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- 0:00:02.020,0:00:03.040
- Hello again!
- 0:00:03.040,0:00:08.190
- The OpenMW team is proud to announce the release
- of v0.29.0!
- 0:00:08.190,0:00:12.449
- Keep in mind that before we hit v1.0, which
- will be a fully-playable replacement
- 0:00:12.449,0:00:16.609
- for the original engine of The Elder Scrolls
- III: Morrowind, most of the engine-related
- 0:00:16.609,0:00:19.120
- changes
- you'll see are re-implementations of features
- 0:00:19.120,0:00:22.280
- found in vanilla Morrowind. With that out
- of the way,
- 0:00:22.280,0:00:25.960
- let's have a look at some of what's new in
- this release.
- 0:00:25.960,0:00:32.960
- The AI instructions AIFollow and AIFollowCell
- have been implemented,
- 0:00:33.289,0:00:37.579
- so we can now tell NPCs to follow the Player
- or another NPC --
- 0:00:37.579,0:00:44.579
- either indefinitely or to some predefined
- location.
- 0:00:50.640,0:00:57.640
- The instruction AIActivate has been implemented.
- So, NPCs can now activate interactive objects
- 0:01:05.420,0:01:12.420
- - meaning they can open doors and stuff.
- 0:01:49.240,0:01:54.039
- Perhaps the most groundbreaking feature of
- this release is game saving and loading.
- 0:01:54.039,0:01:57.990
- Some of you have expressed that the previous
- absence of this feature was the only barrier
- 0:01:57.990,0:02:03.639
- for you to downloading OpenMW and testing
- it out. You no longer have an excuse!
- 0:02:03.639,0:02:07.039
- This feature is not quite complete, so some
- game state is still dropped.
- 0:02:07.039,0:02:12.890
- I want to stress that the save file format
- will probably not be finalized until v1.0.
- 0:02:12.890,0:02:17.800
- This means that any save files you make before
- v1.0 could become incompatible with the next
- 0:02:17.800,0:02:20.840
- release.
- In the meantime, this is still a huge step
- 0:02:20.840,0:02:23.660
- forward and makes testing
- and playing around with the engine in its
- 0:02:23.660,0:02:30.660
- current state much less tedious.
- 0:02:44.360,0:02:51.360
- Player Death is now handled appropriately.
- Some of you will be using this one quite alot.
- 0:02:53.340,0:02:56.840
- Some more combat-related AI instructions have
- been implemented.
- 0:02:56.840,0:02:59.790
- This means that NPCs are better at things
- like target acquisition,
- 0:02:59.790,0:03:04.640
- knowing when to attack, when to defend themselves,
- and when to stop attacking after they've killed
- 0:03:04.640,0:03:11.640
- their target.
- 0:03:19.000,0:03:23.750
- Combat AI is now implemented for creatures.
- This is a welcome change as having been ignored
- 0:03:23.750,0:03:30.750
- by Morrowind's wildlife just didn't feel right
- at all.
- 0:03:32.530,0:03:39.530
- OpenMW now handles leveled creature spawns.
- This means there's more wildlife roaming around
- 0:03:42.990,0:03:49.990
- now, including cliff racers.
- Hooray cliff racers!
- 0:03:55.040,0:04:00.040
- The little blood splat animations that play
- during melee combat when a successful blow
- 0:04:00.040,0:04:07.040
- is dealt are now working.
- 0:04:10.560,0:04:15.290
- Knockdown has been implemented so that the
- Player, NPCs, and creatures sometimes collapse
- 0:04:15.290,0:04:17.750
- to the ground
- when they sustain a grievous injury like a
- 0:04:17.750,0:04:24.750
- fall from great height or a blow from a heavy
- weapon.
- 0:04:27.460,0:04:34.460
- Creatures, such as Golden Saints, Rieklings,
- and Goblins that carry weapons or shields
- 0:04:38.289,0:04:45.289
- can now equip
- and use them.
- 0:05:01.810,0:05:06.960
- Area Effect magic is now implemented. Feel
- free to burninate the countryside at your
- 0:05:06.960,0:05:10.039
- discretion.
- Almost all magic effects have been implemented
- 0:05:10.039,0:05:17.039
- at this point so go crazy.
- 0:05:22.389,0:05:29.389
- Blocking during melee combat has been implemented.
