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David Cernat e6c626f127 [General] Move handling of client globals to ClientScriptGlobal packet
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.
2020-01-04 09:56:37 +02:00
.github [GitHub] Add funding links 2019-10-24 14:54:40 +03:00
apps [General] Move handling of client globals to ClientScriptGlobal packet 2020-01-04 09:56:37 +02:00
CI Add OpenMW commits up to 2 Jan 2020 2020-01-02 22:09:54 +02:00
cmake Add OpenMW commits up to 1 Jan 2019 2019-08-21 14:37:54 +03:00
components [General] Move handling of client globals to ClientScriptGlobal packet 2020-01-04 09:56:37 +02:00
docs Add OpenMW commits up to 2 Jan 2020 2020-01-02 22:09:54 +02:00
extern Add OpenMW commits up to 2 Jan 2020 2020-01-02 22:09:54 +02:00
files Add OpenMW commits up to 2 Jan 2020 2020-01-02 22:09:54 +02:00
manual/opencs remove latex error 2015-05-25 18:45:42 +09:00
.editorconfig Update .editorconfig to include GLSL 2018-06-21 14:23:30 +00:00
.gitignore Add OpenMW commits up to 29 Oct 2019 2019-10-29 23:49:31 +02:00
.gitlab-ci.yml try to cache everything 2019-10-29 15:12:53 +01:00
.gitmodules Add breakpad to server 2016-10-23 17:07:46 +08:00
.travis.yml Add OpenMW commits up to 9 Mar 2019 2019-08-21 19:04:04 +03:00
appveyor.yml add msvc2019 and ditch msvc2015 2019-10-21 14:28:12 +02:00
AUTHORS.md Add QTranslator support for launcher 2019-11-30 22:41:00 +01:00
CHANGELOG.md Allow to enchant multiple projectiles at once (feature #3517) 2019-12-31 21:31:49 +04:00
CHANGELOG_PR.md Implement mouse wheel bindings (bug #2679) 2019-10-30 20:45:51 +04:00
CMakeLists.txt Add OpenMW commits up to 1 Dec 2019 2019-12-01 23:52:42 +02:00
CONTRIBUTING.md last minute updates from zini 2018-06-27 13:32:08 +02:00
LICENSE http to https for supported urls (#1625) 2018-03-08 21:23:24 +01:00
README.md Add OpenMW commits up to 9 Mar 2019 2019-08-21 19:04:04 +03:00
readthedocs.yml Force RTD to not build any other types of docs. 2018-07-19 14:34:06 +00:00
tes3mp-changelog.md [Documentation] Update changelog with attack synchronization details 2018-09-26 02:48:52 +03:00
tes3mp-credits.md [General] Update credits 2019-07-20 15:13:10 +03:00

TES3MP

Copyright (c) 2008-2015, OpenMW Team
Copyright (c) 2016-2019, Stanislav Zhukov & David Cernat

Build Status

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:

Project status

Version changelog

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.

Getting started