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Final fixes for 0.6 linux version
git-svn-id: https://openmw.svn.sourceforge.net/svnroot/openmw/trunk@89 ea6a568a-9f4f-0410-981a-c910a81bb256
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README.txt
38
README.txt
@ -3,10 +3,10 @@ OpenMW - the completely unofficial reimplementation of Morrowind
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Written by Nicolay Korslund
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Email: korslund@gmail.com
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WWW: http://openmw.snaptoad.com
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WWW: http://openmw.sourceforge.net
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License: See GPL3.txt
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Current version: 0.5
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Date: 2008 nov. 5
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Current version: 0.6
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Date: 2009 feb. 23
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QUICK NOTE: You must own and install Morrowind before you can use
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@ -28,7 +28,8 @@ COMPILE-win32.txt - instructions for building from source on Windows
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COMPILE-linux.tx - instructions for building from source on Linux / Unix
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Linux 64 does NOT work, because of problems with the D compiler. We
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hope to sort this out at some point, but right now it's not supported.
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hope to sort this out at some point, but right now it's simply not
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supported.
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@ -47,28 +48,19 @@ niftool - Decodes one or more NIF files and prints the details.
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Acknowledgements
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================
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Thanks go out to:
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- Bethesda Softworks for creating Morrowind!
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- The NifTools group / NIFLA for their great work on decoding the NIF
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file format.
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- Dmitry Marakasov for testing and porting to FreeBSD.
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- Bastien Jansen for testing on 64 bit linux.
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- Chris Robinson for OpenAL and MP3 support
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- Jacob Essex for landscape code (still in progress)
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- Many others for testing, ideas and patches
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Changelog:
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==========
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0.5 (2008 nov. 5) - latest release
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0.6 (2009 feb. 23) - latest release
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- coded a GUI system using MyGUI
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- skinned MyGUI to look like Morrowind (work in progress)
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- integrated Monster script
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- rewrote some parts into script code
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- very early MyGUI <-> Monster binding
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- fixed Windows sound problems (replaced old openal32.dll)
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0.5 (2008 nov. 5)
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- Collision detection with Bullet
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- Experimental walk & fall character physics
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@ -10,6 +10,7 @@
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<Code hide="1026 1039"/>
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<Code hide="1104"/>
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</Font>
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<!--
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<Font name="gothic" source="gothic.ttf" size="18" resolution="72" antialias_colour="false" space_width="4" tab_count="4" spacer="5">
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<Code range="33 126"/>
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<Code range="1025 1105"/>
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@ -66,7 +67,6 @@
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<Code hide="1026 1039"/>
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<Code hide="1104"/>
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</Font>
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<Font name="albertis" source="AlbertisADF.otf" size="18" resolution="50" antialias_colour="false" space_width="4" tab_count="4" spacer="5">
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<Code range="33 126"/>
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<Code range="1025 1105"/>
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@ -75,5 +75,6 @@
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<Code hide="1026 1039"/>
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<Code hide="1104"/>
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</Font>
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-->
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</MyGUI>
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@ -138,7 +138,7 @@
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<Property key="FontName" value = "dorcla" />
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<Property key="FontHeight" value = "20" />
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<Property key="FontName" value = "albertis" />
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<Property key="FontName" value = "cards2" />
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<Property key="FontName" value = "cards" />
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-->
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<Property key="FontName" value = "MyGUI_CoreFont.18" />
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<Property key="FontHeight" value = "18" />
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@ -9,10 +9,9 @@ txt.setNeedMouseFocus(false);
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txt.setTextColor(1,1,1);
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txt.setCaption("hello!");
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// Sleep one frame. This makes sure we only start running after
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// rendering begins. It prevents the first printed value from being
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// 'nan'
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fsleep(1);
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// Sleep until rendering begins. This just prevents the first printed
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// value from being 'nan'
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fsleep(0);
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// counter and totalTime (in the 'frames' module) are updated
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// automatically by the system.
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7
openmw.d
7
openmw.d
@ -185,8 +185,11 @@ void main(char[][] args)
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try cd.loadIntCell(cName);
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catch(Exception e)
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{
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writefln(e);
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writefln("\nUnable to load cell '%s'. Aborting", cName);
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writefln("\nUnable to load cell '%s'.", cName);
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writefln("\nDetails: %s", e);
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writefln("
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Perhaps this cell does not exist in your Morrowind language version?
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Try specifying another cell name on the command line, or edit openmw.ini.");
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return;
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}
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}
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