forked from teamnwah/openmw-tes3coop
Updating notes.
git-svn-id: https://openmw.svn.sourceforge.net/svnroot/openmw/trunk@14 ea6a568a-9f4f-0410-981a-c910a81bb256actorid
parent
c9251f6c75
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OpenMW - the completely unofficial reimplementation of Morrowind
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================================================================
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OpenMW is an open source reimplementation of the Morrowind game
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engine. For more information, see README.txt or
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http://openmw.snaptoad.com/
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Building from source
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====================
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Supported Windows platforms:
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----------------------------
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Only tested on Windows XP. If you manage to compile or run OpenMW on
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another Windows platform (9x/Me/NT/Vista), please let me know!
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Dependencies:
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-------------
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Dependencies needed to build OpenMW:
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OGRE 1.4.9 (3d engine)
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Audiere 1.9.4 (sound engine)
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Mingw (C++ compiler)
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gdc 4.1.3 (mingw) (D compiler)
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The above versions are the ones I have tested recently, but other
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versions might work. OGRE, Audiere and OIS are complex libraries with
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their own set of dependencies. I recomend downloading prebuild SDKs
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instead of building them from source. You can find these here:
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OGRE: http://ogre3d.org (See "Getting Ogre" above)
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Audiere: http://audiere.sourceforge.net/
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OIS: Comes with Ogre
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Mingw http://sourceforge.net/projects/mingw/
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gdc http://sourceforge.net/projects/gdcwin/
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(Note that the "official" D compiler, DMD, will not work, because it
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is incompatible with most C++ compilers in Windows.)
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Setting everything up:
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----------------------
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First, install Mingw (get the automatic installer.) Make sure gcc and
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g++ packages are selected.
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Next install the gdcwin installer (the package named 'gdc') and
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install it (the default is to install it in the same dir as mingw,
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this is ok.)
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Open a command line. Set up your PATH to include Mingw and gdc
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(eg. "set PATH=%PATH%;c:\mingw\bin"). Make sure the commands g++ and
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gdc work (should output "no input files".)
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The build script expects to find the Ogre and Audiere SDKs in the
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parent directory. An example directory structure is:
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c:\openmw\Ogre - Ogre SDK
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c:\openmw\Audiere - Audiere SDK
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c:\openmw\openmw - OpenMW source
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Building
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--------
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To build, simply run build_openmw.bat
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Running
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-------
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For instructions on how to set everything up, see RUNNING-win32.txt
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Good luck!
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OpenMW - the completely unofficial reimplementation of Morrowind
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================================================================
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OpenMW is an open source reimplementation of the Morrowind game
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engine. For more information, see README.txt or
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http://openmw.snaptoad.com/
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Installation from source
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========================
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(this file is NOT complete!)
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Supported Windows platforms:
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----------------------------
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Only tested on Windows XP. If you manage to compile or run OpenMW on
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another Windows platform (9x/Me/NT/Vista), please let me know!
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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-1.0.0 (input system)
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Mingw (C++ compiler)
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gdc 4.1.3 (mingw) (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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The above versions are the ones I have tested recently, but other
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versions might work. OGRE, Audiere and OIS are comples libraries with
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their own set of dependencies. I recomend downloading prebuild SDKs
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instead of building them from source. You can find these 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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DSSS: http://svn.dsource.org/projects/dsss/downloads/
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Monster: http://monster.snaptoad.com/download.html
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(Note that the "official" compiler, DMD, will not work, because it is
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incompatible with most modern C++ compilers in Windows.)
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(notes to write: you must use the command line, and mingw - cygwin
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does not work.)
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Building:
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---------
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(to be written)
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If something goes terribly wrong during the build (which isn't
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unlikely), and you figure out how to solve it, I would appreciate if
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you told me about it so I could update these instructions.
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Installation from binary
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========================
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(not written yet)
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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 'openmw' 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
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in the data\ directory. You can change this in the openmw.ini file.
