View difference between Paste ID: gHP7FDFi and mzsz2VEa
SHOW: | | - or go back to the newest paste.
1
1
2
0:00:04,020 --> 0:00:05,040
3
Welcome back!
4
5
2
6
0:00:05,040 --> 0:00:10,190
7
The OpenMW team is proud to announce
8
the release of v0.30.0!
9
10
3
11
0:00:10,190 --> 0:00:14,449
12
Keep in mind that before we hit v1.0,
13
which will be a fully-playable replacement
14
15
4
16
0:00:14,449 --> 0:00:17,609
17
for the original engine of
18
The Elder Scrolls III: Morrowind,
19
20
5
21
0:00:17,609 --> 0:00:24,120
22
most of the engine-related progress being made
23
involves re-implementations of features found
24
in Vanilla Morrowind.
25
26
6
27
0:00:24,360 --> 0:00:31,289
28
After that point, we can begin adding new features
29
and increasing the modding capabilities of our engine with our editor.
30
31
7
32
0:00:31,289 --> 0:00:36,000
33
With that out of the way, let's have a look
34
at some of what's new in this release.
35
36
8
37
0:00:37,579 --> 0:00:44,579
38
We now have the familiar main menu as
39
standard option to start a new game,
40
load a save game, change your settings and so on.
41
42
9
43
0:00:44,579 --> 0:00:50,579
44
Sure you can stop asking why you're starting up
45
in some smugglers cave or a Daeadra crew or know whatever.
46
47
10
48
0:01:02,540 --> 0:01:04,540
49
Range combat is now implemented.
50
51
11
52
0:01:04,540 --> 0:01:09,140
53
The player and NPCs alike may now
54
use bows, crossbows
55
56
12
57
0:01:09,140 --> 0:01:12,920
58
and throwing projectiles to destroy their enemies.
59
60
13
61
0:01:24,920 --> 0:01:29,220
62
THROOOOOOOWIING STAAAAAAARRRRS!!!
63
64
14
65
0:01:31,240 --> 0:01:38,039
66
Swimming and flying creatures are now
67
able to navigate the vertical axis
68
with respect to their movement.
69
70
15
71
0:01:38,039 --> 0:01:40,590
72
This means no more slaughterfish
73
running on land
74
75
16
76
0:01:40,590 --> 0:01:43,439
77
and cliffracers are now able
78-
to scout down from their cliffs
78+
to swoop down from their cliffs
79
80
17
81
0:01:43,439 --> 0:01:45,639
82-
and be annoying as usual.
82+
and be aggravating as usual.
83
84
18
85
0:01:48,639 --> 0:01:52,439
86
OpenMW no longer produces a land
87
free of consequences.
88
89
19
90
0:01:52,439 --> 0:01:55,290
91
Crime and punishment is now implemented.
92
93
20
94
0:01:55,290 --> 0:01:58,800
95
Engaging any illegal activities where
96
witnesses are present
97
98
21
99
0:01:58,800 --> 0:02:01,600
100
will result in your crimes being
101
reported to the authorities.
102
103
22
104
0:02:01,800 --> 0:02:04,800
105
That's more fun this way anyhow!
106
107
23
108
0:02:30,800 --> 0:02:34,210
109
Our save file format is still under active development.
110
111
24
112
0:02:34,210 --> 0:02:37,800
113
and as of this version it now saves
114
the state of the ingame weather,
115
116
25
117
0:02:37,800 --> 0:02:41,400
118
the player's faction membership,
119
the player's map markers
120
121
26
122
0:02:41,400 --> 0:02:44,500
123
and the local variables of running scripts.
124
125
27
126
0:03:06,120 --> 0:03:10,500
127
We now also have quick save.
128
129
28
130
0:03:26,120 --> 0:03:29,500
131
We have quick load.
132
133
29
134
0:03:32,400 --> 0:03:35,500
135
And we have auto-saving.
136
137
30
138
0:03:40,400 --> 0:03:47,500
139
Deleting saves is now also possible
140
through the ingame interface
141
(hold shift while clicking).
142
143
31
144
0:03:49,400 --> 0:03:55,100
145
We continue to make progress in our
146
implementation of AI for NPCs and creatures.
147
148
32
149
0:03:55,100 --> 0:03:57,000
150-
Arnold the few examples here.
150+
I'll note a few examples here.
151
152
33
153
0:03:57,400 --> 0:04:05,000
154
NPCs following the player or some other target
155
now run to catch up to their target
156
when they stray to far away.
157
158
34
159
0:04:07,400 --> 0:04:12,600
160
Summoned creatures actually follow
161
their summoner around now.
162
163
35
164
0:04:14,400 --> 0:04:18,600
165
We are also filling in some
166
missing holes in combat AI.