- 0:05:38.020,0:05:42.389
- Disease contraction is now implemented.
- The Player can now catch all manner of common
- 0:05:42.389,0:05:49.389
- and blight disease from coming into contact
- with infected hosts.
- 0:06:04.449,0:06:09.319
- In Morrowind, certain spells are granted automatically
- to the Player if the assign any magic skills
- 0:06:09.319,0:06:11.839
- to their major skill set when they choose or
- 0:06:11.839,0:06:16.580
- create a class during character creation.
- These spells are now given out correctly in
- 0:06:16.580,0:06:20.349
- OpenMW.
- 0:06:20.349,0:06:24.219
- Some objects have scripts bound to them that
- are meant to be executed when they are equipped
- 0:06:24.219,0:06:27.300
- by the Player.
- An example of this sort of object would be
- 0:06:27.300,0:06:32.389
- the sealed treasury report given by Edryno
- Arethi for the Bank Courier quest.
- 0:06:32.389,0:06:36.599
- If the Player reads this report from their
- inventory, a script marks the report seal
- 0:06:36.599,0:06:39.759
- as 'broken',
- which obviously causes some negative consequences
- 0:06:39.759,0:06:42.960
- for the Player.
- Anyway, these scripts are now executed upon
- 0:06:42.960,0:06:49.289
- such items being equipped by the Player in
- OpenMW.
- 0:06:49.289,0:06:56.289
- There have been several improvements to our
- implementation of the Journal.
- 0:07:00.169,0:07:04.710
- Quest names are now shown in the quest index
- and the quest index can now filter out quests
- 0:07:04.710,0:07:09.180
- that the Player has already completed.
- The topic view now shows the name of any NPC
- 0:07:09.180,0:07:16.180
- who spoke about a particular topic.
- 0:07:17.479,0:07:24.479
- OpenCS has been making progress as well.
- I'll just mention a couple of new features
- 0:07:27.129,0:07:29.889
- in this video.
- But, dig around on our website if you want
- 0:07:29.889,0:07:36.889
- to get a better feel for everything that is
- going on with our editor.
- 0:07:37.139,0:07:41.479
- There is now a record cloning features that
- allows the user to duplicate a selected record.
- 0:07:41.479,0:07:48.479
- A unique ID for this record is given by the
- user.
- 0:07:49.879,0:07:56.879
- OpenCS now has drag and drop functionality.
- For example, you can drag a race record onto
- 0:08:00.860,0:08:05.580
- an NPC record from the referenceables table
- to change the race of that NPC.
- 0:08:05.580,0:08:09.849
- This functionality enhances the filter system
- that has been mentioned in the past.
- 0:08:09.849,0:08:13.680
- By the way, there is now a filter table with
- a default set of filters that you can add
- 0:08:13.680,0:08:16.869
- to for any
- project-specific filters that you find yourself
- 0:08:16.869,0:08:20.729
- tying in often.
- Anyway, you can create complex filters via
- 0:08:20.729,0:08:24.439
- drag and drop.
- For example, say you wanted to view only NPCs
- 0:08:24.439,0:08:29.020
- affiliated with imperial factions.
- Just select all of the imperial factions from
- 0:08:29.020,0:08:32.719
- the factions table and drag them to filter
- bar in the the referenceables table.
- 0:08:32.719,0:08:37.900
- Unfortunately, this feature currently seems
- to be broken on the Windows operating system.
- 0:08:37.900,0:08:44.900
- So, sorry about that. We'll fix it as soon
- as we can.
- 0:08:49.110,0:08:52.440
- Version and build information is now displayed
- in the launcher.
- 0:08:52.440,0:08:55.460
- This makes it easy to always know what version
- of OpenMW you are running
- 0:08:55.460,0:08:58.900
- and might be a nice piece of information to
- include in any bug reports that you are
- 0:08:58.900,0:09:05.900
- awesome enough to have made an account on
- our issue tracker to submit.
- 0:09:06.700,0:09:09.190
- That's all for now.
- Keep in mind that I don't go through every
- 0:09:09.190,0:09:13.270
- change to the codebase in these videos.
- If you're interested, please view the full
- 0:09:13.270,0:09:18.640
- release announcement on our website, openmw.org,
- where you can find our blog, forums, and so on.
- 0:09:18.640,0:09:25.640
- Until next time, thanks for watching.
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