Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- 1
- 0:00:04,020 --> 0:00:05,040
- Welcome back!
- 2
- 0:00:05,040 --> 0:00:10,190
- The OpenMW team is proud to announce
- the release of v0.30.0!
- 3
- 0:00:10,190 --> 0:00:14,449
- Keep in mind that before we hit v1.0,
- which will be a fully-playable replacement
- 4
- 0:00:14,449 --> 0:00:17,609
- for the original engine of
- The Elder Scrolls III: Morrowind,
- 5
- 0:00:17,609 --> 0:00:24,120
- most of the engine-related progress being made
- involves re-implementations of features found
- in Vanilla Morrowind.
- 6
- 0:00:24,360 --> 0:00:31,289
- After that point, we can begin adding new features
- and increasing the modding capabilities of our engine with our editor.
- 7
- 0:00:31,289 --> 0:00:36,000
- With that out of the way, let's have a look
- at some of what's new in this release.
- 8
- 0:00:37,579 --> 0:00:44,579
- We now have the familiar main menu as
- standard option to start a new game,
- load a save game, change your settings and so on.
- 9
- 0:00:44,579 --> 0:00:50,579
- Sure you can stop asking why you're starting up
- in some smugglers cave or a Daeadra crew or know whatever.
- 10
- 0:01:02,540 --> 0:01:04,540
- Range combat is now implemented.
- 11
- 0:01:04,540 --> 0:01:09,140
- The player and NPCs alike may now
- use bows, crossbows
- 12
- 0:01:09,140 --> 0:01:12,920
- and throwing projectiles to destroy their enemies.
- 13
- 0:01:24,920 --> 0:01:29,220
- THROOOOOOOWIING STAAAAAAARRRRS!!!
- 14
- 0:01:31,240 --> 0:01:38,039
- Swimming and flying creatures are now
- able to navigate the vertical axis
- with respect to their movement.
- 15
- 0:01:38,039 --> 0:01:40,590
- This means no more slaughterfish
- running on land
- 16
- 0:01:40,590 --> 0:01:43,439
- and cliffracers are now able
- to swoop down from their cliffs
- 17
- 0:01:43,439 --> 0:01:45,639
- and be aggravating as usual.
- 18
- 0:01:48,639 --> 0:01:52,439
- OpenMW no longer produces a land
- free of consequences.
- 19
- 0:01:52,439 --> 0:01:55,290
- Crime and punishment is now implemented.
- 20
- 0:01:55,290 --> 0:01:58,800
- Engaging any illegal activities where
- witnesses are present
- 21
- 0:01:58,800 --> 0:02:01,600
- will result in your crimes being
- reported to the authorities.
- 22
- 0:02:01,800 --> 0:02:04,800
- That's more fun this way anyhow!
- 23
- 0:02:30,800 --> 0:02:34,210
- Our save file format is still under active development.
- 24
- 0:02:34,210 --> 0:02:37,800
- and as of this version it now saves
- the state of the ingame weather,
- 25
- 0:02:37,800 --> 0:02:41,400
- the player's faction membership,
- the player's map markers
- 26
- 0:02:41,400 --> 0:02:44,500
- and the local variables of running scripts.
- 27
- 0:03:06,120 --> 0:03:10,500
- We now also have quick save.
- 28
- 0:03:26,120 --> 0:03:29,500
- We have quick load.
- 29
- 0:03:32,400 --> 0:03:35,500
- And we have auto-saving.
- 30
- 0:03:40,400 --> 0:03:47,500
- Deleting saves is now also possible
- through the ingame interface
- (hold shift while clicking).
- 31
- 0:03:49,400 --> 0:03:55,100
- We continue to make progress in our
- implementation of AI for NPCs and creatures.
- 32
- 0:03:55,100 --> 0:03:57,000
- I'll note a few examples here.
- 33
- 0:03:57,400 --> 0:04:05,000
- NPCs following the player or some other target
- now run to catch up to their target
- when they stray to far away.
- 34
- 0:04:07,400 --> 0:04:12,600
- Summoned creatures actually follow
- their summoner around now.
- 35
- 0:04:14,400 --> 0:04:18,600
- We are also filling in some
- missing holes in combat AI.
