Add OpenMW CS manual to the repository.

The manual depends on Sphinx to build. A makefile and a Windows batch
script are included for building, both were automatically generated by
Sphinx. I have left all settings at their default and I have tested that
HTML and PDF output build properly.
pull/891/head
HiPhish 8 years ago
parent b06730ac61
commit c4658a0ef7

1
.gitignore vendored

@ -10,6 +10,7 @@ prebuilt
## doxygen
Doxygen
!docs/cs-manual/Makefile
## ides/editors
*~

@ -128,6 +128,7 @@ Manual
Bodillium
Cramal
Alejandro Sanchez (HiPhish)
sir_herrbatka
Packagers

@ -0,0 +1,216 @@
# Makefile for Sphinx documentation
#
# You can set these variables from the command line.
SPHINXOPTS =
SPHINXBUILD = sphinx-build
PAPER =
BUILDDIR = build
# User-friendly check for sphinx-build
ifeq ($(shell which $(SPHINXBUILD) >/dev/null 2>&1; echo $$?), 1)
$(error The '$(SPHINXBUILD)' command was not found. Make sure you have Sphinx installed, then set the SPHINXBUILD environment variable to point to the full path of the '$(SPHINXBUILD)' executable. Alternatively you can add the directory with the executable to your PATH. If you don't have Sphinx installed, grab it from http://sphinx-doc.org/)
endif
# Internal variables.
PAPEROPT_a4 = -D latex_paper_size=a4
PAPEROPT_letter = -D latex_paper_size=letter
ALLSPHINXOPTS = -d $(BUILDDIR)/doctrees $(PAPEROPT_$(PAPER)) $(SPHINXOPTS) source
# the i18n builder cannot share the environment and doctrees with the others
I18NSPHINXOPTS = $(PAPEROPT_$(PAPER)) $(SPHINXOPTS) source
.PHONY: help
help:
@echo "Please use \`make <target>' where <target> is one of"
@echo " html to make standalone HTML files"
@echo " dirhtml to make HTML files named index.html in directories"
@echo " singlehtml to make a single large HTML file"
@echo " pickle to make pickle files"
@echo " json to make JSON files"
@echo " htmlhelp to make HTML files and a HTML help project"
@echo " qthelp to make HTML files and a qthelp project"
@echo " applehelp to make an Apple Help Book"
@echo " devhelp to make HTML files and a Devhelp project"
@echo " epub to make an epub"
@echo " latex to make LaTeX files, you can set PAPER=a4 or PAPER=letter"
@echo " latexpdf to make LaTeX files and run them through pdflatex"
@echo " latexpdfja to make LaTeX files and run them through platex/dvipdfmx"
@echo " text to make text files"
@echo " man to make manual pages"
@echo " texinfo to make Texinfo files"
@echo " info to make Texinfo files and run them through makeinfo"
@echo " gettext to make PO message catalogs"
@echo " changes to make an overview of all changed/added/deprecated items"
@echo " xml to make Docutils-native XML files"
@echo " pseudoxml to make pseudoxml-XML files for display purposes"
@echo " linkcheck to check all external links for integrity"
@echo " doctest to run all doctests embedded in the documentation (if enabled)"
@echo " coverage to run coverage check of the documentation (if enabled)"
.PHONY: clean
clean:
rm -rf $(BUILDDIR)/*
.PHONY: html
html:
$(SPHINXBUILD) -b html $(ALLSPHINXOPTS) $(BUILDDIR)/html
@echo
@echo "Build finished. The HTML pages are in $(BUILDDIR)/html."
.PHONY: dirhtml
dirhtml:
$(SPHINXBUILD) -b dirhtml $(ALLSPHINXOPTS) $(BUILDDIR)/dirhtml
@echo
@echo "Build finished. The HTML pages are in $(BUILDDIR)/dirhtml."
.PHONY: singlehtml
singlehtml:
$(SPHINXBUILD) -b singlehtml $(ALLSPHINXOPTS) $(BUILDDIR)/singlehtml
@echo
@echo "Build finished. The HTML page is in $(BUILDDIR)/singlehtml."
.PHONY: pickle
pickle:
$(SPHINXBUILD) -b pickle $(ALLSPHINXOPTS) $(BUILDDIR)/pickle
@echo
@echo "Build finished; now you can process the pickle files."
.PHONY: json
json:
$(SPHINXBUILD) -b json $(ALLSPHINXOPTS) $(BUILDDIR)/json
@echo
@echo "Build finished; now you can process the JSON files."
.PHONY: htmlhelp
htmlhelp:
$(SPHINXBUILD) -b htmlhelp $(ALLSPHINXOPTS) $(BUILDDIR)/htmlhelp
@echo
@echo "Build finished; now you can run HTML Help Workshop with the" \
".hhp project file in $(BUILDDIR)/htmlhelp."
.PHONY: qthelp
