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David Cernat 892d71ce71 [General] Reimplement weather synchronization to allow soft transitions
Although weather sync was added by Koncord to the rewrite in fd721143e2 in a way that used surprisingly few lines of code, it relied on the server requesting weather states every second from authority players and sending them to non-authority players, while also allowing only very sudden weather transitions across regions, i.e. if there was one player in the Ascadian Isles who had stormy weather, and another player with clear weather in the Bitter Coast Region walked across to the Ascadian Isles, that player was instantly made to have stormy weather with no kind of transition at all.

My approach solves both of those problems. It solves the packet spam by only sending weather updates to the server when weather changes happen or when there are new arrivals to a weather authority's region, and it allows for both sudden weather transitions when players teleport to a region and for soft, gradual transitions when players walk across to a region. It is inspired by my previous actor sync, and uses a WorldRegionAuthority packet to set players as region authorities in a similar way to how ActorAuthority sets players as cell AI authorities. Weather changes are created only by the region authority for a given region, and weather packets are also only sent by that authority.

However, it should be noted that gradual weather transitions are used by default in this implementation. To use sudden weather transitions, the serverside Lua scripts need to forward WorldWeather packets with the forceWeather boolean set to true. That is, however, already handled by our default Lua scripts in situations where it makes sense.
7 years ago
CI Merge pull request #457 from OpenMW/master while resolving conflicts 7 years ago
apps [General] Reimplement weather synchronization to allow soft transitions 7 years ago
cmake Merge pull request #457 from OpenMW/master while resolving conflicts 7 years ago
components [General] Reimplement weather synchronization to allow soft transitions 7 years ago
docs Merge pull request #457 from OpenMW/master while resolving conflicts 7 years ago
extern Merge pull request #442 from OpenMW/master while resolving conflicts 7 years ago
files [General] Point to serverCore.lua instead of server.lua in server config 7 years ago
manual/opencs remove latex error 10 years ago
.editorconfig Update .editorconfig to include GLSL 7 years ago
.gitignore Merge pull request #369 from OpenMW/master 7 years ago
.gitlab-ci.yml Build everything but branches until we can allow VM/CIs to run on forked projects. 7 years ago
.gitmodules Add breakpad to server 8 years ago
.travis.yml [Pipeline] Add missing LuaJIT dependency 7 years ago
AUTHORS.md Updated credits file 7 years ago
CHANGELOG.md Add missing changelog entries 7 years ago
CMakeLists.txt Merge pull request #457 from OpenMW/master while resolving conflicts 7 years ago
CONTRIBUTING.md last minute updates from zini 7 years ago
LICENSE http to https for supported urls (#1625) 7 years ago
README.md [General] Change pre-rewrite's version to 0.7.0-alpha 7 years ago
appveyor.yml AppVeyor: build with Release configuration 7 years ago
tes3mp-changelog.md [Documentation] Update changelog for 0.6.2 7 years ago
tes3mp-credits.md [Documentation] Update credits 7 years ago

README.md

TES3MP

Build Status

TES3MP is a project aiming to add multiplayer functionality to OpenMW, an open-source game engine that supports playing "The Elder Scrolls III: Morrowind" by Bethesda Softworks.

  • TES3MP version: 0.7.0-alpha
  • OpenMW version: 0.44.0
  • License: GPLv3 (see LICENSE for more information)

Font Licenses:

Project Status

Version changelog

TES3MP is now playable in most respects. Player and NPC movement, animations, combat and spell casting are properly synchronized with small exceptions, as is picking up and dropping items in the world, using doors and levers, and adding and removing items from containers. Journal entries, faction stats and dialogue topics are also synchronized, allowing the majority of quests to work fine.

Serverside Lua scripts are used to save and load the state of most of the aforementioned.

Contributing

Development has been relatively fast, but any contribution regarding code, documentation, bug hunting or video showcases is greatly appreciated.

Test sessions are often advertised on our Discord server or in our Steam group.

Feel free to contact the team members for any questions you might have.

Getting Started

Donations

You can benefit the project by contributing to the Patreon pages of our two developers, Koncord and David Cernat, as well as by supporting OpenMW.