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