Revisions of openmw
Dominique Leuenberger (dimstar_suse)
accepted
request 1083989
from
Ondřej Súkup (mimi_vx)
(revision 15)
Dominique Leuenberger (dimstar_suse)
accepted
request 1061965
from
Dmitriy Perlow (DarkSS)
(revision 14)
Dominique Leuenberger (dimstar_suse)
accepted
request 997531
from
Dmitriy Perlow (DarkSS)
(revision 13)
Dominique Leuenberger (dimstar_suse)
accepted
request 935967
from
Ferdinand Thiessen (susnux)
(revision 12)
Dominique Leuenberger (dimstar_suse)
accepted
request 927103
from
Ferdinand Thiessen (susnux)
(revision 11)
Dominique Leuenberger (dimstar_suse)
accepted
request 903704
from
Ferdinand Thiessen (susnux)
(revision 10)
Dominique Leuenberger (dimstar_suse)
accepted
request 848806
from
Michael Vetter (jubalh)
(revision 9)
Dominique Leuenberger (dimstar_suse)
accepted
request 829613
from
Ondřej Súkup (mimi_vx)
(revision 8)
Dominique Leuenberger (dimstar_suse)
accepted
request 799815
from
Dmitriy Perlow (DarkSS)
(revision 7)
Dominique Leuenberger (dimstar_suse)
accepted
request 768444
from
Michael Vetter (jubalh)
(revision 6)
Dominique Leuenberger (dimstar_suse)
accepted
request 715476
from
Ferdinand Thiessen (susnux)
(revision 5)
Dominique Leuenberger (dimstar_suse)
accepted
request 711718
from
Dirk Stoecker (dstoecker)
(revision 4)
- update to 0.45.0 * Non-actor objects display visual effects during spellcasting * Creatures without any collision box use auto-generated ones * Launcher: File paths of selected content files can be copied via context menu * Actors play casting animations during scripted spellcasting * As an option, barter deals permanently modify merchant disposition * Ranged weapons deal critical hits to unaware opponents * 360° screenshots of various kinds can be made * 'ToggleBorders' debug instruction ("tb") available in console * Sound generator keys in activator animations are supported * Some of the debug settings previously available as command line arguments can be set up in the launcher * Support for per-group KF animation replacers has been added * Shader water is rougher during bad weather * The number of enchanted items in a stack is shown in the Spells window * The actual chance of hitting the target is used for AI weapon rating instead of just the skill * The real potential damage of a weapon is used for its rating * A bonus is applied to the rating of ranged weapons if the attacker is far enough from the target * As an option, the Strength attribute affects Fatigue and Health damage in hand-to-hand combat * The logging system has been heavily reworked * AI no longer uses magic effects that affect hit chance if the enemy has not taken the appropriate stance * AI uses the root mean square of melee-weapon damage for more precise weapon rating * AI accounts for weapon speed when rating a weapon * Various vanilla GMSTs regarding combat action rating are utilised * 'sTo' GMST ("to") replaces hyphen in the Spellmaking menu * New count field in the Alchemy window allows you to brew multiple potions at the same time * To improve performance, actors outside of the AI processing range are no longer rendered but faded out * AI processing range can be configured via an in-game slider and a configuration option * If the animated creature model lacks a collision box, the non-animated model's collision box is used as a fallback * Tooltips of thrown weapons show the actual in-game damage (twice the base-record damage) the projectiles have * All top-bar dropdown menu options and most context menu options have icons * Actors are rendered in Scene view * Verifier functionality covers Enchantment records * Added a check box to execute a case-sensitive global search * Shift + C is default shortcut for viewing cells * Shift + V is default shortcut for previewing records * Global search has a status bar * Frame rate in Preview window can be limited * Log files are created in case of a crash * Previously sorted-by-ID lists, such as magic-effect lists, are now alphabetically sorted * As an option, base records are ignored in verifier runs * Already existing marker models for light sources and creature levelled lists are now used * All actors (not only those in active cells) restore Health and Magicka during player character rest * Precise times of sunrise and sunset are now recovered from the imported Morrowind INI file * Actors now properly aim during scripted spellcasting * Skills and attributes that affect trading no longer cause low selling prices if they're too high * Landing sound behaviour for NPCs and the player character has been reworked * Scripted movement of an object now adjusts the position of actors standing on top of that object * The last equipped item of a certain type is automatically re-equipped once a bound-item spell of the same type expires * Restore effects can restore drained stats * Attacks from unarmed, non-bipedal creatures no longer degrade armour * For the time being, actors are no longer allowed to activate teleport doors so that their abrupt cell change doesn't cause a crash * Using 'Resurrect' instruction on a dead player character fully resumes the game * References to non-existent classes or factions no longer crash the game * Weapons are visually unequipped before the start of a spellcasting stance transition * The player character now gets a bounty when a player follower commits a murder * Explicit reference calls no longer break [Tab] autocompletion in the console * Naked expressions starting with a member operator are no longer allowed outside of the console * The handling of Drain and Fortify effects for health, magicka, and fatigue has been reworked to match vanilla behaviour * Enemies are no longer immune to ranged attacks at very close range * Adding an item with a self-equipment script to an actor no longer causes a freeze * Actors who are placed above the ground are now snapped down at a significantly larger distance when a cell is loaded, preventing them from falling to their death * TrueType fonts are now properly rescaled * Targets are now much easier to hit with on-touch spells * The handling of scripted and death animations has been reworked to significantly improve mod compatibility * 'GetSpellEffects' scripting function can now detect zero-duration effects * Enemies are much easier to hit with low-reach weapons, since the intended start position of the attack raycast is now replicated * Scripted sleeping interruptions no longer prevent the