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350 lines
13 KiB
Plaintext
350 lines
13 KiB
Plaintext
OpenMW: A reimplementation of The Elder Scrolls III: Morrowind
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OpenMW is an attempt at recreating the engine for the popular role-playing game
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Morrowind by Bethesda Softworks. You need to own and install the original game for OpenMW to work.
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Version: 0.16.0
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License: GPL (see GPL3.txt for more information)
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Website: http://www.openmw.org
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Font Licenses:
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EBGaramond-Regular.ttf: OFL (see OFL.txt for more information)
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VeraMono.ttf: custom (see Bitstream Vera License.txt for more information)
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INSTALLATION
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Windows:
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Run the installer.
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Linux:
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Ubuntu (and most others)
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Download the .deb file and install it in the usual way.
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Arch Linux
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There's an OpenMW package available in the AUR Repository:
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http://aur.archlinux.org/packages.php?ID=21419
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OS X:
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Open DMG file, copy OpenMW folder anywhere, for example in /Applications
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BUILD FROM SOURCE
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TODO add description here
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THE DATA PATH
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The data path tells OpenMW where to find your Morrowind files. From 0.12.0 on OpenMW should be able to
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pick up the location of these files on its own, if both Morrowind and OpenMW are installed properly
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(installing Morrowind under WINE is considered a proper install).
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If that does not work for you, please check if you have any leftover openmw.cfg files from versions earlier than 0.12.0. These can interfere with the configuration process, so try to remove then.
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If you are running OpenMW without installing it, you still need to manually adjust the data path. Create a text file named openmw.cfg in the location of the binary and enter the following line:
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data=path to your data directory
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(where you replace "path to your data directory" with the actual location of your data directory)
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COMMAND LINE OPTIONS
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Syntax: openmw <options>
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Allowed options:
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--help print help message
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--version print version information and quit
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--data arg (=data) set data directories (later directories have
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higher priority)
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--data-local arg set local data directory (highest priority)
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--resources arg (=resources) set resources directory
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--start arg (=Beshara) set initial cell
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--master arg master file(s)
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--plugin arg plugin file(s)
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--anim-verbose [=arg(=1)] (=0) output animation indices files
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--debug [=arg(=1)] (=0) debug mode
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--nosound [=arg(=1)] (=0) disable all sounds
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--script-verbose [=arg(=1)] (=0) verbose script output
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--new-game [=arg(=1)] (=0) activate char gen/new game mechanics
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--script-all [=arg(=1)] (=0) compile all scripts (excluding dialogue scri
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pts) at startup
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--fs-strict [=arg(=1)] (=0) strict file system handling (no case folding
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)
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--encoding arg (=win1252) Character encoding used in OpenMW game messa
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ges:
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win1250 - Central and Eastern European such
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as Polish, Czech, Slovak, Hungarian, Slovene
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, Bosnian, Croatian, Serbian (Latin script),
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Romanian and Albanian languages
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win1251 - Cyrillic alphabet such as Russian,
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Bulgarian, Serbian Cyrillic and other langua
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ges
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win1252 - Western European (Latin) alphabet,
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used by default
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--fallback arg fallback values
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CHANGELOG
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0.16.0
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Bug #250: OpenMW launcher erratic behaviour
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Bug #270: Crash because of underwater effect on OS X
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Bug #277: Auto-equipping in some cells not working
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Bug #294: Container GUI ignores disabled inventory menu
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Bug #297: Stats review dialog shows all skills and attribute values as 0
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Bug #298: MechanicsManager::buildPlayer does not remove previous bonuses
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Bug #299: Crash in World::disable
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Bug #306: Non-existent ~/.config/openmw "crash" the launcher.
