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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 | |
79 | ||
80 | 17 | |
81 | 0:01:43,439 --> 0:01:45,639 | |
82 | and be annoying 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. | |
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 | |
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 | |
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- |