diff --git a/docs/source/manuals/installation/install-game-files.rst b/docs/source/manuals/installation/install-game-files.rst index 538cfd4c6d..2af7946536 100644 --- a/docs/source/manuals/installation/install-game-files.rst +++ b/docs/source/manuals/installation/install-game-files.rst @@ -105,10 +105,10 @@ If you are running macOS, you can also download Morrowind through Steam: #. Launch the Steam client and let it download. You can then find ``Morrowind.esm`` at ``~/Library/Application Support/Steam/steamapps/common/The Elder Scrolls III - Morrowind/Data Files/`` -Linux ----- -Debian/Ubuntu - using "Steam Proton" & "OpenMW launcher". ----- +Linux +----- +Debian/Ubuntu - using "Steam Proton" & "OpenMW launcher". +--------------------------------------------------------- #. Install Steam from "Ubuntu Software" Center #. Enable Proton (basically WINE under the hood). This is done in the Steam client menu drop down. Select, "Steam | Settings" then in the "SteamPlay" section check the box next to "enable steam play for all other titles" #. Now Morrowind should be selectable in your game list (as long as you own it). You can install it like any other game, choose to install it and remember the directory path of the location you pick. diff --git a/docs/source/reference/documentationHowTo.rst b/docs/source/reference/documentationHowTo.rst index 75dbe8dca2..d2b67d02ca 100644 --- a/docs/source/reference/documentationHowTo.rst +++ b/docs/source/reference/documentationHowTo.rst @@ -154,9 +154,9 @@ A push is just copying those "committed" changes to your online repo. (Commit and push can be combined in one step in PyCharm, so yay) Once you've pushed all the changes you need to contribute something to the project, you will then submit a pull request, so called because you are *requesting* that the project maintainers "pull" - and merge the changes you've made into the project master repository. One of the project maintainers will probably ask - you to make some corrections or clarifications. Go back and repeat this process to make those changes, - and repeat until they're good enough to get merged. +and merge the changes you've made into the project master repository. One of the project maintainers will probably ask +you to make some corrections or clarifications. Go back and repeat this process to make those changes, +and repeat until they're good enough to get merged. So to go over all that again. You rebase *every* time you start working on something to ensure you're working on the most updated version (I do literally every time I open PyCharm). Then make your edits. diff --git a/docs/source/reference/modding/settings/game.rst b/docs/source/reference/modding/settings/game.rst index fb7b537701..58d5345f65 100644 --- a/docs/source/reference/modding/settings/game.rst +++ b/docs/source/reference/modding/settings/game.rst @@ -441,7 +441,7 @@ Some mods add harvestable container models. When this setting is enabled, activa When this setting is turned off or when activating a regular container, the menu will open as usual. allow actors to follow over water surface ---------------------- +----------------------------------------- :Type: boolean :Range: True/False diff --git a/docs/source/reference/modding/settings/general.rst b/docs/source/reference/modding/settings/general.rst index f0ebe4f972..ee5b908b4a 100644 --- a/docs/source/reference/modding/settings/general.rst +++ b/docs/source/reference/modding/settings/general.rst @@ -61,7 +61,7 @@ Mipmapping is a way of reducing the processing power needed during minification by pregenerating a series of smaller textures. notify on saved screenshot --------------- +-------------------------- :Type: boolean :Range: True/False diff --git a/docs/source/reference/modding/settings/groundcover.rst b/docs/source/reference/modding/settings/groundcover.rst index 3e943e4284..7b060f58ad 100644 --- a/docs/source/reference/modding/settings/groundcover.rst +++ b/docs/source/reference/modding/settings/groundcover.rst @@ -51,6 +51,7 @@ Determines whether grass should respond to the player treading on it. .. list-table:: Modes :header-rows: 1 + * - Mode number - Meaning * - 0 @@ -77,6 +78,7 @@ How far away from the player grass can be before it's unaffected by being trod o .. list-table:: Presets :header-rows: 1 + * - Preset number - Range (Units) - Distance (Units) diff --git a/docs/source/reference/modding/settings/map.rst b/docs/source/reference/modding/settings/map.rst index a4d3cd7e0d..1412d6584f 100644 --- a/docs/source/reference/modding/settings/map.rst +++ b/docs/source/reference/modding/settings/map.rst @@ -125,6 +125,7 @@ max local viewing distance This setting controls the viewing distance on local map when 'distant terrain' is enabled. If this setting is greater than the viewing distance then only