forked from teamnwah/openmw-tes3coop
Worked on the config system
git-svn-id: https://openmw.svn.sourceforge.net/svnroot/openmw/trunk@10 ea6a568a-9f4f-0410-981a-c910a81bb256actorid
parent
c7a44f724f
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OpenMW - the completely unofficial reimplementation of Morrowind
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================================================================
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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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License: See GPL3.txt
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Current version: 0.2 (second release, very pre-alpha)
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Date: 2008 jun. 17
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QUICK NOTE: You must own and install Morrowind before you can use
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OpenMW. Let me repeat that: OpenMW will NOT run if you do not have
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Morrowind installed on your system!
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New in version 0.2
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==================
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The second release should now work with the GDC compiler (the D
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frontend for GCC) and DSSS. Since GDC is the only option for compiling
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on other Unixes, on 64 bit and on Mac, this will probably make porting
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to these platforms much easier. DSSS (a specialized D build tool) will
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hopefully make porting to Windows a lot easier.
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To compile, you no longer use 'make'. Instead you use 'dsss build',
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which will run 'make' for you. (More details below.)
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See the changelog at the end.
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Installation from source
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========================
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These instructions are for the brave souls who seek to compile OpenMW
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on their own. If you are using the binary version, you can skip to the
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next section.
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Supported platforms:
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--------------------
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The only operating system that has been tested and is known to work is
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32bit Ubuntu Linux 8.04. Windows and other platforms have not been
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tested as of yet.
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Dependencies:
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-------------
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Dependencies needed to build OpenMW:
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OGRE 1.4.5 (3d engine)
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Audiere 1.9.4 (sound engine)
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OIS-1.2.0 (input system)
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gcc and g++ (C++ compiler)
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GNU make (build tool for C++ files)
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DMD 1.030 (D compiler)
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or GDC 4.1.3 (alternative D compiler)
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Monster 0.8 (scripting language and tools)
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DSSS 0.75 (D build tool)
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curl (for DSSS)
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The above versions are the ones I have tested recently, but other
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versions might work. OGRE and Audiere will require their own set of
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dependencies. I recommend using an automated package tool to install
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as many of these as possible. On ubuntu, try typing:
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sudo apt-get install libogre-dev libaudiere-dev build-essential g++ curl gdc
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This takes care of OGRE, Audiere, the C and D compilers, make and
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curl. The rest have to be installed manually. There is a libois-dev
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package in Ubuntu (OIS version 0.99), but this has NOT been tested.
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You can find the other libraries and tools here:
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OIS: http://sourceforge.net/projects/wgois/
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DMD: http://digitalmars.com/d/1.0/dmd-linux.html
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DSSS: http://svn.dsource.org/projects/dsss/downloads/
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Monster: http://monster.snaptoad.com/download.html
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If you are using a DSSS binary and not compiling from source (I
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recommend the binary), make sure to get one that matches your D
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compiler. Ie. get the GDC version if you installed GDC, and the DMD
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version for DMD.
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If you want to install Ogre and Audiere manually as well, try:
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OGRE: http://ogre3d.org
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Audiere: http://audiere.sourceforge.net/
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Once everything is set up correctly, you might need to alter a couple
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of lines in the Makefile. The Makefile is only used to compile the C++
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parts of OpenMW, that interfaces with Ogre, OIS and Audiere. On the
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line:
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OGCC=g++ `pkg-config --cflags OGRE`
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Insert the path to your OIS include directory (or leave it blank if
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you installed OIS in /usr). For example, you might add:
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-I/home/me/my/path/to/OIS/include
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You might also need to add other include paths or options for Ogre if
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the pkg-config command doesn't work for some reason. Mine outputs
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$ pkg-config --cflags OGRE
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-DOGRE_GUI_GLX -DOGRE_CONFIG_LITTLE_ENDIAN -I/usr/include/OGRE
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After you are reasonably satisfied, you can try running make manually
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to see if the C++ parts compile. When you are ready to compile the D
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parts and link it all together, type:
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dsss build
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If something goes terribly wrong during the build (it probably will),
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_and_ you figure out how to solve it, I would appreciate if you told
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me about it so I could update these instructions.