qthelp:
$(SPHINXBUILD) -b qthelp $(ALLSPHINXOPTS) $(BUILDDIR)/qthelp
@echo
@echo "Build finished; now you can run "qcollectiongenerator" with the" \
".qhcp project file in $(BUILDDIR)/qthelp, like this:"
@echo "# qcollectiongenerator $(BUILDDIR)/qthelp/OpenMWCSManual.qhcp"
@echo "To view the help file:"
@echo "# assistant -collectionFile $(BUILDDIR)/qthelp/OpenMWCSManual.qhc"
.PHONY: applehelp
applehelp:
$(SPHINXBUILD) -b applehelp $(ALLSPHINXOPTS) $(BUILDDIR)/applehelp
@echo
@echo "Build finished. The help book is in $(BUILDDIR)/applehelp."
@echo "N.B. You won't be able to view it unless you put it in" \
"~/Library/Documentation/Help or install it in your application" \
"bundle."
.PHONY: devhelp
devhelp:
$(SPHINXBUILD) -b devhelp $(ALLSPHINXOPTS) $(BUILDDIR)/devhelp
@echo
@echo "Build finished."
@echo "To view the help file:"
@echo "# mkdir -p $$HOME/.local/share/devhelp/OpenMWCSManual"
@echo "# ln -s $(BUILDDIR)/devhelp $$HOME/.local/share/devhelp/OpenMWCSManual"
@echo "# devhelp"
.PHONY: epub
epub:
$(SPHINXBUILD) -b epub $(ALLSPHINXOPTS) $(BUILDDIR)/epub
@echo
@echo "Build finished. The epub file is in $(BUILDDIR)/epub."
.PHONY: latex
latex:
$(SPHINXBUILD) -b latex $(ALLSPHINXOPTS) $(BUILDDIR)/latex
@echo
@echo "Build finished; the LaTeX files are in $(BUILDDIR)/latex."
@echo "Run \`make' in that directory to run these through (pdf)latex" \
"(use \`make latexpdf' here to do that automatically)."
.PHONY: latexpdf
latexpdf:
$(SPHINXBUILD) -b latex $(ALLSPHINXOPTS) $(BUILDDIR)/latex
@echo "Running LaTeX files through pdflatex..."
$(MAKE) -C $(BUILDDIR)/latex all-pdf
@echo "pdflatex finished; the PDF files are in $(BUILDDIR)/latex."
.PHONY: latexpdfja
latexpdfja:
$(SPHINXBUILD) -b latex $(ALLSPHINXOPTS) $(BUILDDIR)/latex
@echo "Running LaTeX files through platex and dvipdfmx..."
$(MAKE) -C $(BUILDDIR)/latex all-pdf-ja
@echo "pdflatex finished; the PDF files are in $(BUILDDIR)/latex."
.PHONY: text
text:
$(SPHINXBUILD) -b text $(ALLSPHINXOPTS) $(BUILDDIR)/text
@echo
@echo "Build finished. The text files are in $(BUILDDIR)/text."
.PHONY: man
man:
$(SPHINXBUILD) -b man $(ALLSPHINXOPTS) $(BUILDDIR)/man
@echo
@echo "Build finished. The manual pages are in $(BUILDDIR)/man."
.PHONY: texinfo
texinfo:
$(SPHINXBUILD) -b texinfo $(ALLSPHINXOPTS) $(BUILDDIR)/texinfo
@echo
@echo "Build finished. The Texinfo files are in $(BUILDDIR)/texinfo."
@echo "Run \`make' in that directory to run these through makeinfo" \
"(use \`make info' here to do that automatically)."
.PHONY: info
info:
$(SPHINXBUILD) -b texinfo $(ALLSPHINXOPTS) $(BUILDDIR)/texinfo
@echo "Running Texinfo files through makeinfo..."
make -C $(BUILDDIR)/texinfo info
@echo "makeinfo finished; the Info files are in $(BUILDDIR)/texinfo."
.PHONY: gettext
gettext:
$(SPHINXBUILD) -b gettext $(I18NSPHINXOPTS) $(BUILDDIR)/locale
@echo
@echo "Build finished. The message catalogs are in $(BUILDDIR)/locale."
.PHONY: changes
changes:
$(SPHINXBUILD) -b changes $(ALLSPHINXOPTS) $(BUILDDIR)/changes
@echo
@echo "The overview file is in $(BUILDDIR)/changes."
.PHONY: linkcheck
linkcheck:
$(SPHINXBUILD) -b linkcheck $(ALLSPHINXOPTS) $(BUILDDIR)/linkcheck
@echo
@echo "Link check complete; look for any errors in the above output " \
"or in $(BUILDDIR)/linkcheck/output.txt."
.PHONY: doctest
doctest:
$(SPHINXBUILD) -b doctest $(ALLSPHINXOPTS) $(BUILDDIR)/doctest
@echo "Testing of doctests in the sources finished, look at the " \
"results in $(BUILDDIR)/doctest/output.txt."
.PHONY: coverage
coverage:
$(SPHINXBUILD) -b coverage $(ALLSPHINXOPTS) $(BUILDDIR)/coverage
@echo "Testing of coverage in the sources finished, look at the " \
"results in $(BUILDDIR)/coverage/python.txt."
.PHONY: xml
xml:
$(SPHINXBUILD) -b xml $(ALLSPHINXOPTS) $(BUILDDIR)/xml
@echo
@echo "Build finished. The XML files are in $(BUILDDIR)/xml."
.PHONY: pseudoxml
pseudoxml:
$(SPHINXBUILD) -b pseudoxml $(ALLSPHINXOPTS) $(BUILDDIR)/pseudoxml
@echo
@echo "Build finished. The pseudo-XML files are in $(BUILDDIR)/pseudoxml."