spawning of random sleep encounters * Calling 'AddSoulGem' and 'RemoveSpell' scripting instructions with an extra argument no longer breaks script compilation * 'GetPCInJail' scripting function has been reworked to more closely match vanilla behaviour * Previous placeholder implementation of 'GetPCTraveling' scripting function has been replaced with a proper solution * Message boxes can now have newline characters in the text argument * Alignment of terrain texture painting has been corrected to match the vanilla look * Attenuation of magic light sources is now properly calculated * 'Goodbye' scripting function in dialogue results now makes any additional choices act like 'Goodbye' * 'RemoveSpellEffects' scripting instruction now also removes permanent effects * Movement prediction for spell aiming now uses the correct GMST to calculate the magic projectile's speed * Animated collision shapes are no longer erroneously optimised * The terrain texture blending map is now upscaled to more closely match the vanilla look * Issues with actors not returning to their initial position in various situations have been fixed * AI packages with a non-unique target no longer choose a random target with the same ID * Text after the last end-of-line tag is no longer shown in books to match vanilla behaviour * 'FixMe' script instruction has been reworked to more closely match vanilla behaviour * Jumping on slopes is now less restrictive, preventing the player character from getting stuck in V-shaped terrain * Pathgrid nodes which lie between an actor and that actor's destination are now ignored * Actors with an AiTravel package now stop near their target position if that position is blocked by another actor * [Activate] key can no longer be held down to spam Persuasion and other kinds of repeatable actions * Turning animations no longer reset idle animations * Death animations from pre-0.43.0 savegames are now forward-compatible * 'CenterOnCell' script instruction ("coc") now teleports the player character to the accurate door marker or exterior position for interior and exterior cells respectively * Faction members are now aware of faction ownership during barter * AiWander packages which are placed before an AiFollow package in the AI package list no longer override vital functionality of that AiFollow package * Key focus in containers is now automatically (re)set to the [Close] button to prevent players from accidentally stealing items * Spellcasting stance transitions no longer interrupt movement animations * OK button in the Settings window has key focus by default * It's no longer possible to cast an Absorb spell on oneself * Non-audio files no longer crash the game when the engine tries to play them * When there is a 'NiStringExtraData' node with MRK value in a NIF model node, only 'NiTriShape' meshes starting with "Tri EditorMarker" are ignored instead of the whole node * 'RotateWorld' scripting instruction now rotates objects around the correct axis, while keeping the objects' initial rotation * Applying the console command "Lock 0" to a door or a container now creates an unbreakable lock, like in vanilla Morrowind * Actors without any AI packages now properly return to their initial position after combat or pursuit * Guards with AiAlarm = 0 no longer attempt to arrest the player character when they observe a crime but no one reports it * 'Begin' and 'End' script keywords can now be followed by a comma * The default terrain texture no longer shines through terrain texture blending transitions * Broken items are now ignored when trying to equip an item via quick key * Actors now open doors more quickly * Light sources which cannot be carried no longer prevent the AI from auto-equipping shields * The handling of idle chances in AiWander packages has been reworked to more closely match vanilla behaviour * 'NotCell' dialogue condition now supports partial name matches * Scripted equipment now bypasses most standard equipping restrictions, e.g., those for beast races * When a non-player object casts an Open spell, a player crime event is triggered if the player character is detected to ensure vanilla compatibility * General-number formatting ("%g") now works like in vanilla Morrowind and properly handles the fractional part * Cancelled AI packages are now removed from the package cache * Non-ASCII strings are now properly handled in the content selector and in the ESM reader * Silt striders in abot's "Silt Striders" mod are no longer rotated by 90 degrees * The behaviour of weapon-using non-bipedal creatures has been reworked to make them less helpless in certain situations * Actors who are vampires now display their regular record head when no vampire head is found * Scripted animations no longer move actors away from their initial position * Potential crashes in the quick-keys menu when an item is no longer available in the inventory no longer occur * 'Goodbye' dialogue scripting instruction now disables hyperlinks in dialogue topics * 'PositionCell' scripting instruction no longer tries to add local scripts to scripted items in the teleported player character's inventory twice * Training cap is now limited by the trainer's modified skill instead of their base skill * Crossbow reloading animations now only apply to the upper body * Crossbows now use animations for one-handed weapons as a fallback * Animations for turning in spellcasting stance are now used * Animated meshes without slashes in their full path are now properly classified as animations * Scripted spellcasting no longer increases the Alteration skill * A potential zero division in the Fatigue calculation has been removed * A knocked-down player character can no longer move or be moved in first-person view * Some issues with sun specularity in the water shader have been fixed * Movement animations without idle-animation fallback no longer trigger idle animations * The game now switches between distorted (underwater) and undistorted sound effects based on the camera position instead of the player character's head position * The inventory paper doll is now affected by GUI scaling * Items with an 'OnActivate' command present in their script (such as "cursed" items) no longer visually disappear when they are picked up in menu mode * Creatures no longer incorrectly flee from werewolves * Minimum and maximum sound ranges with zero value are now separately reset to their