Updating notes.

git-svn-id: https://openmw.svn.sourceforge.net/svnroot/openmw/trunk@14 ea6a568a-9f4f-0410-981a-c910a81bb256
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nkorslund 17 years ago
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OpenMW - the completely unofficial reimplementation of Morrowind
================================================================
OpenMW is an open source reimplementation of the Morrowind game
engine. For more information, see README.txt or
http://openmw.snaptoad.com/
Building from source
====================
Supported Windows platforms:
----------------------------
Only tested on Windows XP. If you manage to compile or run OpenMW on
another Windows platform (9x/Me/NT/Vista), please let me know!
Dependencies:
-------------
Dependencies needed to build OpenMW:
OGRE 1.4.9 (3d engine)
Audiere 1.9.4 (sound engine)
Mingw (C++ compiler)
gdc 4.1.3 (mingw) (D compiler)
The above versions are the ones I have tested recently, but other
versions might work. OGRE, Audiere and OIS are complex libraries with
their own set of dependencies. I recomend downloading prebuild SDKs
instead of building them from source. You can find these here:
OGRE: http://ogre3d.org (See "Getting Ogre" above)
Audiere: http://audiere.sourceforge.net/
OIS: Comes with Ogre
Mingw http://sourceforge.net/projects/mingw/
gdc http://sourceforge.net/projects/gdcwin/
(Note that the "official" D compiler, DMD, will not work, because it
is incompatible with most C++ compilers in Windows.)
Setting everything up:
----------------------
First, install Mingw (get the automatic installer.) Make sure gcc and
g++ packages are selected.
Next install the gdcwin installer (the package named 'gdc') and
install it (the default is to install it in the same dir as mingw,
this is ok.)
Open a command line. Set up your PATH to include Mingw and gdc
(eg. "set PATH=%PATH%;c:\mingw\bin"). Make sure the commands g++ and
gdc work (should output "no input files".)
The build script expects to find the Ogre and Audiere SDKs in the
parent directory. An example directory structure is:
c:\openmw\Ogre - Ogre SDK
c:\openmw\Audiere - Audiere SDK
c:\openmw\openmw - OpenMW source
Building
--------
To build, simply run build_openmw.bat
Running
-------
For instructions on how to set everything up, see RUNNING-win32.txt
Good luck!

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OpenMW - the completely unofficial reimplementation of Morrowind
================================================================
OpenMW is an open source reimplementation of the Morrowind game
engine. For more information, see README.txt or
http://openmw.snaptoad.com/
Installation from source
========================
(this file is NOT complete!)
Supported Windows platforms:
----------------------------
Only tested on Windows XP. If you manage to compile or run OpenMW on
another Windows platform (9x/Me/NT/Vista), please let me know!
Dependencies:
-------------
Dependencies needed to build OpenMW:
OGRE 1.4.5 (3d engine)
Audiere 1.9.4 (sound engine)
OIS-1.0.0 (input system)
Mingw (C++ compiler)
gdc 4.1.3 (mingw) (D compiler)
Monster 0.8 (scripting language and tools)
DSSS 0.75 (D build tool)
The above versions are the ones I have tested recently, but other
versions might work. OGRE, Audiere and OIS are comples libraries with
their own set of dependencies. I recomend downloading prebuild SDKs
instead of building them from source. You can find these here:
OGRE: http://ogre3d.org
Audiere: http://audiere.sourceforge.net/
OIS: http://sourceforge.net/projects/wgois/
DSSS: http://svn.dsource.org/projects/dsss/downloads/
Monster: http://monster.snaptoad.com/download.html
(Note that the "official" compiler, DMD, will not work, because it is
incompatible with most modern C++ compilers in Windows.)
(notes to write: you must use the command line, and mingw - cygwin
does not work.)
Building:
---------
(to be written)
If something goes terribly wrong during the build (which isn't
unlikely), and you figure out how to solve it, I would appreciate if
you told me about it so I could update these instructions.
Installation from binary
========================
(not written yet)
Configuration
=============
Before you can run OpenMW, you have to help it find the Morrowind data
files. The 'openmw' program needs the files Morrowind.esm and
Morrowind.bsa, and the directories Sound\ and Music\ from your
"Morrowind\Data Files\" directory. By default it expects to find these
in the data\ directory. You can change this in the openmw.ini file.
(todo: write about directory structure, dlls and ogre plugins here)
The first time you run openmw you will be asked to set screen
resolution and other graphics settings. You can bring this dialogue up
at any time with the -oc command line switch. I don't recommend using
fullscreen mode yet, since it might mess up your screen and input
settings if the program crashes.
Running OpenMW
==============
If Azura is with you and all the stars and planets are aligned in your
favor, you should now be able to run OpenMW using the program called
'openmw'.
Write openmw -h to see a list of options.
Running without parameters should bring you into the cave called Sud,
or the last cell loaded. You are in free float mode. Move around with
WASD (or arrow keys), move up and down with left shift and ctrl, exit
with 'q' or escape. Note that if you have a localized (non-English)
version, the cell "Sud" might not exist. I will solve this issue in a
later version.
To load another cell, specify the cell name on the command line. Use
the 'esmtool' program to get a list of cells. Note that you must use
quotation marks "" if the cell name contains spaces or other weird
characters. Exterior cells are disabled at the moment.
Enjoy! ;-)