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Bug #307: False "Data Files" location make the launcher "crash"
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Feature #81: Spell Window
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Feature #85: Alchemy Window
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Feature #181: Support for x.y script syntax
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Feature #242: Weapon and Spell icons
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Feature #254: Ingame settings window
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Feature #293: Allow "stacking" game modes
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Feature #295: Class creation dialog tooltips
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Feature #296: Clicking on the HUD elements should show/hide the respective window
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Feature #301: Direction after using a Teleport Door
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Feature #303: Allow object selection in the console
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Feature #305: Allow the use of = as a synonym for ==
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Feature #312: Compensation for slow object access in poorly written Morrowind.esm scripts
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Task #176: Restructure enabling/disabling of MW-references
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Task #283: Integrate ogre.cfg file in settings file
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Task #290: Auto-Close MW-reference related GUI windows
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0.15.0
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Bug #5: Physics reimplementation (fixes various issues)
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Bug #258: Resizing arrow's background is not transparent
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Bug #268: Widening the stats window in X direction causes layout problems
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Bug #269: Topic pane in dialgoue window is too small for some longer topics
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Bug #271: Dialog choices are sorted incorrectly
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Bug #281: The single quote character is not rendered on dialog windows
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Bug #285: Terrain not handled properly in cells that are not predefined
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Bug #289: Dialogue filter isn't doing case smashing/folding for item IDs
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Feature #15: Collision with Terrain
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Feature #17: Inventory-, Container- and Trade-Windows
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Feature #44: Floating Labels above Focussed Objects
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Feature #80: Tooltips
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Feature #83: Barter Dialogue
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Feature #90: Book and Scroll Windows
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Feature #156: Item Stacking in Containers
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Feature #213: Pulsating lights
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Feature #218: Feather & Burden
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Feature #256: Implement magic effect bookkeeping
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Feature #259: Add missing information to Stats window
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Feature #260: Correct case for dialogue topics
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Feature #280: GUI texture atlasing
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Feature #291: Ability to use GMST strings from GUI layout files
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Task #255: Make MWWorld::Environment into a singleton
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0.14.0
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Bug #1: Meshes rendered with wrong orientation
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Bug #6/Task #220: Picking up small objects doesn't always work
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Bug #127: tcg doesn't work
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Bug #178: Compablity problems with Ogre 1.8.0 RC 1
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Bug #211: Wireframe mode (toggleWireframe command) should not apply to Console & other UI
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Bug #227: Terrain crashes when moving away from predefined cells
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Bug #229: On OS X Launcher cannot launch game if path to binary contains spaces
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Bug #235: TGA texture loading problem
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Bug #246: wireframe mode does not work in water
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Feature #8/#232: Water Rendering
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Feature #13: Terrain Rendering
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Feature #37: Render Path Grid
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Feature #66: Factions
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Feature #77: Local Map
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Feature #78: Compass/Mini-Map
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Feature #97: Render Clothing/Armour
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Feature #121: Window Pinning
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Feature #205: Auto equip
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Feature #217: Contiainer should track changes to its content
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Feature #221: NPC Dialogue Window Enhancements
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Feature #233: Game settings manager
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Feature #240: Spell List and selected spell (no GUI yet)
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Feature #243: Draw State
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Task #113: Morrowind.ini Importer
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Task #215: Refactor the sound code
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Task #216: Update MyGUI
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0.13.0
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Bug #145: Fixed sound problems after cell change
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Bug #179: Pressing space in console triggers activation
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Bug #186: CMake doesn't use the debug versions of Ogre libraries on Linux
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Bug #189: ASCII 16 character added to console on it's activation on Mac OS X
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Bug #190: Case Folding fails with music files
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Bug #192: Keypresses write Text into Console no matter which gui element is active
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Bug #196: Collision shapes out of place
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Bug #202: ESMTool doesn't not work with localised ESM files anymore
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Bug #203: Torch lights only visible on short distance
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Bug #207: Ogre.log not written
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Bug #209: Sounds do not play
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Bug #210: Ogre crash at Dren plantation
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Bug #214: Unsupported file format version
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Bug #222: Launcher is writing openmw.cfg file to wrong location
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Feature #9: NPC Dialogue Window
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Feature #16/42: New sky/weather implementation
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Feature #40: Fading
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Feature #48: NPC Dialogue System
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Feature #117: Equipping Items (backend only, no GUI yet, no rendering of equipped items yet)
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Feature #161: Load REC_PGRD records
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Feature #195: Wireframe-mode
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Feature #198/199: Various sound effects
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Feature #206: Allow picking data path from launcher if non is set
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Task #108: Refactor window manager class
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Task #172: Sound Manager Cleanup
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Task #173: Create OpenEngine systems in the appropriate manager classes
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Task #184: Adjust MSVC and gcc warning levels
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Task #185: RefData rewrite
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Task #201: Workaround for transparency issues
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Task #208: silenced esm_reader.hpp warning
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0.12.0
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Bug #154: FPS Drop
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Bug #169: Local scripts continue running if associated object is deleted
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Bug #174: OpenMW fails to start if the config directory doesn't exist
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Bug #187: Missing lighting
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Bug #188: Lights without a mesh are not rendered
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Bug #191: Taking screenshot causes crash when running installed
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Feature #28: Sort out the cell load problem
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Feature #31: Allow the player to move away from pre-defined cells
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Feature #35: Use alternate storage location for modified object position
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Feature #45: NPC animations
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Feature #46: Creature Animation
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Feature #89: Basic Journal Window
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Feature #110: Automatically pick up the path of existing MW-installations
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Feature #183: More FPS display settings
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Task #19: Refactor engine class
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Task #109/Feature #162: Automate Packaging
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Task #112: Catch exceptions thrown in input handling functions
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Task #128/#168: Cleanup Configuration File Handling
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Task #131: NPC Activation doesn't work properly
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Task #144: MWRender cleanup
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Task #155: cmake cleanup
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0.11.1
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Bug #2: Resources loading doesn't work outside of bsa files
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Bug #3: GUI does not render non-English characters
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Bug #7: openmw.cfg location doesn't match
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Bug #124: The TCL alias for ToggleCollision is missing.
