ClientScriptGlobal is a new Worldstate packet that handles short, long and float values for global variables in clientside scripts. Previously, short values were handled by the ScriptGlobalShort packet, while a partially implemented ScriptGlobalFloat packet also existed, but both of those packets were Object packets because they were added near the end of 2016 when only Player and Object packets existed (with the latter actually being called WorldEvent packets at the time). Both ScriptGlobalShort and ScriptGlobalFloat have now been removed. The serverside script functions previously used to interact with ScriptGlobalShort have, however, been kept so they can be adjusted to work with local variables in clientside scripts instead in a future commit. |
||
---|---|---|
.github | ||
apps | ||
CI | ||
cmake | ||
components | ||
docs | ||
extern | ||
files | ||
manual/opencs | ||
.editorconfig | ||
.gitignore | ||
.gitlab-ci.yml | ||
.gitmodules | ||
.travis.yml | ||
appveyor.yml | ||
AUTHORS.md | ||
CHANGELOG.md | ||
CHANGELOG_PR.md | ||
CMakeLists.txt | ||
CONTRIBUTING.md | ||
LICENSE | ||
README.md | ||
readthedocs.yml | ||
tes3mp-changelog.md | ||
tes3mp-credits.md |
TES3MP
Copyright (c) 2008-2015, OpenMW Team
Copyright (c) 2016-2019, Stanislav Zhukov & David Cernat
TES3MP is a project adding multiplayer functionality to OpenMW, an open-source game engine that supports playing "The Elder Scrolls III: Morrowind" by Bethesda Softworks.
- TES3MP version: 0.7.1
- OpenMW version: 0.46.0
- License: GPLv3 (see LICENSE for more information)
Font Licenses:
- DejaVuLGCSansMono.ttf: custom (see files/mygui/DejaVu Font License.txt for more information)
Project status
As of version 0.7.x, TES3MP is fully playable, providing very extensive player, NPC, world and quest synchronization, as well as state saving and loading, all of which are highly customizable via serverside Lua scripts.
Remaining gameplay problems mostly relate to AI and the synchronization of clientside script variables.
Donations
You can benefit the project by donating on Patreon to our two developers, David Cernat and Koncord, as well as by supporting OpenMW.
Contributing
Helping us with documentation, bug hunting and video showcases is always greatly appreciated.
For code contributions, it's best to start out with modestly sized fixes and features and work your way up. There are so many different possible implementations of more major features – many of which would cause undesirable code or vision conflicts with OpenMW – that those should be talked over in advance with the existing developers before effort is spent on them.
Feel free to contact the team members for any questions you might have.