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OpenMW 0.28.0 Release Announcement
The OpenMW team is proud to announce the release of version 0.28.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This behemoth of a release includes many large features, such as Combat AI, Magic, Vampirism, terrain bump/specular/parallax mapping, and many other things. There's also a heap of bug fixes, many thanks to our relentless developers!
Check out the release video by the prodigious WeirdSexy: http://www.youtube.com/watch?v=x9lTWjXAi9s
Known Issues:
- Issue #416 Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
- Issue #1041 Music playback doesn't work on OS X 10.9
- Implemented Combat AI
- Implemented spell casting, ranged, self, and touch magic
- Implemented visual magic effects
- Implemented Vampirism
- Implemented terrain bump, specular, & parallax mapping
- Implemented NIF record NiFlipController
- Implemented soul gem recharging
- Implemented enchanted item glow
- Implemented Invisibility/Chameleon magic effects
- Implemented Resist Magicka magic effect
- Implemented GetLOS, so NPCs can calculate Line Of Sight
- Implemented material controllers
- Implemented mouse unlocking when in any menu
- Implemented Vertex morph animation (NiGeomMorpherController)
- Implemented NiBillboardNode handling
- Implemented NIF texture slot DarkTexture
- Various fixes for equipped torches and candles
- Fixes for torches and shields being visible when casting spells
- Fix for equipped items not updating right away, on characters and in the inventory
- Fix for weather not changing correctly when changing areas
- Fix for global map position marker not updating when changing interior cells, eg: Mages Guild teleport
- Fix for some textures rendering black in Tamriel Rebuilt
- Fix for activation distance to be from the player head instead of the camera
- Fix for NPCs holding torches during the day
- Fix for some hairs from Vvardenfell Visages Volume I not rendering
- Fix for heads of Maormer race in mod by Mac Kom
- Fix for walk key release not being handled during cell load
- Fix for equipped inventory items not being updated on the HUD when they are changed in dialog
- Fix for Launcher writing merged openmw.cfg files
- Fix to enable discrete magnitudes for spells with multiple random magnitude effects
- Fix to allow negative fatigue level
- Fix for particle systems to handle the world space flag
- Fix for crash caused by trying to update a model that is not rendered
- Fix to not override dynamic stats set via console commands
- Fix for equipped inventory icon not appearing immediately when equipped with a keyboard shortcut
- Fix for crash when equipping light source with new character
- Fix for segmentation fault when starting at Bal Isra
- Fix for down arrow console history behavior
- Fix for tooltip disappearing when clicking in the inventory
- Fix for barter window item category not resetting to All correctly
- Fix for replacement model in Graphic Herbalism mod having the wrong orientation
- Fix for addon unchecking not being saved in the Launcher
- Fix for controllers not affecting all objects in the hierarchy
- Fix for being able to talk to NPCs who are in combat
- Fix for crash when trying to load a mod with a capital .ESP filename extension
- Fix for skills/attributes being capped when set via console
- Fix for setting max health through the console to also set the current health
- Fix for gameplay keyboard input echoing to the console input box
- Fix for fall damage sometimes not applying immediately or correctly
- Fix for persuasion window not showing in correct location after maximizing the game in windowed mode
- Fix for player skill list forgetting scroll location when increasing experience
- Fix for notification window not being large enough for skill level ups with long names
- Fix for windows not scaling properly on resolution change
- Fix for notification windows staying on screen permanently if too many are activated
- Fix for used torches stacking with unused ones
- Fix for crash on pickup of jug in Unexplored Shipwreck, Upper level
- Fix for quick key menu not picking suitable replacement tool when it is used up
- Fix for loading TES3 header data: convert characters to UTF8
- Fix for damaged weapon value
- Fix for being able to talk to characters with "locked" dialogue
- Fix for water effects obscuring spell effects
- Fix for animation playing when casting exhausted once-per-day abilities
- Fix for Cure Disease potion removing all effects from the player, not just disease
- Fix for OpenMW binaries linking to unnecessary libraries
- Fix for water not negating fall damage
- Fix for drawing a weapon increasing torch brightness
- Fix for merchants selling stacks of gold
- Fix for incorrect handling of color codes in character names
- Fix for NPCs spawning with 0 skill values instead of calculated values
- Fix for particles rendering too large
- Fix for crash caused by AIWander
- Fix for crash when revisiting dock where the starting ship was
- Fix for scripts on items in inventory stopping when the containing object crossed a cell border
- Fix for merchants equipping items with negative enchantments
- Disallowed view mode switching while performing an action due to animation constraints
- Code maintenance to unify OGRE initialization
- OpenCS: Implemented Info-Record tables
- OpenCS: Fix for not being able to open Journal table from the main menu
@Staudey
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Staudey commented Jan 4, 2014

ad Bug #1052: Seems to be fixed on my end, color codes don't set the color anymore but appear as part of the name. (btw I'm the reporter of this bug)

ad Bug #1006: The problem was that certain NPC didn't spawn with their default, auto-calculated skill-values but with 0 skill instead, so for example the bandits in the Beshara cave were almost unable to hit you with their weapons. After the fix the skills are calculated with this formula: http://www.uesp.net/wiki/Morrowind:NPCs#Skills

@Staudey
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Staudey commented Jan 4, 2014

ad Bug #716: AFAIK this is a fix concerning the size of particles, yes. The particles were way too big before.

@Staudey
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Staudey commented Jan 4, 2014

ad Bug #909: This fixes a crash with AIWander, i.e. the rules that govern random wandering of NPCs

@psi29a
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psi29a commented Jan 4, 2014

bug #909 was fixed, scrawl and I figured that out.

@zinnschlag
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#1006 I believe that was about the NPCs that had auto-calculated stats, which did not work before.
#1063 There is a possible fix. I hope to get some more testing during the RC phase. Unless someone can confirm that this bug still exists, I consider it closed for now.
#1023 OpenCS bug. Trying to open the journal table from the main menu did not work.

@zinnschlag
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#882 Scripts on items in the inventory stopped when the containing object (e.g. the player) crossed a cell border. That broke among others Hircine's Ring

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ghost commented Jan 4, 2014

  • Fix for the particle system to use world space

Only some particle systems do, so this should be:

  • Fix for particle systems to handle the world space flag
  • Fix for particle systems and skinned entities being attached to the base node instead of the relevant bone

this is wrong, just make it

  • Fix for controllers not affecting all objects in the hierarchy
  • Fix for torch usage not being saved with the individual torch

make this

  • Fix for used torches stacking with unused ones
  • Fix for TES3 header data not handling UTF8 characters

wrong

  • Fix for loading TES3 header data: convert characters to UTF8

Bug #991: Merchants equip items with harmful constant effect enchantments
^ did we just fix negative enchantments here, or equipping anything sold to them, as the bug description suggests?

Just not equipping items with negative enchantments.

can i get some clairification as to what was actually fixed on these:
Bug #909: [Tamriel Rebuilt] crashes in Akamora

An AI crash was fixed.

@mickeylyle
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Ok, Revision 3 handled all comments up to here, still need input on issues 1041 and 1045

@mickeylyle
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1041 and 1045 re-opened, so removed from changelog

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