167
168
36
169
0:04:18,600 --> 0:04:22,600
170
For instance, when the player
171
attacks an innocent NPC in a town,
172
173
37
174
0:04:22,600 --> 0:04:28,400
175
the more courageous NPCs in the town will
176
now rush to the aid of the NPC that was attacked.
177
178
38
179
0:04:32,100 --> 0:04:33,550
180
Hooray, moving on!
181
182
39
183
0:04:33,500 --> 0:04:40,550
184
OpenCS now has a preview subview that's unsurprisingly
185
shows a preview rendering of ingame objects.
186
187
40
188
0:04:44,500 --> 0:04:48,050
189
There are three lighting options available within the preview subview:
190
191
41
192
0:04:48,050 --> 0:04:50,550
193
day, night and bright.
194
195
42
196
0:04:50,550 --> 0:04:53,550
197
Hopefully this does not require much explanation.
198
199
43
200
0:04:53,550 --> 0:04:58,050
201
However, note that the current icons on
202-
this buttons are temporary placeholders
202+
this buttons are temporary place-holders
203
204
44
205
0:04:58,050 --> 0:05:03,400
206
and do not visually correspond in any way to
207
their actual function of changing the lightning.
208
209
45
210
0:05:03,600 --> 0:05:08,050
211
Appropriate icons for these buttons will be
212
made soon enough, keep your pants on.
213
214
46
215
0:05:12,000 --> 0:05:17,800
216
The region map now has a menu with selection
217
and editing options accessible via a right click.
218
219
47
220
0:05:25,900 --> 0:05:30,600
221
The region map features drag-and-drop functionalities
222
like many other parts of the editor.
223
224
48
225
0:05:30,600 --> 0:05:38,400
226
For example, you could change a cell's region by
227
dragging a region record from the regions table
228
onto the cell, have you such a desire.
229
230
49
231
0:05:47,800 --> 0:05:55,400
232
You can also drag cells from the region
233
map to filter bars in applicable tables
234
such as the references table.
235
236
50
237
0:06:04,200 --> 0:06:11,400
238-
Editing records is now possible via a subview accessible
238+
Editing records is now possible via subviews that are accessible
239
by right-clicking on a given record and selecting 'edit'.
240
241
51
242
0:06:11,400 --> 0:06:16,400
243
However, not all fields in every record
244
type are editable in this way just yet.
245
246
52
247
0:06:25,700 --> 0:06:27,400
248
That's all for now!
249
250
53
251
0:06:27,400 --> 0:06:31,400
252
Understand that I don't cover every single change to the code base in these videos.
253
254
54
255
0:06:31,400 --> 0:06:36,400
256
If you want to know more, please view the full
257
changelog and release announcement on our website,
258
259
55
260
0:06:36,400 --> 0:06:43,800
261
OpenMW.org, where you can find our blog, forums, answers to frequently asked questions and more.
262
263
56
264
0:06:44,400 --> 0:06:49,800
265
Also, after all these years, we are actually getting pretty close to version 1.0.
266
267
57
268
0:06:49,800 --> 0:06:54,800
269
This mean that most of work we have left to do
270
to reach that point is filling in minor details,
271
272
58
273
0:06:54,800 --> 0:06:59,800
274
finishing up features that are already mostly implemented,
275
fixing lots of bugs and that sort of things.
276
277
59
278
0:07:00,000 --> 0:07:04,800
279
This is excellent and enough itself, but it means
280
that these videos could start to get kind of dull.
281
282
60
283
0:07:04,800 --> 0:07:09,700
284
So, if you would like me to start being more selective
285
about what goes in to these videos
286
287
61
288
0:07:09,700 --> 0:07:16,700
289
and skip other things, potentially boring things like:
290
"oh and by the way NPCs now run to keep up with you",
291
please let me know.
292
293
62
294
0:07:16,700 --> 0:07:19,500
295
I make these videos for you, not for me.
296
297
63
298
0:07:19,500 --> 0:07:23,800
299
Either way, if you are really interested in such small
300
details you should be downloading each release
301
302
64
303
0:07:23,800 --> 0:07:28,400
304
and testing it out on your own to get a better feel
305
for where the project stands at any given moment.
306
307
65
308
0:07:28,400 --> 0:07:31,400
309
and letting us know when you find bugs and stuff.
310
311
66
312
0:07:31,400 --> 0:07:32,800
313
That helps us a lot.
314
315
67
316
0:07:33,200 --> 0:07:35,400
317
Anyway, until next time,
318
319
68
320
0:07:35,400 --> 0:07:38,600
321
Thanks for watching.
322
323
69
324
0:07:40,400 --> 0:07:43,200
325
Oh, by the way, NPCs now run to keep up…
326
327
70
328
0:07:43,200 --> 0:07:44,000
329
FUUUUU-