up to the viewing distance is used for local map, otherwise the viewing distance is used. If view distance is changed in settings menu during the game, then viewable distance on the local map is not updated. + .. warning:: Increasing this setting can increase cell load times, because the localmap take a snapshot of each cell contained in a square of 2 x (max local viewing distance) + 1 square. diff --git a/docs/source/reference/modding/settings/navigator.rst b/docs/source/reference/modding/settings/navigator.rst index fee4b2626e..aea817530e 100644 --- a/docs/source/reference/modding/settings/navigator.rst +++ b/docs/source/reference/modding/settings/navigator.rst @@ -1,5 +1,5 @@ Navigator Settings -################ +################## Main settings ************* @@ -43,7 +43,7 @@ Increasing this value may decrease performance. It's a limitation of `Recastnavigation `_ library. wait until min distance to player ------------------------------- +--------------------------------- :Type: integer :Range: >= 0 @@ -87,7 +87,7 @@ Memory will be consumed in approximately linear dependency from number of nav me But only for new locations or already dropped from cache. min update interval ms ----------------- +---------------------- :Type: integer :Range: >= 0 @@ -181,7 +181,7 @@ Every nav mesh is visible and every update is noticable. Potentially decreases performance. enable agents paths render -------------------- +-------------------------- :Type: boolean :Range: True/False @@ -193,7 +193,7 @@ Works even if Navigator is disabled. Potentially decreases performance. enable recast mesh render ----------------------- +------------------------- :Type: boolean :Range: True/False diff --git a/docs/source/reference/modding/settings/shaders.rst b/docs/source/reference/modding/settings/shaders.rst index 03b7805de6..296a351435 100644 --- a/docs/source/reference/modding/settings/shaders.rst +++ b/docs/source/reference/modding/settings/shaders.rst @@ -241,7 +241,7 @@ lighting` is on. This setting has no effect if :ref:`lighting method` is 'legacy'. minimum interior brightness ------------------------- +--------------------------- :Type: float :Range: 0.0-1.0 diff --git a/docs/source/reference/modding/texture-modding/convert-bump-mapped-mods.rst b/docs/source/reference/modding/texture-modding/convert-bump-mapped-mods.rst index 0ad35d7a50..e05177c268 100644 --- a/docs/source/reference/modding/texture-modding/convert-bump-mapped-mods.rst +++ b/docs/source/reference/modding/texture-modding/convert-bump-mapped-mods.rst @@ -15,7 +15,7 @@ Normal maps from Morrowind to OpenMW - `Tutorial - Morrowind, Part 2`_ General introduction to normal map conversion ------------------------------------------------- +--------------------------------------------- :Authors: Joakim (Lysol) Berg, Alexei (Capo) Dobrohotov :Updated: 2020-03-03 @@ -34,7 +34,7 @@ There are several techniques for bump-mapping, and normal-mapping is the most co So let's get on with it. OpenMW normal-mapping -************************ +********************* Normal-mapping in OpenMW works in a very simple way: The engine just looks for a texture with a *_n.dds* suffix, and you're done. @@ -70,7 +70,7 @@ settings.cfg_-file. Add these rows where it would make sense: See OpenMW's wiki page about `texture modding`_ to read more about it. Morrowind bump-mapping -***************************************************** +********************** **Conversion difficulty:** *Varies. Sometimes quick and easy, sometimes time-consuming and hard.* @@ -93,7 +93,7 @@ In this case you can benefit from OpenMW's normal-mapping support by using these This means that you will have to drop the bump-mapping references from the model and sometimes rename the texture. MGE XE normal-mapping -*************************************** +********************* **Conversion difficulty:** *Easy* @@ -169,7 +169,7 @@ depending on a few circumstances. In this tutorial, we will look at a very easy, although in some cases a bit time-consuming, example. Tutorial - Morrowind, Part 1 -********************** +**************************** We will be converting a quite popular texture replacer of the Hlaalu architecture, namely Lougian's `Hlaalu Bump mapped`_. Since this is just a texture pack and not a model replacer, @@ -201,7 +201,7 @@ We ignored those model files since they are not needed with OpenMW. In this tuto we will convert a mod that includes new, custom-made models. In other words, we cannot just ignore those files this time. Tutorial - Morrowind, Part 2 -********************** +**************************** The sacks included in Apel's `Various Things - Sacks`_ come in two versions – without bump-mapping, and with bump-mapping. Since we want the glory of normal-mapping in our OpenMW setup, we will go with the bump-mapped version.