default ranges * Non-actor objects can no longer have a dialogue window opened via script * Dialogue topics with reserved names, e.g., "Barter" or "Repair", now behave the same as in vanilla Morrowind * Optimiser search for reserved node names is now case-insensitive * Pinned windows are now properly updated * Fast-travel logic now always depends on the type of the service NPC's cell instead of the destination cell type * The underwater viewing distance limit is no longer broken * The player character no longer uses headtracking in first-person view * The handling of player character turning animations has been improved * Several weapon animation inconsistencies during movement in first-person view have been fixed * Idle animations are no longer reset in certain situations where they should be continuous * If an innocent actor dies from the continuing effects of a player attack, the murder is now also reported if the player has already paid their fine * Attack strength is now 0 if the player spams the [Attack] button * The incorrect inequality operator "[]" is now interpreted as less-than operator "[" to ensure compatibility with certain mods * Picking a stack of gold up in menu mode now grabs the whole item stack * Scaling for animated collision shapes is no longer erroneously applied twice * Fall damage is no longer erroneously applied twice * The pseudo duration of instant magic effects has been adjusted in the spellmaking menu to match vanilla spell cost calculations * A zero division occurring in 'NiFlipController' nodes without textures has been removed * The flickering frequency of light sources and some light-related calculations have been fixed * The sneaking offset in first-person view is now also applied when switching to sneak mode in midair * Sneaking is no longer possible while flying * Recharging enchanted items now always increases the Enchant skill regardless of success or failure, like in vanilla Morrowind * NPC record entries Reputation, Disposition and Faction Rank are now loaded as unsigned variables * Sneaking stance no longer affects speed if the actor is not actually sneaking * 'GetPCJumping' scripting function has been reworked to match vanilla behaviour * "%Name" string replacer can now be used in creature dialogue * Force-equipping a weapon now resets ongoing attack animations * HUD no longer displays an "item condition" for throwing weapons * Levelling up no longer fully restores health but rather applies the gained health points * Actors no longer fall from cliffs or run into obstacles when backing down from attackers * Enabling collision with 'ToggleCollision' scripting instruction ("tcl") now snaps the player character down to the ground * The number of known ingredient and potion effects is now determined by the modified rather than the base Alchemy skill * Pitch factor handling for crossbow animations has been streamlined to more closely match vanilla behaviour * Journal can no longer be opened while the Settings window is open * NPC fast-travel destination records without any data no longer crash the game upon loading * Declared but empty script variable lists no longer crash the game upon loading * The chance of a successful spell absorption is now multiplicative rather than additive, which is how the magic effect is designed in vanilla Morrowind * Calling 'Say' scripting instruction with non-existent sound as argument no longer breaks script compilation * Creatures that lack unique sounds now make use of fallback sound generator records * Loading bars no longer obscure message boxes but are instead moved to the centre of the screen * 'Revert' action now properly updates subviews * A native colour picker is now used on all operating systems, fixing major issues on macOS * 'Undo' and 'Redo' actions now keep assigned shortcuts * Lock status of newly opened subviews is now correctly initialised * Instance dragging, which was broken in 0.44.0, has been fixed * Skeletons of animated objects are now properly initialised * The Colour entry in Light Source records is now displayed as a coloured box instead of an integer number * Race condition in terrain code has been fixed * Skinning and AI optimisations * Support for Rapture3D OpenAL driver has been added * Record verifying functionality in OpenMW-CS has been revised
Dominique Leuenberger (dimstar_suse)
accepted
request 626477
from
Ondřej Súkup (mimi_vx)
(revision 3)
Yuchen Lin (maxlin_factory)
accepted
request 616341
from
Ondřej Súkup (mimi_vx)
(revision 2)
- add new _constraints, build on x86_64 takes more than 2G ram (forwarded request 616340 from mimi_vx)
Dominique Leuenberger (dimstar_suse)
accepted
request 556661
from
Ondřej Súkup (mimi_vx)
(revision 1)
- fix boost BuildRequires - update to new release 0.43.0 - see CHANGELOG.md for details - Update to new release 0.42.0 see CHANGELOG.md for more details - Update to new release 0.41.0 see CHANGELOG.md for more details - Force use of Qt5 - add OpenSceneGraph-plugins to requires -- fixes dds texture loading - Update new release 0.40.0, for changelog see CHANGELOG.md - dropped fix-unordered-map.patch - moved to Qt5 - use system tinyxml - spec-cleaned with spec-cleaner - correctly handle desktop file - Added fix-unordered-map.patch to fix build with gcc >= 6.0 - Update to new release 0.39.0, for change log see CHANGELOG.md or https://github.com/OpenMW/openmw/blob/master/CHANGELOG.md - Update to upstream version 0.38.0: * Fixed player object being deletable * Fixed AiCombat distance check to take into account collision box * Fixed saw in Dome of Kasia not hurting a stationary player * Fixed rats floating when killed near a door * Fixed kwama eggsacks pulsing too fast * Fixed NPC voice sound source not being placed at their head * Fixed crash with OpenMW install wizard * Fixed reseting delete flag when loading a reference from a save game * Fixed issues with clicking on unexpected inventory items on character doll * Fixed spell absorption to apply once per effect * Fixed enchantment merchant items reshuffling every time barter is clicked * Fixed not being able to resurrect the player through the console if health is zero * Fixed projectile weapon behavior when underwater * Fixed not being able to use keywords in strings for message boxes * Fixed items not sinking when dropped underwater * Fixed crash when onPcEquip script removes the equipped item * Fixed dialog not triggering correctly in Julan