mirror of
https://github.com/TES3MP/openmw-tes3mp.git
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127 lines
7.5 KiB
Markdown
127 lines
7.5 KiB
Markdown
OpenMW
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======
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[![Build Status](https://img.shields.io/travis/OpenMW/openmw.svg)](https://travis-ci.org/OpenMW/openmw) [![Coverity Scan Build Status](https://scan.coverity.com/projects/3740/badge.svg)](https://scan.coverity.com/projects/3740)
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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: 0.36.0
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* License: GPL (see docs/license/GPL3.txt for more information)
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* Website: http://www.openmw.org
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* IRC: #openmw on irc.freenode.net
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Font Licenses:
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* DejaVuLGCSansMono.ttf: custom (see docs/license/DejaVu Font License.txt for more information)
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Wrong Way, Go Back
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------------------
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This is a fork of an old version of OpenMW. This version is probably not what you are looking for. It is still stuck on Ogre 1.9 and hence does not have any of the recent graphics enhancements. I suggest you use the [official release](https://github.com/OpenMW/openmw) instead.
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Getting Started
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---------------
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* [Official forums](https://forum.openmw.org/)
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* [Installation instructions](https://wiki.openmw.org/index.php?title=Installation_Instructions)
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* [Build from source](https://wiki.openmw.org/index.php?title=Development_Environment_Setup)
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* [Testing the game](https://wiki.openmw.org/index.php?title=Testing)
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* [How to contribute](https://wiki.openmw.org/index.php?title=Contribution_Wanted)
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* [Report a bug](http://bugs.openmw.org/projects/openmw) - read the [guidelines](https://wiki.openmw.org/index.php?title=Bug_Reporting_Guidelines) before submitting your first bug!
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* [Known issues](http://bugs.openmw.org/projects/openmw/issues?utf8=%E2%9C%93&set_filter=1&f%5B%5D=status_id&op%5Bstatus_id%5D=%3D&v%5Bstatus_id%5D%5B%5D=7&f%5B%5D=tracker_id&op%5Btracker_id%5D=%3D&v%5Btracker_id%5D%5B%5D=1&f%5B%5D=&c%5B%5D=project&c%5B%5D=tracker&c%5B%5D=status&c%5B%5D=priority&c%5B%5D=subject&c%5B%5D=assigned_to&c%5B%5D=updated_on&group_by=tracker)
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The data path
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-------------
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The data path tells OpenMW where to find your Morrowind files. If you run the launcher, OpenMW should be able to pick up the location of these files on its own, if both Morrowind and OpenMW are installed properly (installing Morrowind under WINE is considered a proper install).
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Command line options
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--------------------
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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
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have higher priority)
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--data-local arg set local data directory (highest
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priority)
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--fallback-archive arg (=fallback-archive)
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set fallback BSA archives (later
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archives have higher priority)
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--resources arg (=resources) set resources directory
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--start arg set initial cell
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--content arg content file(s): esm/esp, or
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omwgame/omwaddon
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--no-sound [=arg(=1)] (=0) disable all sounds
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--script-verbose [=arg(=1)] (=0) verbose script output
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--script-all [=arg(=1)] (=0) compile all scripts (excluding dialogue
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scripts) at startup
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--script-all-dialogue [=arg(=1)] (=0) compile all dialogue scripts at startup
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--script-console [=arg(=1)] (=0) enable console-only script
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functionality
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--script-run arg select a file containing a list of
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console commands that is executed on
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startup
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--script-warn [=arg(=1)] (=1) handling of warnings when compiling
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scripts
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0 - ignore warning
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1 - show warning but consider script as
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correctly compiled anyway
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2 - treat warnings as errors
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--script-blacklist arg ignore the specified script (if the use
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of the blacklist is enabled)
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--script-blacklist-use [=arg(=1)] (=1)
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enable script blacklisting
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--load-savegame arg load a save game file on game startup
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(specify an absolute filename or a
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filename relative to the current
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working directory)
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--skip-menu [=arg(=1)] (=0) skip main menu on game startup
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--new-game [=arg(=1)] (=0) run new game sequence (ignored if
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skip-menu=0)
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--fs-strict [=arg(=1)] (=0) strict file system handling (no case
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folding)
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--encoding arg (=win1252) Character encoding used in OpenMW game
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messages:
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win1250 - Central and Eastern European
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such as Polish, Czech, Slovak,
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Hungarian, Slovene, Bosnian, Croatian,
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Serbian (Latin script), Romanian and
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Albanian languages
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win1251 - Cyrillic alphabet such as
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Russian, Bulgarian, Serbian Cyrillic
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and other languages
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win1252 - Western European (Latin)
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alphabet, used by default
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--fallback arg fallback values
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--no-grab Don't grab mouse cursor
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--export-fonts [=arg(=1)] (=0) Export Morrowind .fnt fonts to PNG
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image and XML file in current directory
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--activate-dist arg (=-1) activation distance override
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Changes
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-------
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Some of the differences with the official release are listed below. They are almost all to do with OpenCS.
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* Various minor bug fixes.
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* Experimental support of loading TES4/TES5 records (coming soon).
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* Experimental support of navMesh (coming soon).
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* C++11 features are used (or at least those available on MSVC 2013 onwards).
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* Loading time improvements.
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* Loading progress bar changes.
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* Pathgrid points supported.
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* 3D editing retained, but does not have OSG enhancements or mouse modes.
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* Modifying an object in the cell view should trigger the instances table to scroll to the corresponding record.
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* Initial support for Land and Land Texture records.
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* NPC stats autocalculation.
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* Per-subview shortcuts for "added" and "modified" filters.
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* Global filters + warning splash screen.
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* User preferences setting to save the window state (position, geometry, etc) at the time of exit.
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* User preferences setting to workaround some X window managers not keeping pre-maximised state.
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* Use opencs.ini to store window states between sessions.
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