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OpenMW v0.28.0 English Captions

Jan 14th, 2014
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  1. 0:00:02.950,0:00:06.160
  2. Happy New Year and welcome back!
  3.  
  4. 0:00:06.160,0:00:09.670
  5. OpenMW v0.28.0 is now available for download.
  6.  
  7. 0:00:09.670,0:00:13.160
  8. Have a look at the full change log and you'll
  9. see that this is probably the largest release
  10.  
  11. 0:00:13.160,0:00:15.259
  12. in OpenMW history.
  13.  
  14. 0:00:15.259,0:00:18.789
  15. We made a ton of progress last year and we
  16. don't expect this year to be any different.
  17.  
  18. 0:00:18.789,0:00:24.850
  19. So, let's have a look at some of what's new
  20. in this release.
  21.  
  22. 0:00:24.850,0:00:28.300
  23. Vertex Morph Animation support has been implemented.
  24.  
  25. 0:00:28.300,0:00:32.610
  26. You can see this type of animation when looking
  27. at the thorax and antennae of the Kwama Queen
  28.  
  29. 0:00:32.610,0:00:37.440
  30. as they flail about or the bodies of Netch
  31. creatures as they regulate their air sacs
  32.  
  33. 0:00:37.440,0:00:44.440
  34. or whatever it is that they do.
  35.  
  36. 0:00:49.050,0:01:01.559
  37. This also paves the way for facial animations,
  38. which are a work-in-progress at the current moment.
  39.  
  40. 0:01:01.559,0:01:08.559
  41. As you can see, lip reading is out of the
  42. question for now.
  43.  
  44. 0:01:12.009,0:01:19.009
  45. NPCs are now smart enough to save their torches
  46. for nighttime.
  47.  
  48. 0:01:35.990,0:01:41.000
  49. Between you and me, Fargoth was the last one
  50. to catch on.
  51.  
  52. 0:01:42.000,0:01:43.000
  53. Stupid Fargoth.
  54.  
  55. 0:01:44.630,0:01:48.179
  56. Combat AI is now partially implemented for
  57. NPCs.
  58.  
  59. 0:01:48.179,0:01:53.420
  60. Currently, only NPCs that are hostile by default
  61. are affected by this and will attack the player
  62.  
  63. 0:01:53.420,0:01:59.490
  64. on sight.
  65.  
  66. 0:01:59.490,0:02:03.179
  67. Those innocent people you've been hacking
  68. away at without consequence will have wait
  69.  
  70. 0:02:03.179,0:02:10.179
  71. until a future version to start defending
  72. themselves.
  73.  
  74. 0:02:13.879,0:02:18.750
  75. Combat AI has also not yet been fully implemented
  76. for creatures, so for now, they will remain
  77.  
  78. 0:02:18.750,0:02:21.200
  79. unresponsive to your attacks.
  80.  
  81. 0:02:21.200,0:02:24.439
  82. They do at least seem to know they are supposed
  83. to walk towards you.
  84.  
  85. 0:02:24.439,0:02:27.439
  86. They just can't build up the courage to attack
  87. once they get there.
  88.  
  89. 0:02:27.439,0:02:34.439
  90. It's kind of adorable. Or creepy, I'm not
  91. sure.
  92.  
  93. 0:02:35.370,0:02:37.879
  94. Vampirism is now implemented.
  95.  
  96. 0:02:37.879,0:02:42.219
  97. Disease contraction is not implemented, so
  98. the player cannot actually catch the disease,
  99.  
  100. 0:02:42.219,0:02:47.439
  101. Porphyric Hemophilia, that causes the condition
  102. from coming into contact with a vampire.
  103.  
  104. 0:02:47.439,0:02:52.060
  105. Until this situation is resolved, you can
  106. use this urn in the debugging cell "toddtest"
  107.  
  108. 0:02:52.060,0:02:59.060
  109. to give yourself the initial condition, if
  110. you wanna try it out.
  111.  
  112. 0:03:00.980,0:03:05.579
  113. Spell Casting and the accompanying visual
  114. effects have been implemented in this release.
  115.  
  116. 0:03:05.579,0:03:10.659
  117. The player may now use Self Targeted, Touch
  118. Targeted, and Ranged Magic as they please.
  119.  
  120. 0:03:10.659,0:03:15.000
  121. NPCs can technically cast spells as well,
  122. but the AI that would cause them to do so
  123.  
  124. 0:03:15.000,0:03:16.280
  125. has not yet been implemented.
  126.  
  127. 0:03:16.280,0:03:20.120
  128. So, don't expect to see them doing so until
  129. at least the next release.
  130.  
  131. 0:03:20.120,0:03:24.489
  132. Also, a metric fun ton of Magical Effects
  133. were added in this release.
  134.  
  135. 0:03:24.489,0:03:30.260
  136. I won't list them all, but about 70% of all
  137. vanilla magic has been implemented as of now.
  138.  
  139. 0:03:30.260,0:03:34.329
  140. Additionally, many more effects are already
  141. done or close to being done and well be included
  142.  
  143. 0:03:34.329,0:03:41.329
  144. in the next release.
  145.  
  146. 0:03:53.930,0:04:00.420
  147. Enchanted items are now given a distinctive
  148. glow, just as in vanilla Morrowind.
  149.  
  150. 0:04:00.420,0:04:04.499
  151. The player may now recharge their enchanted
  152. equipment using any soul gem that contains
  153.  
  154. 0:04:04.499,0:04:08.000
  155. the trapped soul of some unfortunate creature
  156. they met in their travels.
  157.  
  158. 0:04:08.000,0:04:10.000
  159. Delightful.
  160.  
  161. 0:04:11.599,0:04:15.749
  162. On the OpenCS side of things, a few more record
  163. tables have been implemented, but there is
  164.  
  165. 0:04:15.749,0:04:17.420
  166. not much more to report at this time.
  167.  
  168. 0:04:17.420,0:04:20.580
  169. Don't worry, we're still working on it and
  170. you'll see more of it in the future.
  171.  
  172. 0:04:20.580,0:04:25.380
  173. But if you know C++ and the widget toolkit
  174. qt, or I think you're supposed to pronounce
  175.  
  176. 0:04:25.380,0:04:32.450
  177. it 'cute', we could definitely use more help
  178. so come on down to the forums and introduce yourself.
  179.  
  180. 0:04:32.450,0:04:39.300
  181. That's all for now. Leave your questions and
  182. comments below or on our official forums at
  183.  
  184. 0:04:39.300,0:04:46.300
  185. openmw.org. Thanks for your support and until
  186. next time, thanks for watching.
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