OpenMW 0.42.0 Released! 2017-08-01 - raevol

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

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