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OpenMW is an unofficial open source engine reimplementation of the game Morrowind.
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OpenMW: A reimplementation of The Elder Scrolls III: Morrowind OpenMW is an attempt at recreating the engine for the popular role-playing game Morrowind by Bethesda Softworks. You need to own and install the original game for OpenMW to work. Version: 0.12.0 License: GPL (see GPL3.txt for more information) Website: http://www.openmw.org THIS IS A WORK IN PROGRESS INSTALLATION Windows: Run the installer. Linux: Ubuntu (and most others) Download the .deb file and install it in the usual way. Arch Linux There's an OpenMW package available in the AUR Repository: http://aur.archlinux.org/packages.php?ID=21419 OS X: Open DMG file, copy OpenMW folder anywhere, for example in /Applications BUILD FROM SOURCE TODO add description here THE DATA PATH The data path tells OpenMW where to find your Morrowind files. From 0.12.0 on OpenMW should be able to pick up the location of these files on its own, if both Morrowind and OpenMW are installed properly (installing Morrowind under WINE is considered a proper install). If that does not work for you, please check if you have any leftover openmw.cfg files from versions earlier than 0.12.0. These can interfere with the configuration process, so try to remove then. If you are running OpenMW without installing it, you still need to manually adjust the data path. Create a text file named openmw.cfg in the location of the binary and enter the following line: data=path to your data directory (where you replace "path to your data directory" with the actual location of your data directory) COMMAND LINE OPTIONS Syntax: openmw <options> Allowed options: --help print help message --version print version information and quit --data arg (=data) set data directories (later directories have higher priority) --data-local arg set local data directory (highest priority) --resources arg (=resources) set resources directory --start arg (=Beshara) set initial cell --master arg master file(s) --plugin arg plugin file(s) --fps [=arg(=1)] (=0) fps counter detail (0 = off, 1 = fps counter , 2 = full detail) --anim-verbose [=arg(=1)] (=0) output animation indices files --debug [=arg(=1)] (=0) debug mode --nosound [=arg(=1)] (=0) disable all sounds --script-verbose [=arg(=1)] (=0) verbose script output --new-game [=arg(=1)] (=0) activate char gen/new game mechanics --script-all [=arg(=1)] (=0) compile all scripts (excluding dialogue scri pts) at startup --fs-strict [=arg(=1)] (=0) strict file system handling (no case folding ) --encoding arg (=win1252) Character encoding used in OpenMW game messa ges: win1250 - Central and Eastern European such as Polish, Czech, Slovak, Hungarian, Slovene , Bosnian, Croatian, Serbian (Latin script), Romanian and Albanian languages win1251 - Cyrillic alphabet such as Russian, Bulgarian, Serbian Cyrillic and other langua ges win1252 - Western European (Latin) alphabet, used by default --report-focus [=arg(=1)] (=0) write name of focussed object to cout CREDITS Current Developers: Alexander “Ace” Olofsson athile Cris “Mirceam” Mihalache gugus / gus Jacob “Yacoby” Essex Jason “jhooks” Hooks Lukasz “lgro” Gromanowski Marc “Zini” Zinnschlag Nikolay “corristo” Kasyanov Pieter “pvdk” van der Kloet Sebastian “swick” Wick Retired Developers: Ardekantur Armin Preiml Diggory Hardy Jan Borsodi Jan-Peter “peppe” Nilsson Josua Grawitter Karl-Felix “k1ll” Glatzer Nicolay Korslund sergoz Star-Demon Yuri Krupenin OpenMW: Thanks to DokterDume for kindly providing us with the Moon and Star logo used as the application icon and project logo. Launcher: Thanks to Kevin Ryan for kindly providing us with the icon used for the Data Files tab. CHANGELOG 0.12.0 Bug #154: FPS Drop Bug #169: Local scripts continue running if associated object is deleted Bug #174: OpenMW fails to start if the config directory doesn't exist Bug #187: Missing lighting Bug #188: Lights without a mesh are not rendered Bug #191: Taking screenshot causes crash when running installed Feature #28: Sort out the cell load problem Feature #31: Allow the player to move away from pre-defined cells Feature #35: Use alternate storage location for modified object position Feature #45: NPC animations Feature #46: Creature Animation Feature #89: Basic Journal Window Feature #110: Automatically pick up the path of existing MW-installations Feature #183: More FPS display settings Task #19: Refactor engine class Task #109/Feature #162: Automate Packaging Task #112: Catch exceptions thrown in input handling functions Task #128/#168: Cleanup Configuration File Handling Task #131: NPC Activation doesn't work properly Task #144: MWRender cleanup Task #155: cmake cleanup 0.11.1 Bug #2: Resources loading doesn't work outside of bsa files Bug #3: GUI does not render non-English characters Bug #7: openmw.cfg location doesn't match Bug #124: The TCL alias for ToggleCollision is missing. Bug #125: Some command line options can't be used from a .cfg file Bug #126: Toggle-type script instructions are less verbose compared with original MW Bug #130: NPC-Record Loading fails for some NPCs Bug #167: Launcher sets invalid parameters in ogre config Feature #10: Journal Feature #12: Rendering Optimisations Feature #23: Change Launcher GUI to a tabbed interface Feature #24: Integrate the OGRE settings window into the launcher Feature #25: Determine openmw.cfg location (Launcher) Feature #26: Launcher Profiles Feature #79: MessageBox Feature #116: Tab-Completion in Console Feature #132: --data-local and multiple --data Feature #143: Non-Rendering Performance-Optimisations Feature #150: Accessing objects in cells via ID does only work for objects with all lower case IDs Feature #157: Version Handling Task #14: Replace tabs with 4 spaces Task #18: Move components from global namespace into their own namespace Task #123: refactor header files in components/esm TODO add old changelog (take pre 0.11.1 changelog from wiki)
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OpenMW is an unofficial open source engine reimplementation of the game Morrowind.
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