Ashlander Companion mod * Fixed tooltips for Health, Magicka, and Fatigue showing in the Options menu when bars aren't visible * Fixed guards accepting gold for crimes even when you don't have enough * Fixed Show Owned option affecting tooltips that are not objects * Fixed player sound source being at the feet * Fixed not being able to replace interactive message boxes * Fixed fatal error on OpGetTarget when the target has disappeared * Fixed first person rendering glitches with high field of view * Fixed crash on new game at character class selection * Fixed RigGeometry bone references to be case-insensitive * Fixed NPCs using wrong sound when landing * Fixed missing journal textures without Tribunal and Bloodmoon installed * Fixed multiple AiFollow packages causing the distance to stack * Fixed creature dialogs not being handled correctly * Fixed crash when entering Holamayan Monastery with mesh replacer installed * Fixed dreamers spawning too soon * Fixed Next/Previous Weapon/Spell and Ready Spell working as a werewolf * Fixed being able to soultrap a creature more than once * Fixed summoned creatures and objects disappearing at midnight * Fixed gamecontrollerdb file being created as a txt instead of a cfg * Fixed "same race" dialog functions never triggering * Fixed dialog choice condition issue * Fixed body part rendering when in a pose * Fixed reversed sneak awareness check * Fixed positional sound acceleration issue * Fixed fatal error when LandTexture is missing * For all changes see also CHANGELOG.md or https://github.com/OpenMW/openmw/blob/master/CHANGELOG.md - Update to upstream version 0.36.1: * Fixed additional startup scripts failing to launch Known Issues: * Crash when trying to view cell in render view in OpenMW-CS on OSX * Crash when switching from full screen to windowed mode on D3D9 - Change libffmpeg-devel to ffmpeg-devel in .spec file due to new dependency package name - Update to upstream version 0.35.1: * Implemented being able to dress corpses (you weirdos) * Implemented checking Cmake sets correct MSVC compiler settings for release build * Implemented default values for mandatory global records * Implemented basic joystick support * Implemented a progress bar for Morrowind.ini import progress in the launcher * Implemented passage of time indicator when training or serving jail time * Fixed a crash caused by a land record without data * Fixed creatures with no skeleton base causing a crash * Fixed engine becoming unresponsive when trying to use equip next/previous with an empty inventory * Fixed error caused by relying on subrecord order when reading content files * Fixed sun trajectory * Fixed stolen items handling to match vanilla Morrowind * Fixed Divine Intervention sending the player to the wrong place in some cases * Fixed telekinesis not working to avoid traps * Fixed combat AI for unreachable enemies * Fixed object scale being considered in the Move instruction * Fixed multi-effect spells with different ranges not all applying * Fixed launcher not responding to Ctrl+C command from the terminal * Fixed drag-and-drop creating duplicate content files in the launcher when Alt is pressed * Fixed addon files with no dependencies not showing in the launcher * Fixed Detect Animal detecting dead creatures * Fixed Cmake not respecting LIB_SUFFIX * Fixed changing active magic holstering magic hands * Fixed switching spells with next or previous while holding shift raising the delete spell dialog * Fixed regression causing ignored clicks on the HUD mini-map * Fixed instant restore effect behavior * Fixed CE restore attribute items permanently boosting the stat they restore * Fixed being able to fall off the prison ship * Fixed wrong starting position in "Character Stuff Wonderland" * Fixed plugin load order being sorted incorrectly when importing Morrowind settings * OpenMW-CS: Fixed skills saving incorrectly * OpenMW-CS: Fixed file extension inconsistency Known Issues: * Crash when trying to view cell in render view in OpenMW-CS on OSX * Crash when switching from full screen to windowed mode on D3D9 - Drop openmw-lib-suffix.patch (fixed upstream) - Change datadir to /usr/share/openmw - Add /sbin/ldconfig call to .spec - Add openmw-lib-suffix.patch - Update to upstream version 0.35.0: * Implemented Calm effect removing combat packages * Implemented first stages of ess-Importer, an importer for vanilla Morrowind save games, this feature is not complete * Implemented previous/next weapon and spell equipping hotkeys * Implemented XYZ rotation keys support * Implemented AI fast-forward * Implemented NPC drowning while knocked out * Implemented setting for exterior cell grid size * Implemented some leveled list script functions * Implemented testing dialog scripts with --script-all * Implemented NPC lookAt controller * Implemented handling initial state of particle system * Implemented a warning when loading a savegame that depends on non-existent content files * Implemented conversion of global map exploration overlay for ess-Importer * Implemented command line option to load a save game * Implemented new display of load order problems in the Data Files tab of the launcher * Fixed some sound effects playing at very loud levels * Fixed transparency issues with some UI elements * Fixed launcher handling of master and plugin selections loaded from openmw.cfg * Fixed water display issue on AMD cards * Fixed a text display issue when highlighting words in dialog * Fixed a launcher crash when a content file is locked * Fixed being able to stand on top of hostile creatures * Fixed creatures climbing on top of the player * Fixed AITravel to more accurately emulate vanilla * Fixed some moon display issues * Fixed place-able items having collision * Fixed AIFollow distance for groups of multiple followers * Fixed some staircase climbing issues in Vivec * Fixed permanent magic effects not being saved in savegames * Fixed crash due to zero-sized particles * Fixed a model scaling issue * Fixed activated enchanted item magic not being saved in savegames * Fixed a crash caused by Ogre shadow handling * Fixed not being able to equip a shield with a two-handed weapon * Fixed an issue with player fall height when stepping down * Fixed an error-handling issue preventing the Sword of Perithia mod from loading * Fixed launcher reseting alterations made to the mod list order * Fixed some issues with NPC idle voices * Fixed