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Running the binary
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==================
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The binary downloads have been compiled on a 32-bit Ubuntu 8.04 box
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with the libraries mentioned below. They might not work on other linux
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systems due to differing library setups. If this is the case, then
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your only option is to compile from source.
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Dependencies:
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-------------
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The binary depends on the following libraries:
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OGRE 1.4
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Audiere 1.9.4
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OIS-1.2.0
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and Morrowind of course. If you followed the compilation instructions
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above, you will have these already. If not, you can find them here:
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OGRE: http://ogre3d.org
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Audiere: http://audiere.sourceforge.net/
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OIS: http://sourceforge.net/projects/wgois/
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Alternatively (on Ubuntu 8.04) you can at least get Ogre and Audiere
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with the command:
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sudo apt-get install libogre14 libaudiere-1.9.4
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Configuration:
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--------------
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Before you can run OpenMW, you have to help it find the Morrowind data
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files. The 'morro' program needs the files Morrowind.esm and
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Morrowind.bsa, and the directories Sound/ and Music/ from your
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Morrowind Data Files directory. By default it expects to find these in
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the data/ directory. (Can be changed in morro.ini.)
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I recommend creating a symbolic link to your original Morrowind
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install. For example, if you have Morrowind installed in:
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c:\Program Files\Bethesda Softworks\Morrowind\
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and your windows c: drive is mounted on /media/hda1, then run the
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following command:
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ln -s "/media/hda1/Program Files/Bethesda Softworks/Morrowind/Data Files/" data
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Also, if you have OGRE installed in a non-standard directory (ie. NOT
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to /usr/lib/OGRE), you have to change the PluginFolder in plugins.cfg.
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Finally, you can change screen resolution and fullscreen mode in
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ogre.cfg. (I don't recommend fullscreen mode yet, since it may mess up
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your screen and input settings if the program crashes.)
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Running OpenMW:
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---------------
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If Azura is with you and all the stars and planets are aligned in your
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favor, you should now be able to run OpenMW using the program called
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'morro'.
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Write morro -h to see a list of options.
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Running without parameters should bring you into the cave called Sud,
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or the last cell loaded. You are in free float mode. Move around with
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WASD (or arrow keys), move up and down with left shift and ctrl, exit
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with 'q' or escape.
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To load another cell, specify the cell name on the command line. Use
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the 'esmtool' program to get a list of cells (see below.) Note that
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you must use quotation marks "" if the cell name contains spaces or
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other weird characters. Exterior cells are disabled at the moment.
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Enjoy! ;-)
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Other included tools:
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=====================
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esmtool - Used to inspect ES files (ESM, ESP, ESS). Run without
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arguments to get a list of options.
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bsatool - Tool for viewing and extracting files from BSA archives.
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(Can also be used to test the NIF parser on a BSA.)
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niftool - Decodes one or more NIF files and prints the details.
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Changelog:
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==========
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0.3 (work in progress)
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- updated Makefile and sources for increased portability (thanks to
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Dmitry Marakasov for FreeBSD tips and testing!)
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0.2 (2008 jun. 17) - latest release
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- compiles with gdc
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- switched to DSSS for building D code
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- includes the program esmtool
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0.1 (2008 jun. 03)
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- first release
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@ -0,0 +1,124 @@
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OpenMW - the completely unofficial reimplementation of Morrowind
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================================================================
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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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License: See GPL3.txt
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Current version: 0.3 (still very pre-alpha)
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Date: 2008 jul. 6
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QUICK NOTE: You must own and install Morrowind before you can use
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OpenMW. Let me repeat that: OpenMW will NOT run if you do not have
|
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Morrowind installed on your system!
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Release notes for 0.3
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=====================
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This release adds support for building and running on Windows. As a
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result, the installation instructions have been split into the files
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INSTALL-win32.txt and INSTALL-linux.txt. These files cover both the
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binary packages and installation from source.
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See also the changelog at the end.
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Note: if you are using a localized (non-English) version of Morrowind,
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the default starting cell (Sud) might not exist, and the esmtool will
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probably fail with UTF errors, since the system currently expects UTF8
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input. This will be fixed in a future release - I have even added
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localized support as one of the major goals on the web page.