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(todo: write about directory structure, dlls and ogre plugins here)
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The first time you run openmw you will be asked to set screen
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resolution and other graphics settings. You can bring this dialogue up
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at any time with the -oc command line switch. I don't recommend using
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fullscreen mode yet, since it might mess up your screen and input
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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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'openmw'.
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Write openmw -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. Note that if you have a localized (non-English)
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version, the cell "Sud" might not exist. I will solve this issue in a
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later version.
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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. Note that you must use
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quotation marks "" if the cell name contains spaces or other weird
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characters. Exterior cells are disabled at the moment.
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Enjoy! ;-)
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@ -0,0 +1,77 @@
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OpenMW - the completely unofficial reimplementation of Morrowind
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================================================================
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OpenMW is an open source reimplementation of the Morrowind game
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engine. For more information, see README.txt or
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http://openmw.snaptoad.com/
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Running OpenMW
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==============
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If you downloaded one of the binary releases, keep on reading. If you
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got the source release, read the file BUILDING-win32.txt first, and
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come back here when you are done.
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There are two binary packages for Windows: one that includes the Ogre
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DLLs, and one doesn't. (They are about 190mb in total.)
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If you have the version with Ogre, you can skip the next section.
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Getting Ogre
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------------
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OpenMW is built and tested against Ogre 1.4.9. You can get it using
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this direct link:
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http://downloads.sourceforge.net/ogre/OgreSDKSetup1.4.9_CBMingW.exe?modtime=1213925466&big_mirror=1
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Or you can get it from: http://ogre3d.org -> Select Download
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-> Prebuilt SDK -> Code::Blocks + MinGW
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Once you have installed it, copy the following files from
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"Ogre/bin/debug/" into the OpenMW directory:
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OgreMain_d.dll
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Plugin_*.dll
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RenderSystem_*.dll
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cg.dll
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OIS_d.dll
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Final configuration
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-------------------
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The final file you need (not included for copyright reasons) is
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d3dx9d_30.dll. If you have DirectX installed, you most likely have
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d3dx9_30.dll in your \windows\system32 folder. Copy it to the OpenMW
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directory and rename it to d3dx9d_30.dll (note the "d" after the "9".)
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OpenMW assumes you have the Morrowind data files in c:\Program
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Files\Bethesda Softworks\Morrowind\Data Files\ If this is not the
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case, you should edit openmw.ini first.
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Running
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-------
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Just run openmw.exe and enjoy! ;-)
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The first time you run OpenMW, you will be asked to set screen
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resolution and other graphics settings. To be safe, don't select
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fullscreen mode on the first run. You can bring up the dialogue at any
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time by using the -oc switch.
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Move around with WASD or arrow keys, move up and down with left shift
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and ctrl, exit with 'q' or escape.
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You start in a cell called "Sud". You can change this in openmw.ini or
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by specifying a cell name on the command line. Note that if you have a
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localized (non-English) version, the cell "Sud" might not exist. I
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will solve this issue in a later version.
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Write openmw -h on the command line to see a complete list of options.
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@echo off
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rem See INSTALL.txt for instructions.
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rem This batch file assumes you have run nodsss_monster.bat in the
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rem Monster directory. It assumes Monster is located in ..\monster,
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rem Ogre in ..\ogre and Audiere in ..\audiere
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rem This file assumes it can find Ogre in ..\ogre and
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rem Audiere in ..\audiere
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echo Compiling C++ files
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g++ -c sound\cpp_audiere.cpp -I..\audiere\include
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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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Data Directory=c:\Program Files\Bethesda Softworks\Morrowind\Data Files\
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Screenshots=0
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Default Cell=Sud
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Show Ogre Config=no
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First Run=yes
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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=0.5
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SFX Volume=0.5
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Enable Music=yes
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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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# 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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# Defines plugins to load
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# Define plugin folder
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PluginFolder=.\
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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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