vampire corpses standing up when being looted * Fixed spell cost not highlighting on mouseover * Fixed tooltips still showing when menu is toggled off * Fixed rain effect showing while underwater * Fixed extreme framedrop when running into certain corners * Fixed mod "Shrines - Restore Health and Cancel Options" restore health option not working * Fixed animation groups for light and door objects * Fixed slaughterfish not attacking partially submerged enemies * Fixed air movement mechanics * Fixed handling of NPCs with missing hair/head models * Fixed position flicker after an animation ends * Fixed supporting region names in cell dialog filter for mod "Julan Ashlander Companion" * Fixed issues with animated collision shape * Fixed mod "Morrowind Rebirth 2.81" causing Balmora bridges to not have collision * Fixed summons to reset when the spell is recast * Fixed equipment update when unequipping non-related items removing ammunition * Fixed not falling back to the top-level directory when looking for resources * Fixed mod pathgrids not overwriting the existing pathgrid * Fixed a gameplay stopper with the Russian version of the ChaosHeart mod * Fixed the resurrect function to work correctly * Fixed functionality to allow mods to overwrite existing records in the IndexedStore * Fixed an issue with extra bytes to fix an error with the mod "Animated Morrowind - Expanded" * Fixed multi-character comparison operators to allow spaces * Fixed handling deleted references to fix the "Gateway Ghost" quest * Fixed summoning to allow multiple instances of the same creature by using different spells * Fixed pathgrid in the (0, 0) exterior cell not loading * Fixed actor original position not being saved with the wander package * Fixed creatures not receiving fall damage (shouts to this amazing bug description: http://bugs.openmw.org/issues/2201 ) * Fixed enchant cost issue * Fixed handling of missing spells and factions to be more graceful * Fixed several book display issues * Fixed some script compilation issues * Fixed scale field for creatures not being handled * Fixed being able to use enchantments from items that failed to equip * Fixed handling names for helmet models * Fixed some NPCs not attacking when they are pickpocketed * Fixed chargen race preview head default orientation * Fixed animations with no loop keys being looped * Fixed spell making to allow adding multiple attribute/skill effects * Fixed crash when northmarker has been disabled * Fixed area effect on touch spell behavior * Fixed dwarven crossbow clipping through the ground when dropped * Fixed torch animation playing when torch is hidden * Fixed sneak re-applying after attacking an NPC * Fixed handling for bipedal creatures without weapons * Fixed conflict resolution for conflicting dialog topics * Fixed tab completion for exterior cell names * Fixed third person view being preserved in save games * Fixed save/load progress bar behavior * Fixed TogglePOV not being bindable to the Alt key * Fixed exception for empty dialog topics * Fixed PlaceAt function's count behavior * Fixed map notes to display on the door marker leading to the cell with that note * Fixed some UI issues to be better compatible with UI overhaul mods * Fixed an issue with leveled item arguments * Fixed enchanted arrows being added to the victim * Fixed missing sound for drawing throwing weapons * Fixed guards detecting invisible players * Fixed camera not being attached properly when player becomes a vampire * Fixed visual effects showing on the overhead map * Fixed health modifier not resetting when an actor dies * Fixed God Mode to not require magicka when casting spells * Fixed attachArrow exception when changing weapon * Fixed error when disabled objects are moved between cells * Fixed scripts with names starting with digits failing to compile * Fixed click activate and de-activate behavior in the Data Files list * Renamed "profile" to "content list" in the launcher * Added comments to the local/global openmw.cfg files to clarify their identity * OpenMW-CS: Implemented clicking on a script error in the report window to set the cursor in the script editor to the respective line/column * OpenMW-CS: Implemented deleting selected rows from result windows * OpenMW-CS: Fixed window opening issue when the config file doesn't exist * OpenMW-CS: Fixed skills to allow values other than 0 through 99 * OpenMW-CS: Fixed an issue with not launching when another instance was falsely detected as running * OpenMW-CS: Fixed a crash on launch when OpenMW is not installed as well * OpenMW-CS: Cleanup for the Opening Window and User Settings Window 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 - Update to upstream version 0.34.0: * 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 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 D3D11 - Drop openmw-cmake-OGRE-lib-path.patch - Drop openmw-opencs-fix-saving.patch - add openmw-opencs-fix-saving.patch and removed workaround - fix OpenCS saving ability - Update to upstream version 0.31.0: * Implemented periodic cleanup/refill * Implemented precipitation and weather particles * Implemented dialogue merging * Implemented saving missing creature state * Implemented saving fog of war state * Implemented NPCs and creatures fighting each other * Implemented murder crime * Implemented Sneak skill enhancements * Implemented item restock handling * Implemented save game levelled creature handling * Implemented modFactionReaction script instruction * Implemented animated main menu support * Implemented saving walk/run toggle state * Implemented save game naming changes * Implemented a delete button on the load game menu * Implemented using journal while in dialog * Implemented battle music while in combat * Implemented follower fast travel * Implemented disposition and distance based aggression * Fixed clouds and weather to better match vanilla Morrowind * Fixed local map not showing objects that span multiple cells * Fixed CenterOnCell behavior to better match vanilla Morrowind * Fixed local and world map display issues * Fixed water being luminescent at night * Fixed launcher not supporting non-latin paths on Windows * Fixed background tracks repeating * Fixed door animation behavior when leaving a cell * Fixed disabled stronghold statics showing on the world map * Fixed excessive vram usage after extended play * Fixed dead body collision behavior * Fixed