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OpenMW v0.24.0 English Captions

Jun 4th, 2013
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  1. 0:00:01.929,0:00:03.190
  2. Hello again.
  3.  
  4. 0:00:03.190,0:00:07.649
  5. The OpenMW team has released v0.24.0.
  6.  
  7. 0:00:07.649,0:00:11.680
  8. This release brings several features that push OpenMW much further in terms of
  9.  
  10. 0:00:11.680,0:00:15.919
  11. playability; so let's have a look at what's new.
  12.  
  13. 0:00:15.919,0:00:19.550
  14. The in-game menu now gives the option to start a new game.
  15.  
  16. 0:00:19.550,0:00:22.300
  17. This is, of course, an option given by vanilla Morrowind
  18.  
  19. 0:00:22.300,0:00:25.669
  20. and makes it much less tedious to properly start a new game.
  21.  
  22. 0:00:25.669,0:00:31.539
  23. For now, OpenMW will continue to initially start up in the cell "Beshara" for testing purposes.
  24.  
  25. 0:00:31.539,0:00:34.579
  26. But, by v1.0, the main menu with options to start a new game
  27.  
  28. 0:00:34.579,0:00:41.579
  29. or load a previous saved game will be shown on startup.
  30.  
  31. 0:00:41.890,0:00:44.000
  32. The "Athletics" skill has been implemented,
  33.  
  34. 0:00:44.000,0:00:48.309
  35. which is useful since Vvardenfell's fast travel services don't always go all the
  36.  
  37. 0:00:48.309,0:00:53.390
  38. way to the remote locations where an adventurer's quests may take them.
  39.  
  40. 0:00:53.390,0:00:56.890
  41. The "Escort" AI packages have been implemented.
  42.  
  43. 0:00:56.890,0:01:01.370
  44. These are used when an NPC escorts the Player to a predetermined location.
  45.  
  46. 0:01:01.370,0:01:08.100
  47. The Player must follow the NPC, and the NPC will wait when the Player strays too far away from them.
  48.  
  49. 0:01:08.100,0:01:13.710
  50. One of the more prominent missing features impeding playability has been added in this version.
  51.  
  52. 0:01:13.710,0:01:17.440
  53. The Player may now open interior doors and simply walk through them rather than
  54.  
  55. 0:01:17.440,0:01:21.860
  56. having to disable collision and float through them like the ghost of Nerevar.
  57.  
  58. 0:01:21.860,0:01:26.490
  59. Now once our characters can kill other living creatures with their own in-game hands,
  60.  
  61. 0:01:26.490,0:01:28.990
  62. rather than with the console,
  63.  
  64. 0:01:28.990,0:01:34.910
  65. we'll be pretty close to playing a legitimate game of Morrowind with our new engine.
  66.  
  67. 0:01:34.910,0:01:45.230
  68. When in dialog with an NPC, topic links and reply choices are now highlighted on mouse-over.
  69.  
  70. 0:01:45.230,0:01:49.390
  71. Journal entries now have the correct titles are marked with a time-stamp.
  72.  
  73. 0:01:49.390,0:01:56.390
  74. Also, the questline and topic indices have been added.
  75.  
  76. 0:02:04.770,0:02:08.090
  77. Several trading enhancements have been made in this release.
  78.  
  79. 0:02:08.090,0:02:12.150
  80. NPCs will now sell items in containers that belong to them, and certain
  81.  
  82. 0:02:12.150,0:02:16.319
  83. NPCs will refuse service to the Player under particular circumstances.
  84.  
  85. 0:02:16.319,0:02:20.139
  86. For example, when the Player is below the rank needed to access services provided by a member of a guild
  87.  
  88. 0:02:20.139,0:02:27.139
  89. that they belong to.
  90.  
  91. 0:02:29.479,0:02:33.729
  92. The magical effects of "Blind" and "Night-Eye" have been implemented so that the Player can
  93.  
  94. 0:02:33.729,0:02:36.779
  95. make it a little easier for itself to see in the dark
  96.  
  97. 0:02:36.779,0:02:40.189
  98. or a little harder for its enemies to see it all.
  99.  
  100. 0:02:40.189,0:02:43.839
  101. Or if you like, you can don the "Boots of Blinding Speed" and blind yourself
  102.  
  103. 0:02:43.839,0:02:50.839
  104. ... and be fast!
  105.  
  106. 0:02:51.180,0:02:55.069
  107. There are some corpses in Morrowind that are meant to be persistent and so one
  108.  
  109. 0:02:55.069,0:02:56.999
  110. should not be able to dispose of them
  111.  
  112. 0:02:56.999,0:02:59.249
  113. as they could most other corpses.
  114.  
  115. 0:02:59.249,0:03:03.529
  116. OpenMW now recognizes and respects this feature.
  117.  
  118. 0:03:03.529,0:03:08.369
  119. Animation layering is now implemented in OpenMW's animation systems.
  120.  
  121. 0:03:08.369,0:03:12.029
  122. This allows the Player and NPCs to do more than just move around and
  123.  
  124. 0:03:12.029,0:03:14.279
  125. play idle animations.
  126.  
  127. 0:03:14.279,0:03:18.809
  128. OpenMW now renders equipped tools, weapons, and shields and the Player may
  129.  
  130. 0:03:18.809,0:03:23.279
  131. now assume the ready positions for combat and using magic.
  132.  
  133. 0:03:23.279,0:03:27.989
  134. Actual combat and spell-casting are yet to be implemented, so unfortunately one
  135.  
  136. 0:03:27.989,0:03:32.019
  137. cannot swing their trusty blade around or cast their favorite spells.
  138.  
  139. 0:03:32.019,0:03:35.849
  140. However, the "Security" skill is fully implemented in this version,
  141.  
  142. 0:03:35.849,0:03:40.259
  143. so feel free to pick locks and disarm traps until your heart's content.
  144.  
  145. 0:03:40.259,0:03:47.259
  146. Currently, these animations only play in the third-person view.
  147.  
  148. 0:03:47.789,0:03:49.209
  149. And that's it for now.
  150.  
  151. 0:03:49.209,0:03:53.179
  152. As you can see, the project continues to move forward at a steady pace,
  153.  
  154. 0:03:53.179,0:03:57.649
  155. so keep looking for future updates and we'll report more progress soon.
  156.  
  157. 0:03:57.649,0:03:59.150
  158. As always, thanks for watching.
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