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AmiWind v0.0.29: Let There Be (Just a Bit More) Light
AmiWind v0.0.29 - Let There Be (Just a Bit More) Light
AmiWind brings Morrowind's landscapes and interiors to the Amiga through a
GPL-licensed conversion pipeline and native engine. This source release includes
project code and documentation; it does not include Morrowind game files.
Changes
- Independent interior and exterior brightness settings in Options > Graphics,
with six steps from 1.0x to 1.5x, persistent settings and console controls.
Defaults are 1.2x indoors and 1.0x outdoors. Builds can omit the controls with
--no-luma-controlsor--disallow-luma-controls. - Effects volume defaults to 75%; existing saved mixer settings are retained.
- Options selection stops at either end, and console wheel events at scroll
boundaries no longer produce unbound-key feedback. - A guard prevents an occupied Census door's opening hull from turning onto the
player's position. The RC2 playtester confirms the reported trap is gone; other positions,
save/reload and return cases remain part of ongoing coverage. - Consistent exterior ambient-light selection for empty and unused lighting
lumps; the RC2 playtester confirms the reported Seyda shack brightness jump is gone.
Broader traversal coverage remains open. - A repair for the near-plane opening at maximum punch extension, demonstrated
in sampled default and Argonian Female views and an RC2 High Elf playtest. Brief disappearance at the start
of a punch and broader race/pose coverage remain separate work. - Combat and torch inspection rooms restore their input/timing behavior after
appearance selection. Torch flame style and configurable strength are included, with positive
RC2 feedback at the default settings. - Framed Cancel and action buttons in New game, Return to main menu and Exit
confirmation dialogs, matching the existing character-confirmation style.
Their sizes and hit areas are unchanged.
Known issues
- Bitter Coast mushrooms: only one of three nearby mushrooms was reportedly
usable in an RC2 playtest. Luminous Russula identity is tentative, and world
pickup versus inventory consumption still needs clarification. Map/reference
IDs, reproduction and cause remain open. See the report. - Balmora Temple: a major open geometry and collision defect blocks traversal
of the entrance level; missing coverage and floating objects are reported.
The upper level and stairs work and also worked in the previous version; they
remain intact controls. The entrance-level defect remains on the roadmap. A Temple-only numerical
export correction did not resolve the broad holes; the original map is retained. - WinUAE music: crackle and pauses persist at guard-follow Enter, rotating
race-selection entry and heavy loads. Race-selection audio is reopened after
an earlier RC1 positive report. Streaming mitigations and FS-UAE audio capture
do not establish a WinUAE continuity fix. - Hands and combat: brief idle-to-punch disappearance, alternating punches,
original punch sound/event coverage, and complete race/pose coverage remain. - Lighting and torches: Census static-NPC sampling, outdoor torch strength,
style-3 embers, the dim test-room floor, and compact unlit/fuel state need work. - Memory and content: 2,724 maps passed the hard allocation ceiling, with
44 modeled reserve warnings remaining. This is not physical-Amiga RAM acceptance.
World, interior, quest and Windows-launch coverage remain incomplete.
Brightness has a bounded measurement: three alternating Census renderer pairs
at 1.0x/1.2x produced medians of 1.175745/1.189845 seconds per 128 renders,
about +1.199% or +0.110 ms/render. This is a small FS-UAE renderer sample, not
physical-Amiga FPS or normal gameplay performance. Current playtest feedback
describes brightness as more tolerable; the player's exact factor is unknown.
Current issue checkpoint |
Bug register | Lighting measurement