several character creation issues * Fixed various issues with jumping * Fixed delay on reflection effects * Fixed being able to interact with the world during Wait/Rest dialog * Fixed being able to drop items inside walls and ceilings * Fixed corpses changing orientation when re-entering a cell * Fixed several footstep sound issues * Fixed several dialog link issues * Fixed broken dialog topics in Russian version * Fixed summoned creature duration issue * Fixed crimes against hostile NPCs issue * Fixed creature run speed formula * Fixed weakness to fire not working with fire damage in the same spell * Fixed NPCs killing each other while attacking the player * Fixed Bittercup script not working on 'Take' option * Fixed case sensitivity for .bsa files * Fixed crash when loading a save after being killed * Fixed jumping not being disabled when showing message boxes * Fixed binding keys to uncommon characters * Fixed container selection changing based on mouse pointer position * Fixed a load/save issue with dynamic records * Fixed double paste into console * Fixed crash with D3D9 shaders * Fixed incorrect slope climb allowing the player to skip chargen * Fixed slaughterfish detecting player when player is out of the water * Fixed error when loading Animated Morrowind * Fixed NPC footsteps persisting after killing a moving NPC * Fixed previously equipped items not shown as unequipped after attemping to sell them * Fixed actors ignoring vertical axis when deciding to attack * Fixed blank toggle option for shadows in options menu * Fixed Ashlands being visible during new game loading process * Fixed guards prompting with punishment options after player resists arrest with another guard * Fixed a gate activation in TR * Fixed dependent files not getting disabled in launcher when parent is disabled * Fixed several code fragments * Fixed incorrect voice type playing on sleep interrupt * Fixed save games not showing in menu in certain cases * Fixed lights without a model not working * Fixed Animation Compilation mod not working properly * Fixed third party SL_Pick01.nif not working * Fixed being unable to exit dialog after stealing in front of Sellus Gravius * Fixed installs to /usr/local not working * Fixed failure to load save if one of the content files is disabled * Fixed crash on loading Siege at Firemoth * Fixed Arkngthand door not opening * Fixed Segfault when modifying view distance in options * Fixed apostrophe and dash characters not displaying in French version * Fixed display issue with icon background for magic items * Fixed display issue with coin icon on level up dialog * Fixed Alt+F4 not working in Windows * Fixed changing ring behavior * Fixed robes hiding pauldrons * Fixed button orientation on some shrine dialogs * Fixed items floating in the air when dropped onto corpses * Fixed forearms not rendering on Argonian females * Fixed alchemy allowing making potions from two of the same item * Fixed Max Sale button behavior * Fixed rest until healed for characters with stunted magicka * Fixed empty travel window displaying during new game sequence * Fixed save game permission issue * Fixed crash when loading The Underground 2 mod * Fixed ignoring additional splash screens * Fixed perpetual save load issue * Fixed error with Skyrim: Home of the Nords * Fixed many script instruction behaviors * Fixed read skill books not being saved in save game * Fixed unusable items being able to get bound to hotkeys * Fixed text variables in journal topic list * Fixed repeating swings on friendly NPC counting as additional crimes * Fixed lack of punishment for stealing priceless items * Fixed door marker at Jobasha's Rare Books spawning PC in the air * Fixed topic selection menu to be wider * Fixed items dropped on rug being inaccessible * Fixed crime for dropping and taking looted items * Fixed location of dropped arrows and bolts * Fixed security trainers offering acrobatics instead * Fixed punishment dialog displaying instead of load when killed by a guard * Fixed script error in SkipTutorial * Fixed bad lighting when using morrowind.ini generated by MGE * Fixed mobile Heart of Lorkan * Fixed keybindings not saving * Fixed apathetic Dura Gra-Bol * Fixed Morrowind Patch preventing interior cell load * Fixed item value on tooltip * Fixed death count not storing in savegame * Fixed submerged portion of weapon not rendering when partially submerged * Fixed enemies attacking while dying * Fixed ESM error with INFO * Fixed projectiles shot at player ending up in inventory * Fixed monsters respawning on top of each other * Fixed dialog box opening on follower NPC when NPC is dead or game is paused * Fixed floating paralyzed cliffracers * Fixed message boxes not clearing when loading a different save game * Fixed underwater sound sometimes playing when transitioning from an interior * Fixed spell projectiles not colliding with water surface * Fixed console error message when information is refused by an NPC * Fixed being unable to remove arrow during Bloodmoon: The Ritual of Beasts quest * Fixed being unable to talk to Carnius Magius in Bloodmoon * Fixed crash when attempting to play a non-music file * Fixed world map not being centered on player in certain cases * Fixed arrow behavior in wait/rest dialog * Fixed kills not filling werewolf hunger * Fixed detect life behavior while a werewolf * Fixed crash during The Shrine of the Dead mission in Tribunal * Fixed selected text background color in the console * Fixed handling extra arguments given to script instructions * Fixed NPCs taunting after they are dead in An Assassionation Attempt quest * Fixed game halt when attacked by Centurion Archers * Fixed quest journal when completing The Missing Hand quest * Fixed several issues with the Dome of Serlyn * Fixed bounty being calculated from actual item value instead of highest value * Fixed terrain turning invisible on top of Red Mountain * Fixed steam appearance in Cave of the Hidden Music quest * Fixed display issues when picking up a stack of items, holding enter, and moving the mouse * Fixed Draugr and Riekling attacks * Fixed Bonewolf animation * Fixed particle effects being paralyzed when the player is paralyzed * Fixed Crimson Plague quest not updating when Gedna Relvel is killed * Fixed failed save game when saving in Old Mournhold: Forgotten Sewer * Fixed segfault when making Drain/Fortify Skill spells * Fixed case where game wouldn't