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readme.txt
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readme.txt
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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)