fixed display of combat/magic/stealth values
OpenCS: Fixed saving
OpenCS: Fixed exception caused by following the Creature column of a SoundGen record
OpenCS: Fixed MDL subrecord error
OpenCS: Fixed coordinate and rotation editing
OpenCS: Fixed several window and view handling issues
OpenCS: Fixed loading plugins with moved references, implementation of moved references still pending
OpenCS: Fixed a crash when closing cell render window on OSX
Hi,
tomorrow night (7.12.2014) I will be moving website to the new web server (same hosting provider, but different web server), so between 20.00-23.00 CET blog, wiki, bugtracker, and forum will be temporary in read-only mode (or closed if read-only mode won’t be possible).
Hey people, hope you enjoyed those (belated) release videos. Without WeirdSexy’s sweet smooth ambrosia voice a release just isn’t the same. As 0.33.0 was gearing up for release, the OpenMW devteam couldn’t just leave well enough alone for a few days and started working on 0.34.0. Oh, those workaholics. Not that I’m complaining, mind you. More fixes for us fans. Let’s look at a few of them.
You’d think that with the life many Argonians have in Vvardenfell they wouldn’t be too unhappy getting rid of their shackles. Apparently they were still quite possessive of them even after you freed them, though. Pick up their bracers from the floor and they’d act all indignant. Not anymore. Starting 0.34.0 they will give you gratitude rather than attitude.
Speaking of compatability, my fellow Archonaut Tinker has added a page to the OpenMW Wiki that is all about which mods work with OpenMW to what extent. Most Morrowind mods should work “out of the box” with OpenMW, but it’d be great to have some confirmation on this in a central spot. So if you can’t program, but are still enthusiastic about helping out, you can join this burgeoning project and help us build a great big repository of knowledge.
In other news, since our in-house programming machine, Scrawl, needs his daily oil change as well, he has been working on stuff outside of OpenMW. Real life has caught up with him, but if everything checks out, he might well spend a significant amount of time on OpenMW again very soon. That’d be the best. Scrawl has been a recurring character in the development of OpenMW, so you might imagine how much we miss his presence here.
Another familiar name to our followers (and especially our friends on /r/morrowind – hi guys and gals!) is Raevol, and he has come up with the idea of getting all features out of the way so we can leave the alpha stage behind us and move on to the beta phase. Currently the team is discussing the upsides and downsides of this plan. You’ll might well hear more on this subject soon, so stay tuned!