- 36
- 0:04:18,600 --> 0:04:22,600
- For instance, when the player
- attacks an innocent NPC in a town,
- 37
- 0:04:22,600 --> 0:04:28,400
- the more courageous NPCs in the town will
- now rush to the aid of the NPC that was attacked.
- 38
- 0:04:32,100 --> 0:04:33,550
- Hooray, moving on!
- 39
- 0:04:33,500 --> 0:04:40,550
- OpenCS now has a preview subview that's unsurprisingly
- shows a preview rendering of ingame objects.
- 40
- 0:04:44,500 --> 0:04:48,050
- There are three lighting options available within the preview subview:
- 41
- 0:04:48,050 --> 0:04:50,550
- day, night and bright.
- 42
- 0:04:50,550 --> 0:04:53,550
- Hopefully this does not require much explanation.
- 43
- 0:04:53,550 --> 0:04:58,050
- However, note that the current icons on
- this buttons are temporary place-holders
- 44
- 0:04:58,050 --> 0:05:03,400
- and do not visually correspond in any way to
- their actual function of changing the lightning.
- 45
- 0:05:03,600 --> 0:05:08,050
- Appropriate icons for these buttons will be
- made soon enough, keep your pants on.
- 46
- 0:05:12,000 --> 0:05:17,800
- The region map now has a menu with selection
- and editing options accessible via a right click.
- 47
- 0:05:25,900 --> 0:05:30,600
- The region map features drag-and-drop functionalities
- like many other parts of the editor.
- 48
- 0:05:30,600 --> 0:05:38,400
- For example, you could change a cell's region by
- dragging a region record from the regions table
- onto the cell, have you such a desire.
- 49
- 0:05:47,800 --> 0:05:55,400
- You can also drag cells from the region
- map to filter bars in applicable tables
- such as the references table.
- 50
- 0:06:04,200 --> 0:06:11,400
- Editing records is now possible via subviews that are accessible
- by right-clicking on a given record and selecting 'edit'.
- 51
- 0:06:11,400 --> 0:06:16,400
- However, not all fields in every record
- type are editable in this way just yet.
- 52
- 0:06:25,700 --> 0:06:27,400
- That's all for now!
- 53
- 0:06:27,400 --> 0:06:31,400
- Understand that I don't cover every single change to the code base in these videos.
- 54
- 0:06:31,400 --> 0:06:36,400
- If you want to know more, please view the full
- changelog and release announcement on our website,
- 55
- 0:06:36,400 --> 0:06:43,800
- OpenMW.org, where you can find our blog, forums, answers to frequently asked questions and more.
- 56
- 0:06:44,400 --> 0:06:49,800
- Also, after all these years, we are actually getting pretty close to version 1.0.
- 57
- 0:06:49,800 --> 0:06:54,800
- This mean that most of work we have left to do
- to reach that point is filling in minor details,
- 58
- 0:06:54,800 --> 0:06:59,800
- finishing up features that are already mostly implemented,
- fixing lots of bugs and that sort of things.
- 59
- 0:07:00,000 --> 0:07:04,800
- This is excellent and enough itself, but it means
- that these videos could start to get kind of dull.
- 60
- 0:07:04,800 --> 0:07:09,700
- So, if you would like me to start being more selective
- about what goes in to these videos
- 61
- 0:07:09,700 --> 0:07:16,700
- and skip other things, potentially boring things like:
- "oh and by the way NPCs now run to keep up with you",
- please let me know.
- 62
- 0:07:16,700 --> 0:07:19,500
- I make these videos for you, not for me.
- 63
- 0:07:19,500 --> 0:07:23,800
- Either way, if you are really interested in such small
- details you should be downloading each release
- 64
- 0:07:23,800 --> 0:07:28,400
- and testing it out on your own to get a better feel
- for where the project stands at any given moment.
- 65
- 0:07:28,400 --> 0:07:31,400
- and letting us know when you find bugs and stuff.
- 66
- 0:07:31,400 --> 0:07:32,800
- That helps us a lot.
- 67
- 0:07:33,200 --> 0:07:35,400
- Anyway, until next time,
- 68
- 0:07:35,400 --> 0:07:38,600
- Thanks for watching.
- 69
- 0:07:40,400 --> 0:07:43,200
- Oh, by the way, NPCs now run to keep up…
- 70
- 0:07:43,200 --> 0:07:44,000
- FUUUUU-
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement