Add a tab level in advanced settings

pull/581/head
CedricMocquillon 5 years ago
parent fc7266d4ee
commit 1f4f10c723

@ -4,9 +4,43 @@
#include <components/config/launchersettings.hpp>
#include <QFileDialog>
#include <QCompleter>
#include <QProxyStyle>
#include <components/contentselector/view/contentselector.hpp>
#include <components/contentselector/model/esmfile.hpp>
#include <cmath>
class HorizontalTextWestTabStyle : public QProxyStyle
{
public:
QSize sizeFromContents(ContentsType type, const QStyleOption* option, const QSize& size, const QWidget* widget) const
{
QSize s = QProxyStyle::sizeFromContents(type, option, size, widget);
if (type == QStyle::CT_TabBarTab)
{
s.transpose();
s.setHeight(s.height() + 20);
}
return s;
}
void drawControl(ControlElement element, const QStyleOption* option, QPainter* painter, const QWidget* widget) const
{
if (element == CE_TabBarTabLabel)
{
if (const QStyleOptionTab* tab = qstyleoption_cast<const QStyleOptionTab*>(option))
{
QStyleOptionTab opt(*tab);
opt.shape = QTabBar::RoundedNorth;
QProxyStyle::drawControl(element, &opt, painter, widget);
return;
}
}
QProxyStyle::drawControl(element, option, painter, widget);
}
};
Launcher::AdvancedPage::AdvancedPage(Files::ConfigurationManager &cfg,
Config::GameSettings &gameSettings,
Settings::Manager &engineSettings, QWidget *parent)
@ -19,6 +53,7 @@ Launcher::AdvancedPage::AdvancedPage(Files::ConfigurationManager &cfg,
setupUi(this);
loadSettings();
AdvancedTabWidget->tabBar()->setStyle(new HorizontalTextWestTabStyle);
mCellNameCompleter.setModel(&mCellNameCompleterModel);
startDefaultCharacterAtField->setCompleter(&mCellNameCompleter);
}
@ -55,33 +90,44 @@ void Launcher::AdvancedPage::on_runScriptAfterStartupBrowseButton_clicked()
runScriptAfterStartupField->setText(path);
}
bool Launcher::AdvancedPage::loadSettings()
namespace
{
// Testing
bool skipMenu = mGameSettings.value("skip-menu").toInt() == 1;
if (skipMenu) {
skipMenuCheckBox->setCheckState(Qt::Checked);
constexpr double CellSizeInUnits = 8192;
double convertToCells(double unitRadius)
{
return std::round((unitRadius / 0.93 + 1024) / CellSizeInUnits);
}
startDefaultCharacterAtLabel->setEnabled(skipMenu);
startDefaultCharacterAtField->setEnabled(skipMenu);
startDefaultCharacterAtField->setText(mGameSettings.value("start"));
runScriptAfterStartupField->setText(mGameSettings.value("script-run"));
double convertToUnits(double CellGridRadius)
{
return (CellSizeInUnits * CellGridRadius - 1024) * 0.93;
}
}
// Game Settings
bool Launcher::AdvancedPage::loadSettings()
{
// Game mechanics
{
loadSettingBool(toggleSneakCheckBox, "toggle sneak", "Input");
loadSettingBool(canLootDuringDeathAnimationCheckBox, "can loot during death animation", "Game");
loadSettingBool(followersAttackOnSightCheckBox, "followers attack on sight", "Game");
loadSettingBool(preventMerchantEquippingCheckBox, "prevent merchant equipping", "Game");
loadSettingBool(classicReflectedAbsorbSpellsCheckBox, "classic reflected absorb spells behavior", "Game");
loadSettingBool(rebalanceSoulGemValuesCheckBox, "rebalance soul gem values", "Game");
loadSettingBool(enchantedWeaponsMagicalCheckBox, "enchanted weapons are magical", "Game");
loadSettingBool(permanentBarterDispositionChangeCheckBox, "barter disposition change is permanent", "Game");
loadSettingBool(classicReflectedAbsorbSpellsCheckBox, "classic reflected absorb spells behavior", "Game");
loadSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
loadSettingBool(uncappedDamageFatigueCheckBox, "uncapped damage fatigue", "Game");
loadSettingBool(normaliseRaceSpeedCheckBox, "normalise race speed", "Game");
int unarmedFactorsStrengthIndex = mEngineSettings.getInt("strength influences hand to hand", "Game");
if (unarmedFactorsStrengthIndex >= 0 && unarmedFactorsStrengthIndex <= 2)
unarmedFactorsStrengthComboBox->setCurrentIndex(unarmedFactorsStrengthIndex);
loadSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
}
// Visuals
{
loadSettingBool(bumpMapLocalLightingCheckBox, "apply lighting to environment maps", "Shaders");
loadSettingBool(magicItemAnimationsCheckBox, "use magic item animations", "Game");
loadSettingBool(normaliseRaceSpeedCheckBox, "normalise race speed", "Game");
connect(animSourcesCheckBox, SIGNAL(toggled(bool)), this, SLOT(slotAnimSourcesToggled(bool)));
loadSettingBool(animSourcesCheckBox, "use additional anim sources", "Game");
if (animSourcesCheckBox->checkState())
@ -89,18 +135,21 @@ bool Launcher::AdvancedPage::loadSettings()
loadSettingBool(weaponSheathingCheckBox, "weapon sheathing", "Game");
loadSettingBool(shieldSheathingCheckBox, "shield sheathing", "Game");
}
loadSettingBool(uncappedDamageFatigueCheckBox, "uncapped damage fatigue", "Game");
loadSettingBool(trainersTrainingSkillsBasedOnBaseSkillCheckBox, "trainers training skills based on base skill", "Game");
loadSettingBool(viewOverShoulderCheckBox, "view over shoulder", "Camera");
loadSettingBool(turnToMovementDirectionCheckBox, "turn to movement direction", "Game");
// Input Settings
loadSettingBool(grabCursorCheckBox, "grab cursor", "Input");
loadSettingBool(toggleSneakCheckBox, "toggle sneak", "Input");
const bool distantTerrain = mEngineSettings.getBool("distant terrain", "Terrain");
const bool objectPaging = mEngineSettings.getBool("object paging", "Terrain");
if (distantTerrain && objectPaging) {
distantLandCheckBox->setCheckState(Qt::Checked);
}
// Saves Settings
loadSettingBool(timePlayedCheckbox, "timeplayed", "Saves");
maximumQuicksavesComboBox->setValue(mEngineSettings.getInt("max quicksaves", "Saves"));
loadSettingBool(activeGridObjectPagingCheckBox, "object paging active grid", "Terrain");
viewingDistanceComboBox->setValue(convertToCells(mEngineSettings.getInt("viewing distance", "Camera")));
}
// User Interface Settings
// Interface Changes
{
loadSettingBool(showEffectDurationCheckBox, "show effect duration", "Game");
loadSettingBool(showEnchantChanceCheckBox, "show enchant chance", "Game");
loadSettingBool(showMeleeInfoCheckBox, "show melee info", "Game");
@ -110,66 +159,92 @@ bool Launcher::AdvancedPage::loadSettings()
// Match the index with the option (only 0, 1, 2, or 3 are valid). Will default to 0 if invalid.
if (showOwnedIndex >= 0 && showOwnedIndex <= 3)
showOwnedComboBox->setCurrentIndex(showOwnedIndex);
}
// Bug fixes
{
loadSettingBool(preventMerchantEquippingCheckBox, "prevent merchant equipping", "Game");
loadSettingBool(trainersTrainingSkillsBasedOnBaseSkillCheckBox, "trainers training skills based on base skill", "Game");
}
// Miscellaneous
{
// Saves
loadSettingBool(timePlayedCheckbox, "timeplayed", "Saves");
maximumQuicksavesComboBox->setValue(mEngineSettings.getInt("max quicksaves", "Saves"));
// Other Settings
QString screenshotFormatString = QString::fromStdString(mEngineSettings.getString("screenshot format", "General")).toUpper();
if (screenshotFormatComboBox->findText(screenshotFormatString) == -1)
screenshotFormatComboBox->addItem(screenshotFormatString);
screenshotFormatComboBox->setCurrentIndex(screenshotFormatComboBox->findText(screenshotFormatString));
return true;
}
void Launcher::AdvancedPage::saveSettings()
// Testing
{
// Ensure we only set the new settings if they changed. This is to avoid cluttering the
// user settings file (which by definition should only contain settings the user has touched)
loadSettingBool(grabCursorCheckBox, "grab cursor", "Input");
// Testing
int skipMenu = skipMenuCheckBox->checkState() == Qt::Checked;
if (skipMenu != mGameSettings.value("skip-menu").toInt())
mGameSettings.setValue("skip-menu", QString::number(skipMenu));
bool skipMenu = mGameSettings.value("skip-menu").toInt() == 1;
if (skipMenu)
{
skipMenuCheckBox->setCheckState(Qt::Checked);
}
startDefaultCharacterAtLabel->setEnabled(skipMenu);
startDefaultCharacterAtField->setEnabled(skipMenu);
QString startCell = startDefaultCharacterAtField->text();
if (startCell != mGameSettings.value("start")) {
mGameSettings.setValue("start", startCell);
startDefaultCharacterAtField->setText(mGameSettings.value("start"));
runScriptAfterStartupField->setText(mGameSettings.value("script-run"));
}
return true;
}
QString scriptRun = runScriptAfterStartupField->text();
if (scriptRun != mGameSettings.value("script-run"))
mGameSettings.setValue("script-run", scriptRun);
// Game Settings
void Launcher::AdvancedPage::saveSettings()
{
// Game mechanics
{
saveSettingBool(toggleSneakCheckBox, "toggle sneak", "Input");
saveSettingBool(canLootDuringDeathAnimationCheckBox, "can loot during death animation", "Game");
saveSettingBool(followersAttackOnSightCheckBox, "followers attack on sight", "Game");
saveSettingBool(preventMerchantEquippingCheckBox, "prevent merchant equipping", "Game");
saveSettingBool(rebalanceSoulGemValuesCheckBox, "rebalance soul gem values", "Game");
saveSettingBool(classicReflectedAbsorbSpellsCheckBox, "classic reflected absorb spells behavior", "Game");
saveSettingBool(enchantedWeaponsMagicalCheckBox, "enchanted weapons are magical", "Game");
saveSettingBool(permanentBarterDispositionChangeCheckBox, "barter disposition change is permanent", "Game");
saveSettingBool(classicReflectedAbsorbSpellsCheckBox, "classic reflected absorb spells behavior", "Game");
saveSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
saveSettingBool(uncappedDamageFatigueCheckBox, "uncapped damage fatigue", "Game");
saveSettingBool(normaliseRaceSpeedCheckBox, "normalise race speed", "Game");
int unarmedFactorsStrengthIndex = unarmedFactorsStrengthComboBox->currentIndex();
if (unarmedFactorsStrengthIndex != mEngineSettings.getInt("strength influences hand to hand", "Game"))
mEngineSettings.setInt("strength influences hand to hand", "Game", unarmedFactorsStrengthIndex);
saveSettingBool(requireAppropriateAmmunitionCheckBox, "only appropriate ammunition bypasses resistance", "Game");
}
// Visuals
{
saveSettingBool(bumpMapLocalLightingCheckBox, "apply lighting to environment maps", "Shaders");
saveSettingBool(magicItemAnimationsCheckBox, "use magic item animations", "Game");
saveSettingBool(normaliseRaceSpeedCheckBox, "normalise race speed", "Game");
saveSettingBool(animSourcesCheckBox, "use additional anim sources", "Game");
saveSettingBool(weaponSheathingCheckBox, "weapon sheathing", "Game");
saveSettingBool(shieldSheathingCheckBox, "shield sheathing", "Game");
saveSettingBool(uncappedDamageFatigueCheckBox, "uncapped damage fatigue", "Game");
saveSettingBool(trainersTrainingSkillsBasedOnBaseSkillCheckBox, "trainers training skills based on base skill", "Game");
saveSettingBool(viewOverShoulderCheckBox, "view over shoulder", "Camera");
saveSettingBool(turnToMovementDirectionCheckBox, "turn to movement direction", "Game");
// Input Settings
saveSettingBool(grabCursorCheckBox, "grab cursor", "Input");
saveSettingBool(toggleSneakCheckBox, "toggle sneak", "Input");
const bool distantTerrain = mEngineSettings.getBool("distant terrain", "Terrain");
const bool objectPaging = mEngineSettings.getBool("object paging", "Terrain");
const bool wantDistantLand = distantLandCheckBox->checkState();
if (wantDistantLand != (distantTerrain && objectPaging)) {
mEngineSettings.setBool("distant terrain", "Terrain", wantDistantLand);
mEngineSettings.setBool("object paging", "Terrain", wantDistantLand);
}
// Saves Settings
saveSettingBool(timePlayedCheckbox, "timeplayed", "Saves");
int maximumQuicksaves = maximumQuicksavesComboBox->value();
if (maximumQuicksaves != mEngineSettings.getInt("max quicksaves", "Saves")) {
mEngineSettings.setInt("max quicksaves", "Saves", maximumQuicksaves);
saveSettingBool(activeGridObjectPagingCheckBox, "object paging active grid", "Terrain");
double viewingDistance = viewingDistanceComboBox->value();
if (viewingDistance != convertToCells(mEngineSettings.getInt("viewing distance", "Camera")))
{
mEngineSettings.setInt("viewing distance", "Camera", convertToUnits(viewingDistance));
}
}
// User Interface Settings
// Interface Changes
{
saveSettingBool(showEffectDurationCheckBox, "show effect duration", "Game");
saveSettingBool(showEnchantChanceCheckBox, "show enchant chance", "Game");
saveSettingBool(showMeleeInfoCheckBox, "show melee info", "Game");
@ -178,6 +253,23 @@ void Launcher::AdvancedPage::saveSettings()
int showOwnedCurrentIndex = showOwnedComboBox->currentIndex();
if (showOwnedCurrentIndex != mEngineSettings.getInt("show owned", "Game"))
mEngineSettings.setInt("show owned", "Game", showOwnedCurrentIndex);
}
// Bug fixes
{
saveSettingBool(preventMerchantEquippingCheckBox, "prevent merchant equipping", "Game");
saveSettingBool(trainersTrainingSkillsBasedOnBaseSkillCheckBox, "trainers training skills based on base skill", "Game");
}
// Miscellaneous
{
// Saves Settings
saveSettingBool(timePlayedCheckbox, "timeplayed", "Saves");
int maximumQuicksaves = maximumQuicksavesComboBox->value();
if (maximumQuicksaves != mEngineSettings.getInt("max quicksaves", "Saves"))
{
mEngineSettings.setInt("max quicksaves", "Saves", maximumQuicksaves);
}
// Other Settings
std::string screenshotFormatString = screenshotFormatComboBox->currentText().toLower().toStdString();
@ -185,12 +277,33 @@ void Launcher::AdvancedPage::saveSettings()
mEngineSettings.setString("screenshot format", "General", screenshotFormatString);
}
void Launcher::AdvancedPage::loadSettingBool(QCheckBox *checkbox, const std::string &setting, const std::string &group) {
// Testing
{
saveSettingBool(grabCursorCheckBox, "grab cursor", "Input");
int skipMenu = skipMenuCheckBox->checkState() == Qt::Checked;
if (skipMenu != mGameSettings.value("skip-menu").toInt())
mGameSettings.setValue("skip-menu", QString::number(skipMenu));
QString startCell = startDefaultCharacterAtField->text();
if (startCell != mGameSettings.value("start"))
{
mGameSettings.setValue("start", startCell);
}
QString scriptRun = runScriptAfterStartupField->text();
if (scriptRun != mGameSettings.value("script-run"))
mGameSettings.setValue("script-run", scriptRun);
}
}
void Launcher::AdvancedPage::loadSettingBool(QCheckBox *checkbox, const std::string &setting, const std::string &group)
{
if (mEngineSettings.getBool(setting, group))
checkbox->setCheckState(Qt::Checked);
}
void Launcher::AdvancedPage::saveSettingBool(QCheckBox *checkbox, const std::string &setting, const std::string &group) {
void Launcher::AdvancedPage::saveSettingBool(QCheckBox *checkbox, const std::string &setting, const std::string &group)
{
bool cValue = checkbox->checkState();
if (cValue != mEngineSettings.getBool(setting, group))
mEngineSettings.setBool(setting, group, cValue);

@ -136,7 +136,7 @@ This setting controls third person view mode.
False: View is centered on the character's head. Crosshair is hidden.
True: In non-combat mode camera is positioned behind the character's shoulder. Crosshair is visible in third person mode as well.
This setting can only be configured by editing the settings configuration file.
This setting can be controlled in Advanced tab of the launcher.
view over shoulder offset
-------------------------

@ -329,7 +329,7 @@ If disabled then the whole character's body is pointed to the direction of view.
If enabled then the character turns lower body to the direction of movement. Upper body is turned partially. Head is always pointed to the direction of view. In combat mode it works only for diagonal movement. In non-combat mode it also changes straight right and straight left movement.
This setting can only be configured by editing the settings configuration file.
This setting can be controlled in Advanced tab of the launcher.
swim upward coef
----------------

@ -4,45 +4,45 @@
<widget class="QWidget" name="AdvancedPage">
<layout class="QVBoxLayout" name="pageVerticalLayout">
<item>
<widget class="QScrollArea" name="scrollArea">
<property name="widgetResizable">
<bool>true</bool>
<widget class="QTabWidget" name="AdvancedTabWidget">
<property name="tabPosition">
<enum>QTabWidget::West</enum>
</property>
<widget class="QWidget" name="scrollAreaWidgetContents">
<layout class="QVBoxLayout" name="scrollAreaVerticalLayout">
<item>
<widget class="QGroupBox" name="gameGroup">
<property name="title">
<string>Game Mechanics</string>
<property name="currentIndex">
<number>0</number>
</property>
<layout class="QVBoxLayout" name="gameGroupVerticalLayout">
<widget class="QWidget" name="GameMechanics">
<attribute name="title">
<string>Game mechanics</string>
</attribute>
<layout class="QVBoxLayout">
<item>
<widget class="QCheckBox" name="canLootDuringDeathAnimationCheckBox">
<widget class="QCheckBox" name="toggleSneakCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If this setting is true, the player is allowed to loot actors (e.g. summoned creatures) during death animation, if they are not in combat. In this case we have to increment death counter and run disposed actor's script instantly.&lt;/p&gt;&lt;p&gt;If this setting is false, player has to wait until end of death animation in all cases. Makes using of summoned creatures exploit (looting summoned Dremoras and Golden Saints for expensive weapons) a lot harder. Conflicts with mannequin mods, which use SkipAnim to prevent end of death animation.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting causes the behavior of the sneak key (bound to Ctrl by default) to toggle sneaking on and off rather than requiring the key to be held down while sneaking. Players that spend significant time sneaking may find the character easier to control with this option enabled. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Can loot during death animation</string>
<string>Toggle sneak</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="followersAttackOnSightCheckBox">
<widget class="QCheckBox" name="canLootDuringDeathAnimationCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Make player followers and escorters start combat with enemies who have started combat with them or the player. Otherwise they wait for the enemies or the player to do an attack first.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If this setting is true, the player is allowed to loot actors (e.g. summoned creatures) during death animation, if they are not in combat. In this case we have to increment death counter and run disposed actor's script instantly.&lt;/p&gt;&lt;p&gt;If this setting is false, player has to wait until end of death animation in all cases. Makes using of summoned creatures exploit (looting summoned Dremoras and Golden Saints for expensive weapons) a lot harder. Conflicts with mannequin mods, which use SkipAnim to prevent end of death animation.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Followers attack on sight</string>
<string>Can loot during death animation</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="preventMerchantEquippingCheckBox">
<widget class="QCheckBox" name="followersAttackOnSightCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Prevents merchants from equipping items that are sold to them.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Make player followers and escorters start combat with enemies who have started combat with them or the player. Otherwise they wait for the enemies or the player to do an attack first.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Prevent merchant equipping</string>
<string>Followers defend immediately</string>
</property>
</widget>
</item>
@ -52,7 +52,7 @@
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Make the value of filled soul gems dependent only on soul magnitude.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Rebalance soul gem values</string>
<string>Soulgem values rebalance</string>
</property>
</widget>
</item>
@ -72,7 +72,7 @@
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Make disposition change of merchants caused by trading permanent.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Barter disposition change is permanent</string>
<string>Permanent barter disposition changes</string>
</property>
</widget>
</item>
@ -96,27 +96,32 @@
</property>
</widget>
</item>
<item alignment="Qt::AlignLeft">
<widget class="QWidget" name="unarmedFactorsStrengthGroup" native="true">
<item>
<widget class="QCheckBox" name="uncappedDamageFatigueCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Factor strength into hand-to-hand damage calculations, as the MCP formula: damage * (strength / 40).&lt;/p&gt;&lt;p&gt;The default value is Off.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<layout class="QHBoxLayout" name="horizontalUnarmedStrengthLayout">
<property name="spacing">
<number>-1</number>
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Make Damage Fatigue magic effect uncapped like Drain Fatigue effect.&lt;/p&gt;&lt;p&gt;This means that unlike Morrowind you will be able to knock down actors using this effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="leftMargin">
<number>0</number>
<property name="text">
<string>Uncapped Damage Fatigue</string>
</property>
<property name="topMargin">
<number>0</number>
</widget>
</item>
<item>
<widget class="QCheckBox" name="normaliseRaceSpeedCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Don't use race weight in NPC movement speed calculations.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="rightMargin">
<number>0</number>
<property name="text">
<string>Racial variation in speed fix</string>
</property>
<property name="bottomMargin">
<number>0</number>
</widget>
</item>
<item alignment="Qt::AlignLeft">
<widget class="QWidget" name="unarmedFactorsStrengthGroup">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Factor strength into hand-to-hand damage calculations, as the MCP formula: damage * (strength / 40).&lt;/p&gt;&lt;p&gt;The default value is Off.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<layout class="QHBoxLayout" name="horizontalUnarmedStrengthLayout">
<item alignment="Qt::AlignRight">
<widget class="QLabel" name="unarmedFactorsStrengthLabel">
<property name="text">
@ -150,22 +155,39 @@
</widget>
</item>
<item>
<widget class="QCheckBox" name="magicItemAnimationsCheckBox">
<spacer>
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
</spacer>
</item>
</layout>
</widget>
<widget class="QWidget" name="Visuals">
<attribute name="title">
<string>Visuals</string>
</attribute>
<layout class="QVBoxLayout">
<item>
<widget class="QCheckBox" name="bumpMapLocalLightingCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use casting animations for magic items, just as for spells.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Normally environment map reflections aren't affected by lighting, which makes environment-mapped (and thus bump-mapped objects) glow in the dark.
Morrowind Code Patch includes an option to remedy that by doing environment-mapping before applying lighting, this is the equivalent of that option.
Affected objects will use shaders.
&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Use magic item animation</string>
<string>Bump/reflect map local lighting</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="normaliseRaceSpeedCheckBox">
<widget class="QCheckBox" name="magicItemAnimationsCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Don't use race weight in NPC movement speed calculations.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use casting animations for magic items, just as for spells.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Normalise race speed</string>
<string>Use magic item animation</string>
</property>
</widget>
</item>
@ -180,23 +202,11 @@
</widget>
</item>
<item>
<widget class="QWidget" name="sheathingGroup" native="true">
<widget class="QWidget" name="sheathingGroup">
<layout class="QVBoxLayout" name="sheathingLayout">
<property name="spacing">
<number>6</number>
</property>
<property name="leftMargin">
<number>20</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item>
<widget class="QCheckBox" name="weaponSheathingCheckBox">
<property name="enabled">
@ -227,208 +237,92 @@
</widget>
</item>
<item>
<widget class="QCheckBox" name="uncappedDamageFatigueCheckBox">
<widget class="QCheckBox" name="viewOverShoulderCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Make Damage Fatigue magic effect uncapped like Drain Fatigue effect.&lt;/p&gt;&lt;p&gt;This means that unlike Morrowind you will be able to knock down actors using this effect.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting controls third person view mode.&lt;/p&gt;&lt;p&gt;False: View is centered on the character's head. Crosshair is hidden.
True: In non-combat mode camera is positioned behind the character's shoulder. Crosshair is visible in third person mode as well.
&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Uncapped Damage Fatigue</string>
<string>View over the shoulder</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="trainersTrainingSkillsBasedOnBaseSkillCheckBox">
<widget class="QCheckBox" name="turnToMovementDirectionCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Trainers choose their training skills based on their base skill points</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QGroupBox" name="inputGroup">
<property name="title">
<string>Input</string>
</property>
<layout class="QVBoxLayout" name="inputGroupVerticalLayout">
<item>
<widget class="QCheckBox" name="grabCursorCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;OpenMW will capture control of the cursor if this setting is true.&lt;/p&gt;&lt;p&gt;In “look mode”, OpenMW will center the cursor regardless of the value of this setting (since the cursor/crosshair is always centered in the OpenMW window). However, in GUI mode, this setting determines the behavior when the cursor is moved outside the OpenMW window. If true, the cursor movement stops at the edge of the window preventing access to other applications. If false, the cursor is allowed to move freely on the desktop.&lt;/p&gt;&lt;p&gt;This setting does not apply to the screen where escape has been pressed, where the cursor is never captured. Regardless of this setting “Alt-Tab” or some other operating system dependent key sequence can be used to allow the operating system to regain control of the mouse cursor. This setting interacts with the minimize on focus loss setting by affecting what counts as a focus loss. Specifically on a two-screen configuration it may be more convenient to access the second screen with setting disabled.&lt;/p&gt;&lt;p&gt;Note for developers: its desirable to have this setting disabled when running the game in a debugger, to prevent the mouse cursor from becoming unusable when the game pauses on a breakpoint.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Affects side and diagonal movement. Enabling this setting makes movement more realistic.&lt;/p&gt;&lt;p&gt;If disabled then the whole character's body is pointed to the direction of view. Diagonal movement has no special animation and causes sliding.&lt;/p&gt;&lt;p&gt;If enabled then the character turns lower body to the direction of movement. Upper body is turned partially. Head is always pointed to the direction of view. In combat mode it works only for diagonal movement. In non-combat mode it also changes straight right and straight left movement.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Grab cursor</string>
<string>Turn to movement direction</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="toggleSneakCheckBox">
<widget class="QCheckBox" name="distantLandCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting causes the behavior of the sneak key (bound to Ctrl by default) to toggle sneaking on and off rather than requiring the key to be held down while sneaking. Players that spend significant time sneaking may find the character easier to control with this option enabled. &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Toggle sneak</string>
<string>Distant land</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QGroupBox" name="savesGroup">
<property name="title">
<string>Saves</string>
</property>
<layout class="QVBoxLayout" name="savesGroupVerticalLayout">
<item>
<widget class="QCheckBox" name="timePlayedCheckbox">
<widget class="QCheckBox" name="activeGridObjectPagingCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting determines whether the amount of the time the player has spent playing will be displayed for each saved game in the Load menu.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use object paging for active cells grid.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Add &quot;Time Played&quot; to saves</string>
<string>Active grid object paging</string>
</property>
</widget>
</item>
<item alignment="Qt::AlignLeft">
<widget class="QWidget" name="maximumQuicksavesGroup" native="true">
<widget class="QWidget" name="viewingDistanceGroup">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting determines how many quicksave and autosave slots you can have at a time. If greater than 1, quicksaves will be sequentially created each time you quicksave. Once the maximum number of quicksaves has been reached, the oldest quicksave will be recycled the next time you perform a quicksave.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<layout class="QHBoxLayout" name="maximumQuicksavesLayout">
<property name="spacing">
<number>6</number>
</property>
<property name="leftMargin">
<number>0</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This value controls the maximum visible distance (in cell units).
Larger values significantly improve rendering in exterior spaces,
but also increase the amount of rendered geometry and significantly reduce the frame rate.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<layout class="QHBoxLayout" name="viewingDistanceLayout">
<item>
<widget class="QLabel" name="maximumQuicksavesLabel">
<widget class="QLabel" name="viewingDistanceLabel">
<property name="text">
<string>Maximum Quicksaves</string>
<string>Viewing distance</string>
</property>
</widget>
</item>
<item>
<widget class="QSpinBox" name="maximumQuicksavesComboBox">
<widget class="QDoubleSpinBox" name="viewingDistanceComboBox">
<property name="minimum">
<number>1</number>
<double>0.0</double>
</property>
</widget>
</item>
</layout>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QGroupBox" name="testingGroup">
<property name="title">
<string>Testing</string>
</property>
<layout class="QVBoxLayout" name="testingGroupVerticalLayout">
<item>
<widget class="QLabel" name="testingLabel">
<property name="text">
<string>These settings are intended for testing mods and will cause issues if used for normal gameplay.</string>
</property>
<property name="wordWrap">
<bool>true</bool>
<property name="singleStep">
<double>0.5</double>
</property>
</widget>
</item>
<item>
<widget class="Line" name="testingLine">
<property name="orientation">
<enum>Qt::Horizontal</enum>
<property name="suffix">
<string> Cells</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="skipMenuCheckBox">
<property name="text">
<string>Skip menu and generate default character</string>
</property>
</layout>
</widget>
</item>
<item>
<layout class="QHBoxLayout" name="startDefaultCharacterAtHorizontalLayout">
<item>
<spacer name="startDefaultCharacterAtHorizontalSpacer">
<spacer>
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
<property name="sizeType">
<enum>QSizePolicy::Fixed</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>20</width>
<height>20</height>
</size>
<enum>Qt::Vertical</enum>
</property>
</spacer>
</item>
<item>
<widget class="QLabel" name="startDefaultCharacterAtLabel">
<property name="text">
<string>Start default character at</string>
</property>
</widget>
</item>
<item>
<widget class="QLineEdit" name="startDefaultCharacterAtField">
<property name="placeholderText">
<string>default cell</string>
</property>
</widget>
</item>
</layout>
</item>
<item>
<widget class="QLabel" name="label">
<property name="text">
<string>Run script after startup:</string>
</property>
</widget>
</item>
<item>
<layout class="QHBoxLayout" name="runScriptAfterStartupHorizontalLayout">
<item>
<widget class="QLineEdit" name="runScriptAfterStartupField"/>
</item>
<item>
<widget class="QPushButton" name="runScriptAfterStartupBrowseButton">
<property name="text">
<string>Browse…</string>
</property>
</widget>
</item>
</layout>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QGroupBox" name="userInterfaceGroup">
<property name="title">
<string>User Interface</string>
</property>
<layout class="QVBoxLayout" name="userInterfaceVerticalLayout">
<widget class="QWidget" name="InterfaceChanges">
<attribute name="title">
<string>Interface changes</string>
</attribute>
<layout class="QVBoxLayout">
<item>
<widget class="QCheckBox" name="showEffectDurationCheckBox">
<property name="toolTip">
@ -480,26 +374,11 @@
</widget>
</item>
<item alignment="Qt::AlignLeft">
<widget class="QWidget" name="showOwnedGroup" native="true">
<widget class="QWidget" name="showOwnedGroup">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enable visual clues for items owned by NPCs when the crosshair is on the object.&lt;/p&gt;&lt;p&gt;The default value is Off.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<layout class="QHBoxLayout" name="horizontalLayout">
<property name="spacing">
<number>6</number>
</property>
<property name="leftMargin">
<number>0</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item alignment="Qt::AlignRight">
<widget class="QLabel" name="showOwnedLabel">
<property name="text">
@ -537,6 +416,93 @@
</layout>
</widget>
</item>
<item>
<spacer>
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
</spacer>
</item>
</layout>
</widget>
<widget class="QWidget" name="BugFixes">
<attribute name="title">
<string>Bug fixes</string>
</attribute>
<layout class="QVBoxLayout">
<item>
<widget class="QCheckBox" name="preventMerchantEquippingCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Prevents merchants from equipping items that are sold to them.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Merchant equipping fix</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="trainersTrainingSkillsBasedOnBaseSkillCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Trainers choose their training skills based on their base skill points</string>
</property>
</widget>
</item>
<item>
<spacer>
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
</spacer>
</item>
</layout>
</widget>
<widget class="QWidget" name="Miscellaneous">
<attribute name="title">
<string>Miscellaneous</string>
</attribute>
<layout class="QVBoxLayout" name="scrollAreaVerticalLayout">
<item>
<widget class="QGroupBox" name="savesGroup">
<property name="title">
<string>Saves</string>
</property>
<layout class="QVBoxLayout" name="savesGroupVerticalLayout">
<item>
<widget class="QCheckBox" name="timePlayedCheckbox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting determines whether the amount of the time the player has spent playing will be displayed for each saved game in the Load menu.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Add &quot;Time Played&quot; to saves</string>
</property>
</widget>
</item>
<item alignment="Qt::AlignLeft">
<widget class="QWidget" name="maximumQuicksavesGroup">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;This setting determines how many quicksave and autosave slots you can have at a time. If greater than 1, quicksaves will be sequentially created each time you quicksave. Once the maximum number of quicksaves has been reached, the oldest quicksave will be recycled the next time you perform a quicksave.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<layout class="QHBoxLayout" name="maximumQuicksavesLayout">
<item>
<widget class="QLabel" name="maximumQuicksavesLabel">
<property name="text">
<string>Maximum Quicksaves</string>
</property>
</widget>
</item>
<item>
<widget class="QSpinBox" name="maximumQuicksavesComboBox">
<property name="minimum">
<number>1</number>
</property>
</widget>
</item>
</layout>
</widget>
</item>
</layout>
</widget>
</item>
@ -547,26 +513,11 @@
</property>
<layout class="QVBoxLayout" name="otherGroupVerticalLayout">
<item alignment="Qt::AlignLeft">
<widget class="QWidget" name="screenshotFormatGroup" native="true">
<widget class="QWidget" name="screenshotFormatGroup">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Specify the format for screen shots taken by pressing the screen shot key (bound to F12 by default). This setting should be the file extension commonly associated with the desired format. The formats supported will be determined at compilation, but “jpg”, “png”, and “tga” should be allowed.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<layout class="QHBoxLayout" name="screenshotFormatLayout">
<property name="spacing">
<number>6</number>
</property>
<property name="leftMargin">
<number>0</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item alignment="Qt::AlignRight">
<widget class="QLabel" name="screenshotFormatLabel">
<property name="text">
@ -599,6 +550,110 @@
</layout>
</widget>
</item>
<item>
<spacer>
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
</spacer>
</item>
</layout>
</widget>
<widget class="QWidget" name="Testing">
<attribute name="title">
<string>Testing</string>
</attribute>
<layout class="QVBoxLayout">
<item>
<widget class="QLabel" name="testingLabel">
<property name="text">
<string>These settings are intended for testing mods and will cause issues if used for normal gameplay.</string>
</property>
<property name="wordWrap">
<bool>true</bool>
</property>
</widget>
</item>
<item>
<widget class="Line" name="testingLine">
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="grabCursorCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;OpenMW will capture control of the cursor if this setting is true.&lt;/p&gt;&lt;p&gt;In “look mode”, OpenMW will center the cursor regardless of the value of this setting (since the cursor/crosshair is always centered in the OpenMW window). However, in GUI mode, this setting determines the behavior when the cursor is moved outside the OpenMW window. If true, the cursor movement stops at the edge of the window preventing access to other applications. If false, the cursor is allowed to move freely on the desktop.&lt;/p&gt;&lt;p&gt;This setting does not apply to the screen where escape has been pressed, where the cursor is never captured. Regardless of this setting “Alt-Tab” or some other operating system dependent key sequence can be used to allow the operating system to regain control of the mouse cursor. This setting interacts with the minimize on focus loss setting by affecting what counts as a focus loss. Specifically on a two-screen configuration it may be more convenient to access the second screen with setting disabled.&lt;/p&gt;&lt;p&gt;Note for developers: its desirable to have this setting disabled when running the game in a debugger, to prevent the mouse cursor from becoming unusable when the game pauses on a breakpoint.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Grab cursor</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="skipMenuCheckBox">
<property name="text">
<string>Skip menu and generate default character</string>
</property>
</widget>
</item>
<item>
<layout class="QHBoxLayout" name="startDefaultCharacterAtHorizontalLayout">
<item>
<spacer name="startDefaultCharacterAtHorizontalSpacer">
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
<property name="sizeType">
<enum>QSizePolicy::Fixed</enum>
</property>
</spacer>
</item>
<item>
<widget class="QLabel" name="startDefaultCharacterAtLabel">
<property name="text">
<string>Start default character at</string>
</property>
</widget>
</item>
<item>
<widget class="QLineEdit" name="startDefaultCharacterAtField">
<property name="placeholderText">
<string>default cell</string>
</property>
</widget>
</item>
</layout>
</item>
<item>
<widget class="QLabel" name="label">
<property name="text">
<string>Run script after startup:</string>
</property>
</widget>
</item>
<item>
<layout class="QHBoxLayout" name="runScriptAfterStartupHorizontalLayout">
<item>
<widget class="QLineEdit" name="runScriptAfterStartupField"/>
</item>
<item>
<widget class="QPushButton" name="runScriptAfterStartupBrowseButton">
<property name="text">
<string>Browse…</string>
</property>
</widget>
</item>
</layout>
</item>
<item>
<spacer>
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
</spacer>
</item>
</layout>
</widget>
</widget>

Loading…
Cancel
Save