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OpenMW - the completely unofficial reimplementation of Morrowind
================================================================
OpenMW is an open source reimplementation of the Morrowind game
engine. For more information, see README.txt or
http://openmw.snaptoad.com/
Running OpenMW
==============
If you downloaded one of the binary releases, keep on reading. If you
got the source release, read the file BUILDING-win32.txt first, and
come back here when you are done.
There are two binary packages for Windows: one that includes the Ogre
DLLs, and one doesn't. (They are about 190mb in total.)
If you have the version with Ogre, you can skip the next section.
Getting Ogre
------------
OpenMW is built and tested against Ogre 1.4.9. You can get it using
this direct link:
http://downloads.sourceforge.net/ogre/OgreSDKSetup1.4.9_CBMingW.exe?modtime=1213925466&big_mirror=1
Or you can get it from: http://ogre3d.org -> Select Download
-> Prebuilt SDK -> Code::Blocks + MinGW
Once you have installed it, copy the following files from
"Ogre/bin/debug/" into the OpenMW directory:
OgreMain_d.dll
Plugin_*.dll
RenderSystem_*.dll
cg.dll
OIS_d.dll
Final configuration
-------------------
The final file you need (not included for copyright reasons) is
d3dx9d_30.dll. If you have DirectX installed, you most likely have
d3dx9_30.dll in your \windows\system32 folder. Copy it to the OpenMW
directory and rename it to d3dx9d_30.dll (note the "d" after the "9".)
OpenMW assumes you have the Morrowind data files in c:\Program
Files\Bethesda Softworks\Morrowind\Data Files\ If this is not the
case, you should edit openmw.ini first.
Running
-------
Just run openmw.exe and enjoy! ;-)
The first time you run OpenMW, you will be asked to set screen
resolution and other graphics settings. To be safe, don't select
fullscreen mode on the first run. You can bring up the dialogue at any
time by using the -oc switch.
Move around with WASD or arrow keys, move up and down with left shift
and ctrl, exit with 'q' or escape.
You start in a cell called "Sud". You can change this in openmw.ini or
by specifying a cell name on the command line. Note that if you have a
localized (non-English) version, the cell "Sud" might not exist. I
will solve this issue in a later version.
Write openmw -h on the command line to see a complete list of options.

@ -1,9 +1,8 @@
@echo off
rem See INSTALL.txt for instructions.
rem This batch file assumes you have run nodsss_monster.bat in the
rem Monster directory. It assumes Monster is located in ..\monster,
rem Ogre in ..\ogre and Audiere in ..\audiere
rem This file assumes it can find Ogre in ..\ogre and
rem Audiere in ..\audiere
echo Compiling C++ files
g++ -c sound\cpp_audiere.cpp -I..\audiere\include

@ -0,0 +1,42 @@
; Don't write your own comments in this file, they
; will disappear when the file is rewritten.
[General]
Data Directory=c:\Program Files\Bethesda Softworks\Morrowind\Data Files\
Screenshots=0
Default Cell=Sud
Show Ogre Config=no
First Run=yes
[Controls]
Mouse Sensitivity X=0.2
Mouse Sensitivity Y=0.2
Flip Mouse Y Axis=no
[Bindings]
; Key bindings. The strings must match exactly.
Move Left=a,left
Move Right=d,right
Turn Left=
Turn Right=
Move Forward=w,up
Move Backward=s,down
Move Up=left_shift
Move Down=left_ctrl
Increase Main Volume=numpad_plus
Decrease Main Volume=numpad_minus
Increase Music Volume=2
Decrease Music Volume=1
Increase SFX Volume=4
Decrease SFX Volume=3
Mute Sound=m
Toggle Battle Music=space
OGRE Test Action=g
Pause=pause,p
Screen Shot=print_screen
Quick Exit=q,escape
[Sound]
Main Volume=0.7
Music Volume=0.5
SFX Volume=0.5
Enable Music=yes

@ -1,14 +1,14 @@
# Defines plugins to load
# Define plugin folder
PluginFolder=..\Ogre\bin\debug\
# Define plugins
Plugin=RenderSystem_Direct3D9_d
Plugin=RenderSystem_GL_d
Plugin=Plugin_ParticleFX_d
Plugin=Plugin_BSPSceneManager_d
Plugin=Plugin_OctreeSceneManager_d
Plugin=Plugin_CgProgramManager_d
# Defines plugins to load
# Define plugin folder
PluginFolder=.\
# Define plugins
Plugin=RenderSystem_Direct3D9_d
Plugin=RenderSystem_GL_d
Plugin=Plugin_ParticleFX_d
Plugin=Plugin_BSPSceneManager_d
Plugin=Plugin_OctreeSceneManager_d
Plugin=Plugin_CgProgramManager_d

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