switch to fullscreen * Fixed Morrowind Rebirth duplicate objects/vanilla objects not being removed * Fixed case where paralysis and switching view modes would prevent death notification * Fixed an alt+tab segfault * Various code maintenace and cleanup * OpenCS: Implemented object rendering in cells * OpenCS: Implemented configuration setup * OpenCS: Implemented threaded loading * OpenCS: Implemented cell record saving * OpenCS: Implemented body part table * OpenCS: Implemented enchantment effect table * OpenCS: Implemented deleting referenceables * OpenCS: Fixed Combat/Magic/Stealth values for creatures are not displayed * OpenCS: Fixed segfault after 'new' or 'load' * OpenCS: Fixed deleting Record Filter line not reseting the filter * OpenCS: Fixed crash when drag and dropping text * OpenCS: Fixed bogus filter being created when dragging multiple records to the filter bar of a non-applicable table Known Issues: * Switching from fullscreen to windowed mode on Windows 7 or 8.1 while using the D3D9 renderer causes a crash Was this fixed? * Bug #1567: Editor: Deleting of referenceables does not work - Known issue: OpenCS saving project doesn't work - Add docs and opencs content editor to spec - Update to upstream version 0.30.0: * Implemented Ranged Combat * Implemented Sneaking Skill icon * Implemented Crime and Punishment * Implemented correct trader gold handling * Implemented AIFollow package on summoned creatures * Implemented run stance in the AIFollow package * Implemented all NPCs in the area attacking the player when the player attacks one * Implemented terrain threading * Implemented correct GUI save/load progress bars * Implemented saving the weather state in save games * Implemented class creation form remembering previous changes * Implemented quicksave, quickload, and autosave * Implemented deleting saves * Implemented bribe gold being placed into the NPCs inventory * Implemented saving quick key bindings * Implemented NPCs returning to their default position after pursuing the player for a crime * Implemented vertical axis navigation for flying and swimming creatures * Implemented functionality for NPCs to evade each other when walking around * Fixed extreme shaking that could occur during cell transitions while moving * Fixed crash when a non-existent content file is added to openmw.cfg * Fixed OpenMW allowing resting/using a bed while in combat * Fixed crime punishment in the Census and Excise Office at the start of a new game * Fixed evidence chests not re-locking after new evidence is put in them * Fixed NPCs still attacking after punishment is served * Fixed taking items from a corpse being considered a crime * Fixed some creatures not being able to get close enough to attack * Fixed dead creatures dying again each time the player enters the cell * Fixed input manager state not being handled correctly when loading a save * Fixed crash when trying to get LOS of disabled NPC * Fixed incorrect inventory behavior before inventory is activated in a new game * Fixed NPCs not equipping torches in dark interiors * Fixed mouse wheel scrolling too fast in race selection * Fixed doors being blocked by NPCs * Fixed repair/charge indicators not updating * Fixed scribs not defending themselves * Fixed creatures life bar not always being empty when they are dead * Fixed creature and hand to hand attacks not increasing armor skill * Fixed undead and mechanical creatures bleeding red blood * Fixed Tarhiel never falling * Fixed script variables not being saved * Fixed custom class names not being handled properly in save games * Fixed NPCs stuttering when walking indoors * Fixed menu appearing when trying to skip intro movie * Fixed NPCs getting stuck when they run into each other * Fixed health bar showing permanently when running BTB-Settings * Fixed guard killing PC when Khajiit race is selected when running BTB-Character * Fixed HUD weapon icon showing a fist after loading a save, when a weapon is equipped * Fixed guild rank not showing in dialogue * Fixed flash of blue when sneaking and opening a container or the inventory * Fixed incorrect level-up class image when using a custom class * Fixed mis-aligned buttons on quit menu * Fixed an NPC stuck hovering in a jumping animation * Fixed crash when loading the Big City esm file. * Fixed mis-aligned dialogue topic list when scrolling * Fixed certain faction memberships not storing in saved games * Fixed pasting text always inserting at the end of a text box, instead of at the cursor * Fixed conversation loop when asking about "specific place" in Vivec * Fixed Caius not leaving at the start of the "Mehra Milo and the Lost Prophecies" quest * Fixed map markers not being saved in save games * Fixed "ring_keley" causing exception * Fixed open dialogues not being closed when loading a game * Fixed some collision geometry cleanup * Fixed a special case script instruction for the Athyn Sarethi mission * Fixed an improper handling of a special NIF format case that caused problems with the Pluginless Khajiit Head Pack * OpenCS: Implemented region map context menu * OpenCS: Implemented region map drag & drop * OpenCS: Implemented scene subview drop * OpenCS: Implemented preview subview * OpenCS: Implemented OGRE integration * OpenCS: Implemented Dialogue Sub-Views * OpenCS: Implemented lighting modes * OpenCS: Implemented different camera navigation modes * OpenCS: Refactored user settings * OpenCS: Fixed failure when dropping a region into the filter of a cell subview * OpenCS: Fixed exception when loading files Known Issues: * Character generation can be skipped * Some items can be stolen without raising an alarm * Sound may be disabled on videos in Windows - Update to upstream version 0.22.0: * Implemented Active Spell Icons * Implemented walking, running, and swimming animation * Implemented support for ESPs and multiple ESMs * Implemented proper collision shapes for NPCs and creatures * Implemented lights that behave more like vanilla Morrowind * Implemented importing BSA files as part of the settings imported by the config importer * Implemented zoom in vanity mode * Implemented potion/ingredient effect stacking * Implemented object movement between cells * Implemented closing message boxes by pressing the activation key * Implemented random persuasion responses * Implemented closing message boxes when enter is pressed * Use rendered object shape for physics raycasts * Improved the race selection preview camera * Class and Birthsign menus options are now preselected * Disabled dialog window until character creation is finished * Decoupled water animation speed from timescale * Changed underwater rendering to more closely resemble vanilla Morrowind * Hid potion effects until discovered * Finished class selection-dialogue * Re-factored Launcher ESX selector into a re-usable component * Various fixes and implementations for the script compiler * Fix for a keyboard repeat rate issue * Fix for errant character outline on water in 3rd person * Fix for duplicate player collision model at origin * Fix for dialogue list jumping when a topic is clicked * Fix to prevent attributes/skills going below zero * Fix for global variables of type short being read incorrectly * Fix for collision and tooltip on invisible meshes * Fix for CG showing in Options when it is not available * Fix for crash when Alt-tabbing with the console open * Fix for pick up sound playing when object cannot be picked up * Fix for moving left or right canceling auto-move * Fix for gender being swapped (woops!) * Fix for footless guards * Fix for waterfalls not rendering at a certain distance * Fix for crash in “Mournhold, Royal Palace” * Fix for not finding non-DDS textures * Fix for some meshes being invisible from above water in Bloodmoon * Fix for Messagebox causing assert to fail * Fixes for Launcher file path selection * Fixes for missing/incorrect UI graphical elements * Fixes for various transparency rendering issues * Fixes fo various character generation UI issues * Fixes for config import in Launcher * Fixes for various new issues discovered when handling mod content * Various code cleanup - Update to upstream version 0.21.0: * Various dialogue, trading, and disposition fixes and improvements * Torch flickering improved to better match vanilla Morrowind * Fix for attribute fluctuation when infected with Ash Woe Blight * Adjusted activation range to better match vanilla Morrowind * Fixes for the Journal UI * Fixed crash caused by Golden Saint models * Fix for beast races being able to wear shoes * Fix for background music not playing * Fix for meshes without certain node names not being loaded * Fix for incorrect terrain shape on inital cell load * Fix for MWGui::InventoryWindow creating a duplicate player actor at the origin * Added video playback * Added support for escape sequences in message box and dialogue text * Added AI related script functions, note that AI is not functional yet * Implemented fallbacks for necessary ini values in the importer, unused in OpenMW as of yet * Implemented execution of scripts of objects in containers/inventories in active cells * Cell loading performance improvements * Removed broken GMST contamination fixing mechanism Known Issues: * No sound when playing videos on OS X * Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround) * Launcher crash on OS X < 10.8 - Update to upstream version 0.20.0: * Implemented all missing dialogue filters * Implemented Mercantile skill * Implemented Persuasion dialogue * Initial implementation of AI package classes * Implemented 2nd layer for Global map * Implemented Animation pausing while game is paused * Implemented Player race now changes visually during character creation * Fixed Cell reloading when using teleport doors that link to the same cell * Fixed “0 a.m.” to display as “12 a.m.” * Fixed text persisting in the “name” field of the potion/spell creation window * Fixed starting date of new games * Fixed console window close behavior * Fixed container window formatting to better accommodate long item names * Fixed some topics not automatically being added to the known topic list * Fixed auto-move working despite DisablePlayerControls being set * Fixed rest dialogue opening again after resting * Fixed double removal of ingredients when creating potions * Various engine code and scripting improvements Known Issues: * Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround) * The disposition implementation is severely broken and will give wrong numbers in many cases * Entering a cell containing a Golden Saint model will crash the game * A journal regression causes journal updates to not display correctly - Update to upstream version 0.18.0: * Implemented Level-Up dialog * Implemented Hide Marker, fixes big black blocks * Implemented Hotkey dialog * Implemented Keyboard and Mouse bindings, input system rewritten * Implemented Spell Buying Window * Added support for handling resources across multiple data directories * Implemented Object Movement/Creation script instructions * Initial AI framework implemented * Implemented eating Ingredients * Implemented Door markers on the local map * Implemented using Keys to open doors/containers * Implemented Loading screens * Implemented Inventory avatar image and race selection head preview (note that only default Dunmer male displays at the moment) * Fixed the size of Preferences menu buttons * Fixed Hand-to-hand always being 100 * Fixes for NPC and character animation * Fix for sound coordinates * Fix for exception when drinking self-made potions * Fix for clothes showing up in 1st person * Fix for weird character on door tooltips * Collision fixes * Fix for “onOfferButtonClicked” crash Known Issues: * The launcher can crash on OS X versions < 10.8, this will be fixed in version 0.19.0 * “Shaking screen effect” can occur on cell change - added .rpmlintrc file to skip "devel-files-in-no-devel-package" - now game should be run from wrappers: openmw.sh and omwlauncher.sh - Update to upstream version 0.17.0: * Fixes for physics shapes and dark textures * Fix for character normals * Fix for laggy input on OS X * Added support for objects crossing cell borders * Re-implemented dropping items * Implemented a Main Menu * Implemented Camera Modes and proper Player control * Added support for object rotation and scaling * Fix for NIF material sharing * Implemented potion usage * Implemented skill gain backend * Implemented Drain/Fortigy dynamic Stats/Attributes magic effects * Fix for various crashes and errors * Fixes for memory leaks * Various improvements for console scripts * Various code cleanup and improvements Known Issues: * Activating a bed can lock up the game * There is a minor memory leak that will be fixed in 0.18.0 - Initial package creation
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