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Bug #125: Some command line options can't be used from a .cfg file
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Bug #126: Toggle-type script instructions are less verbose compared with original MW
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Bug #130: NPC-Record Loading fails for some NPCs
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Bug #167: Launcher sets invalid parameters in ogre config
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Feature #10: Journal
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Feature #12: Rendering Optimisations
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Feature #23: Change Launcher GUI to a tabbed interface
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Feature #24: Integrate the OGRE settings window into the launcher
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Feature #25: Determine openmw.cfg location (Launcher)
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Feature #26: Launcher Profiles
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Feature #79: MessageBox
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Feature #116: Tab-Completion in Console
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Feature #132: --data-local and multiple --data
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Feature #143: Non-Rendering Performance-Optimisations
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Feature #150: Accessing objects in cells via ID does only work for objects with all lower case IDs
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Feature #157: Version Handling
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Task #14: Replace tabs with 4 spaces
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Task #18: Move components from global namespace into their own namespace
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Task #123: refactor header files in components/esm
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0.10.0
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* NPC dialogue window (not functional yet)
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* Collisions with objects
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* Refactor the PlayerPos class
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* Adjust file locations
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* CMake files and test linking for Bullet
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* Replace Ogre raycasting test for activation with something more precise
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* Adjust player movement according to collision results
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* FPS display
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* Various Portability Improvements
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* Mac OS X support is back!
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0.9.0
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* Exterior cells loading, unloading and management
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* Character Creation GUI
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* Character creation
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* Make cell names case insensitive when doing internal lookups
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* Music player
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* NPCs rendering
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0.8.0
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* GUI
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* Complete and working script engine
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* In game console
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* Sky rendering
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* Sound and music
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* Tons of smaller stuff
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0.7.0
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* This release is a complete rewrite in C++.
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* All D code has been culled, and all modules have been rewritten.
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* The game is now back up to the level of rendering interior cells and moving around, but physics, sound, GUI, and scripting still remain to be ported from the old codebase.
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0.6.0
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* Coded a GUI system using MyGUI
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* Skinned MyGUI to look like Morrowind (work in progress)
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* Integrated the Monster script engine
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* Rewrote some functions into script code
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* Very early MyGUI < > Monster binding
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* Fixed Windows sound problems (replaced old openal32.dll)
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0.5.0
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* Collision detection with Bullet
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* Experimental walk & fall character physics
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* New key bindings:
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* t toggle physics mode (walking, flying, ghost),
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* n night eye, brightens the scene
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* Fixed incompatability with DMD 1.032 and newer compilers
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* * (thanks to tomqyp)
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* Various minor changes and updates
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0.4.0
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* Switched from Audiere to OpenAL
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* * (BIG thanks to Chris Robinson)
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* Added complete Makefile (again) as a alternative build tool
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* More realistic lighting (thanks again to Chris Robinson)
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* Various localization fixes tested with Russian and French versions
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* Temporary workaround for the Unicode issue: invalid UTF displayed as '?'
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* Added ns option to disable sound, for debugging
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* Various bug fixes
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* Cosmetic changes to placate gdc Wall
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0.3.0
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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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* You no longer have to download Monster separately
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* Made an alternative for building without DSSS (but DSSS still works)
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* Renamed main program from 'morro' to 'openmw'
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* Made the config system more robust
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* Added oc switch for showing Ogre config window on startup
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* Removed some config files, these are auto generated when missing.
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* Separated plugins.cfg into linux and windows versions.
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* Updated Makefile and sources for increased portability
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* confirmed to work against OIS 1.0.0 (Ubuntu repository package)
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0.2.0
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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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0.1.0
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first release
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