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Name: openmw | Distribution: SUSE Linux Enterprise 15 SP3 |
Version: 0.45+git.20200318 | Vendor: openSUSE |
Release: bp153.1.27 | Build date: Sat Apr 24 07:02:00 2021 |
Group: Amusements/Games/RPG | Build host: obs-arm-3 |
Size: 32115181 | Source RPM: openmw-0.45+git.20200318-bp153.1.27.src.rpm |
Packager: https://bugs.opensuse.org | |
Url: https://www.openmw.org | |
Summary: Reimplementation of The Elder Scrolls III: Morrowind |
OpenMW is a new and modern engine based on the one that runs the 2002 open-world RPG Morrowind. The engine (OpenMW) will come with its own editor (OpenCS) which will allow the user to edit or create their own games. Both OpenCS and OpenMW are written from scratch and aren’t made to support any third party programs the original Morrowind engine uses to improve its functionality. To give you a better idea of what this project is about, here are some of the aims for the future of the OpenMW engine: * Be a full-featured reimplementation of the Morrowind engine. * Run natively on Windows, Linux and MacOS X. * Support all existing content, including Tribunal, Bloodmoon and all user created mods (in case they don’t use external programs). * Allow much greater modability: change game rules, create new spell effects, etc. through scripting. * Fix system design bugs, like save-game “doubling” problem. * Improve the interface and journal system. * Improved graphics by taking advantage of more modern hardware. * Support to improve game mechanics, physics, combat and AI. * (Possibly) Support to implement multiplayer * (Possibly) Support to run on mobile devices. NOTE(!!!): Playing Morrowind with this engine STILL REQUIRES one to own the Morrowind data files. OpenCS will support the editing of all OpenMW features. We aim for the editor to stay fully up-to-date with the corresponding OpenMW version, allowing the user to edit any newly implemented features. Post v1.0 features are going to be the use of OpenCS as a debugging tool for OpenMW content and the support for editor plugins. These are files that add to the editor code, improving its functionality to allow it to have some nice extras. The OpenCS is not based on the editing tool which came with the original Morrowind game, it is a program made by modders for modders. Important properties of the OpenCS are: * non-blocking * multi-threaded * multi-document support * multi-view support * high scalability * customisable GUI
GPL-3.0-only AND MIT
* Sat May 02 2020 Carsten Ziepke <kieltux@gmail.com> - Update to version 0.45+git.20200318: * Do not write empty trade time * Support for radial fog (feature #4708) * Cleanup ownership for items in containers * Do not use dynamic casts when using ObjectState * Compare revisions by equality to support overflow * Support recast mesh rendering * Accept an extra numerical argument in GetItemCount - Update to git fixes building with OpenSceneGraph 3.6.5 - Added _service file to download fromt github - Added libboost_iostreams-devel to BuildRequires * Wed Jan 29 2020 Cristian Rodríguez <crrodriguez@opensuse.org> - Build with -fvisibility=hidden, generates better and ~3MB smaller executables. * Fri Jul 12 2019 Michel Normand <normand@linux.vnet.ibm.com> - update _constraints for PowerPC that needs more than 4.6G disk * Sun Jun 23 2019 Maximilian Trummer <opensuse@trummer.xyz> - 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 * Mon Jul 30 2018 mimi.vx@gmail.com - update to 0.44.0 - drop qt_5_11-cmake.patch * Spell search bar implemented * Launcher: Advanced settings tab added * Implemented option for fast travel services to charge for every companion * Added an option to have multiple quicksaves * Added an option to rebalance soul gem values based only on soul value, not soul times gem value * OpenMW-CS: Terrain Texture Brush button implemented * OpenMW-CS: Edit functions for terrain texture editing mode implemented * OpenMW-CS: New, and more complete, icon set added * Daedra are now summoned when picking up cursed items through the inventory, OnActivate is now triggered even with the inventory menu open * Similar glyphs are now used as fallbacks when unsupported glyphs are encountered * Magic effects active when a save is loaded are now rendered * Journal alphabetical indexing now works in Russian language versions * Declaring OnPCHitMe in an actor’s script now prevents the actor from attacking, even in self-defense, if his Fight is equal to zero * Content selector now places Morrowind.esm at the beginning of the mod list, if it is present * Undefined weather settings now fallback to middle grey instead of pure black * Mods are now found if the mod directory is a parent of the installation directory * Flying and swimming creatures no longer use the pathgrid * SetPos no longer skips weather transitions, fixing transitions in mods that use SetPos to travel the player, such as Boats Mod * ESM files with capital-case extensions now load correctly with the launcher * Fixed an issue where NPCs could get stuck inside terrain/objects when the player rests * Combat music is now updated in menu mode * Extraneous carriage returns are cut from dialog output * SetPos can no longer place the target under terrain level * Fixed an issue where casting Calm Humanoid on a guard the player is resisting arrest from caused a dialog loop when trying to resist again * Enemies who are knocked out will no longer recover immediately * Imported content files are now sorted according to their dependencies, instead of just modified time * Scripts now support period and hyphen characters in the script name, as long as it is not the first character * Soul gems with trapped souls of creatures from mods that have been removed will now be empty instead of crashing the game * Swim animation is no longer interrupted when attacking underwater * An empty battle music folder now results in explore music being played in combat * Added a vanilla absorb spell behavior option, which is enabled by default * Added vanilla enchanted weaponry behavior option, which is enabled by default * Centroid interpolation is now used for shader lighting, fixing some graphical artifacts when using antialiasing * NPC base skeleton files are not longer optimized, fixes some body replacer mods * To prevent animation flickering, the landing animation is no longer