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167 lines
No EOL
11 KiB
Markdown
167 lines
No EOL
11 KiB
Markdown
OpenMW
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======
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[![Build Status](https://api.travis-ci.org/OpenMW/openmw.svg)](https://travis-ci.org/OpenMW/openmw) [![Build status](https://ci.appveyor.com/api/projects/status/github/openmw/openmw?svg=true)](https://ci.appveyor.com/project/psi29a/openmw) [![Coverity Scan Build Status](https://scan.coverity.com/projects/3740/badge.svg)](https://scan.coverity.com/projects/3740) [![pipeline status](https://gitlab.com/OpenMW/openmw/badges/master/pipeline.svg)](https://gitlab.com/OpenMW/openmw/commits/master)
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OpenMW is an open-source game engine that supports playing Morrowind by Bethesda Softworks. You need to own the game for OpenMW to play Morrowind.
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OpenMW also comes with OpenMW-CS, a replacement for Bethesda's Construction Set.
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* Version: 0.47.0
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* License: GPLv3 (see [LICENSE](https://github.com/OpenMW/openmw/blob/master/LICENSE) for more information)
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* Website: https://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 [files/mygui/DejaVuFontLicense.txt](https://github.com/OpenMW/openmw/blob/master/files/mygui/DejaVuFontLicense.txt) for more information)
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Current Status
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--------------
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The main quests in Morrowind, Tribunal and Bloodmoon are all completable. Some issues with side quests are to be expected (but rare). Check the [bug tracker](https://gitlab.com/OpenMW/openmw/issues?label_name%5B%5D=1.0) for a list of issues we need to resolve before the "1.0" release. Even before the "1.0" release however, OpenMW boasts some new [features](https://wiki.openmw.org/index.php?title=Features), such as improved graphics and user interfaces.
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Pre-existing modifications created for the original Morrowind engine can be hit-and-miss. The OpenMW script compiler performs more thorough error-checking than Morrowind does, meaning that a mod created for Morrowind may not necessarily run in OpenMW. Some mods also rely on quirky behaviour or engine bugs in order to work. We are considering such compatibility issues on a case-by-case basis - in some cases adding a workaround to OpenMW may be feasible, in other cases fixing the mod will be the only option. If you know of any mods that work or don't work, feel free to add them to the [Mod status](https://wiki.openmw.org/index.php?title=Mod_status) wiki page.
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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](https://gitlab.com/OpenMW/openmw/issues) - read the [guidelines](https://wiki.openmw.org/index.php?title=Bug_Reporting_Guidelines) before submitting your first bug!
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* [Known issues](https://gitlab.com/OpenMW/openmw/issues?label_name%5B%5D=Bug)
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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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--random-seed arg (=<impl defined>) seed value for random number generator
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VR
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======
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This fork is a VR port of openmw using the openxr VR standard.
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You can grab the latest binaries/sources under [Releases](https://gitlab.com/madsbuvi/openmw/-/releases)
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Or grab a development build from the artifacts of any pipeline of the openxr_vr build on the gitlab.
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Current Status
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--------------
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The VR fork was written on windows with access only to the Oculus Rift headset. Consequentially the current state of the port may have any number of Oculus specific idiosyncrasies, only has default bindings for the Oculus Touch controllers, and will not compile on linux.
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Users with the vive, the index, or any other openxr supporting VR headsets are encourage to suggest or contribute bindings for their respective headsets.
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Compatibility with general mods should be high, but this has not been thoroughly tested. Shaders have not been tested at all and may spawn spiders inside your headset.
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Installation (openmw vr)
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------------------------
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Installing the VR port is similar to openmw, but you should manually edit settings.cfg under my games/openmw to input your real life height under the VR section so the game can correctly scale you.
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Reference VR settings exist in settings-default.cfg.
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Installation (OpenXR)
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---------------------
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If openxr fails to load, it's nonetheless possible your VR headset offers a preview release of openxr.
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[This article](https://uploadvr.com/oculus-rift-basic-openxr-support/) from uploadvr explains how to enable the oculus preview on windows.
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Note that although the article states you need to opt into public test channels, this is no longer necessary. And you no longer need to write your own json file, you can point to the one present in the oculus' runtime's directory.
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Building
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--------
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The fork should build with the same instructions as building openmw.
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VR Controls
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---------------------
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In VR mode control is based on tracking and VR controllers.
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There is currently no option for regular gamepad based controls.
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The player hands will track the controllers and can be used to activate items and actors while holding down the control bound pointing.
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The 'use' action (attack, pick lock, cast spell) and activate action share the right trigger on all controllers.
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The control bound to the menu also doubles down as a recenter action. Hold the menu key to recenter the menu in case it opened inside some object and is inaccessible.
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Currently openmw-vr has no api for re-binding controls, as this is expected to be offered by the VR runtime itself.
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Default controller bindings:
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- Oculus: [Bindings](docs/controller_graphics/Oculus_Touch.png)
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- Index knuckles: [TODO: No graphic available]
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- Vive wands: [TODO: No graphic available]
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Known Issues
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------------
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- For oculus headsets, the SteamVR runtime is broken. You'll need to use the Oculus runtimes.
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- The loading screen does not show any backgrounds
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- Movies play upside down
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- Cannot point and click in the main menu, you must use the right hand controller as explained above
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- Performance is shite, you will likely have to play without fancy shadows or water shaders.
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- Audio is not automatically captured.
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- Work around this by adding the line `device = OpenAL Soft on Headphones (2- Rift Audio)` under `[Sound]` in settings.cfg. Replace the device string with the string corresponding to your device. You can find a list of device strings in openmw.log after running it once. |