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On the immediate TODO list:
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===========================
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- read the input files in the correct code page
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- support for Mac
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- collision detection
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- displaying creatures correcty, animation
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- rendering NPCs
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- GUI/HUD system
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- rendering outdoor scenes (exterior cells)
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Installation
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============
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Currently supported platforms are Windows and Linux. Tested on Windows
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XP and Ubuntu 8.04.
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For instructions, see the files INSTALL-win32.txt or
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INSTALL-linux.txt.
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FreeBSD has also been tested but is only partially supported, due to
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sketchy D compiler support. Linux 64 bit currently does NOT work, for
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the same reason.
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Programs included in this package:
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==================================
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openmw - The main program. Run openmw -h for a list of options.
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esmtool - Used to inspect ES files (ESM, ESP, ESS). Run without
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arguments to get a list of options.
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bsatool - Tool for viewing and extracting files from BSA archives.
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(Can also be used to test the NIF parser on a BSA.)
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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 goes out to:
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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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- Nebelmann for continued testing on 64 bit linux.
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- Bethesda Softworks for creating Morrowind!
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Changelog:
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==========
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0.3 (work in progress)
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- built and tested on Windows XP
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- partial support for FreeBSD (exceptions do not work)
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- removed some config files, since these are auto-generated when
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missing
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- made the config system more robust (an Ogre config windows opened
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when needed)
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- alternatively reads config file from ~/.openmw/ on unix systems.
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- updated Makefile and sources for increased portability (thanks to
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Dmitry Marakasov.)
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0.2 (2008 jun. 17) - latest release
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- compiles with gdc
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- switched to DSSS for building D code
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- includes the program esmtool
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0.1 (2008 jun. 03)
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- first release
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@ -1,44 +0,0 @@
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; Don't write your own comments in this file, they
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; will disappear when the file is rewritten.
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[General]
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ESM Directory=data/
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BSA Directory=data/
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SFX Directory=data/Sound/
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Explore Music Directory=data/Music/Explore/
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Battle Music Directory=data/Music/Battle/
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Screenshots=11
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Default Cell=Sud
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[Controls]
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Mouse Sensitivity X=0.2
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Mouse Sensitivity Y=0.2
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Flip Mouse Y Axis=no
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[Bindings]
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; Key bindings. The strings must match exactly.
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Move Left=a,left
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Move Right=d,right
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Turn Left=
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Turn Right=
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Move Forward=w,up
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Move Backward=s,down
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Move Up=left_shift
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Move Down=left_ctrl
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Increase Main Volume=numpad_plus
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Decrease Main Volume=numpad_minus
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Increase Music Volume=2
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Decrease Music Volume=1
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Increase SFX Volume=4
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Decrease SFX Volume=3
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Mute Sound=m
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Toggle Battle Music=space
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OGRE Test Action=g
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Pause=pause,p
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Screen Shot=print_screen
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Quick Exit=q,escape
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[Sound]
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Main Volume=0.7
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Music Volume=0.4
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SFX Volume=0.6
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Enable Music=yes
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Render System=Direct3D9 Rendering Subsystem
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[Direct3D9 Rendering Subsystem]
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Allow NVPerfHUD=No
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Anti aliasing=None
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Floating-point mode=Fastest
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Full Screen=No
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Rendering Device=NVIDIA Quadro NVS 135M
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VSync=No
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Video Mode=800 x 600 @ 32-bit colour
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[OpenGL Rendering Subsystem]
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Colour Depth=32
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Display Frequency=N/A
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FSAA=0
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Full Screen=No
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RTT Preferred Mode=FBO
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VSync=No
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Video Mode=800 x 600
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# Defines plugins to load
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# Define plugin folder
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PluginFolder=..\Ogre\bin\debug\
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PluginFolder=/usr/lib/OGRE
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# Define plugins
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Plugin=RenderSystem_Direct3D9_d
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Plugin=RenderSystem_GL_d
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Plugin=Plugin_ParticleFX_d
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Plugin=Plugin_BSPSceneManager_d
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Plugin=Plugin_OctreeSceneManager_d
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Plugin=Plugin_CgProgramManager_d
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Plugin=RenderSystem_GL
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Plugin=Plugin_ParticleFX
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Plugin=Plugin_BSPSceneManager
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Plugin=Plugin_OctreeSceneManager
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# Plugin=Plugin_CgProgramManager
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Loading…
Reference in New Issue