played when the player is turning as they are landing * Fighting actors now face their target instead of the nearest actor * Weapon switch sound is no longer played when no different weapon is present to switch to * Guards can no longer initiate dialog with the player when the player is far above the guard * The correct graphical effect is now applied to armor and clothes when changing them while chameleoned or invisible * “Screenshot Saved” message has been removed * Attack range for NPC archers and spellcasters now more accurately matches vanilla behavior * Dialog topics are now always highlighted when first encountered * Fixed an FPS drop after minimizing the game during rainy weather * Thrown weapon projectiles now all rotate when in the air * Spell casting chance now displays as zero if the player does not have enough magicka to cast it * Fixed double activation button presses when using a gamepad * The player’s current class and birthsign is now the default value in the class select and bithsign select menus, rather than the first item in the list * Tribunal and Bloodmoon summoned creatures no longer automatically fight other followers * Player movement from one directional key is now nullified if the opposite directional key is also pressed * Wireframe mode no longer affects the map * Fixed a crash when quick loading from the container screen * Greetings are no longer added to the journal topic list * Merchant NPCs no longer sell ingredients from containers that they own that have zero capacity, such as plants * Armor condition is now taken into account when calculating armor rating * Removed unintended jump cooldown * Fixed console spam when OpenMW encounters a non-music file in the Music folder * Magic effects from eaten ingredients now have the correct duration * Arrow position is now correct in third person view during attacks for beast races * Players in god mode are no longer affected by negative spell effects * Missing ‘sAnd’ GMST no longer causes a crash * Root node transformation is no longer incorrectly discarded, fixing characters in the mod The Black Mill * The map is now updated with explored cells correctly, instead of only when the map window is opened * MessageBoxes now appear over the chargen menu * Optimizer no longer breaks LOD nodes * PlaceAtMe now correctly inherits the scale of the calling object * Resistance to magic now affects all resistable magic effects * Opening doors is now restricted to bipedal actors * Rainy weather no longer slows down the game when changing from indoors to outdoors * Meshes with CollisionType=Node flag are no longer ignored * Activate and Move keys are no longer used for GUI navigation if they are bound to mouse buttons * NPC negative faction reaction modifier now works correctly * Taking owned items is no longer considered a crime if the owner is dead * Torch and shield equipping behavior now is more consistent with the original game * Installation wizard now appends “/Data Files” if needed when autodetecting path * “Interior” removed from cell not found message * Inventory item count for very high numbers no longer shows incorrect values due to truncation * Using AddSoulgem no longer fills all sould gems of the specified type * A message is displayed if the spell a player tries to select via quickkey is missing * Inventory filter is now reset to All when loading a game * Terrain is now rendered for empty cells * OpenMW now handles marker definitions correctly, fixing mod Arktwend iniimporter no longer ignores data paths * Moving with zero strength no longer uses all of your fatigue * Camera no longer flickers when opening and closing menu while sneaking * Cursor now displays correctly when OpenMW is compiled against macOS 10.13 SDK * Item health is no longer considered a signed integer, it can no longer be negative * Adding items to currently disabled creatures will no longer crash the game * Encumbrance value is now rounded up * Werewolf health is now correctly calculated * NiLookAtController node is now ignored, like in vanilla * OpenMW-CS: “Original Creature” field renamed to “Parent Creature” * OpenMW-CS: Unchecking “Auto Calc” flag when editing an NPC record no longer causes unreasonable values to be filled in * OpenMW-CS: Fixed search and verification result tables to be case-insensitive when sorting * OpenMW-CS: “Model” column renamed to “Model/Animation” * Tue Jun 12 2018 mimi.vx@gmail.com - add new _constraints, build on x86_64 takes more than 2G ram * Mon Jun 11 2018 mimi.vx@gmail.com - add qt_5_11-cmake.patch to fix build with QT-5.11 * Sat Dec 09 2017 mimi.vx@gmail.com - fix boost BuildRequires * Mon Dec 04 2017 mimi.vx@gmail.com - update to new release 0.43.0 - see CHANGELOG.md for details * Wed Aug 02 2017 mimi.vx@gmail.com - Update to new release 0.42.0 see CHANGELOG.md for more details * Fri Dec 23 2016 mimi.vx@gmail.com - Update to new release 0.41.0 see CHANGELOG.md for more details * Mon Nov 28 2016 mimi.vx@gmail.com - Force use of Qt5 * Sat Sep 10 2016 mimi.vx@gmail.com - add OpenSceneGraph-plugins to requires -- fixes dds texture loading * Fri Sep 09 2016 mimi.vx@gmail.com - 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 * Sun Jul 10 2016 rpm@fthiessen.de - Added fix-unordered-map.patch to fix build with gcc >= 6.0 * Wed May 04 2016 rpm@fthiessen.de - Update to new release 0.39.0, for change log see CHANGELOG.md or https://github.com/OpenMW/openmw/blob/master/CHANGELOG.md * Tue Jan 26 2016 rpm@fthiessen.de - 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 * Tue Jun 09 2015 devel.suse@gmail.com - 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 * Sat May 23 2015 devel.suse@gmail.com - Change libffmpeg-devel to ffmpeg-devel in .spec file due to new dependency package name * Mon Mar 16 2015 devel.suse@gmail.com - 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) * Sat Mar 07 2015 devel.suse@gmail.com - Change datadir to /usr/share/openmw * Tue Feb 17 2015 devel.suse@gmail.com - Add /sbin/ldconfig call to .spec * Tue Feb 17 2015 devel.suse@gmail.com - Add openmw-lib-suffix.patch * Tue Feb 17 2015 devel.suse@gmail.com - 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 * Wed Jan 21 2015 devel.suse@gmail.com - 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
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Fabrice Bellet, Tue Jul 9 13:54:43 2024