@ -0,0 +1,263 @@
@ECHO OFF
REM Command file for Sphinx documentation
if "%SPHINXBUILD%" == "" (
set SPHINXBUILD=sphinx-build
)
set BUILDDIR=build
set ALLSPHINXOPTS=-d %BUILDDIR%/doctrees %SPHINXOPTS% source
set I18NSPHINXOPTS=%SPHINXOPTS% source
if NOT "%PAPER%" == "" (
set ALLSPHINXOPTS=-D latex_paper_size=%PAPER% %ALLSPHINXOPTS%
set I18NSPHINXOPTS=-D latex_paper_size=%PAPER% %I18NSPHINXOPTS%
)
if "%1" == "" goto help
if "%1" == "help" (
:help
echo.Please use `make ^<target^>` where ^<target^> is one of
echo. html to make standalone HTML files
echo. dirhtml to make HTML files named index.html in directories
echo. singlehtml to make a single large HTML file
echo. pickle to make pickle files
echo. json to make JSON files
echo. htmlhelp to make HTML files and a HTML help project
echo. qthelp to make HTML files and a qthelp project
echo. devhelp to make HTML files and a Devhelp project
echo. epub to make an epub
echo. latex to make LaTeX files, you can set PAPER=a4 or PAPER=letter
echo. text to make text files
echo. man to make manual pages
echo. texinfo to make Texinfo files
echo. gettext to make PO message catalogs
echo. changes to make an overview over all changed/added/deprecated items
echo. xml to make Docutils-native XML files
echo. pseudoxml to make pseudoxml-XML files for display purposes
echo. linkcheck to check all external links for integrity
echo. doctest to run all doctests embedded in the documentation if enabled
echo. coverage to run coverage check of the documentation if enabled
goto end
)
if "%1" == "clean" (
for /d %%i in (%BUILDDIR%\*) do rmdir /q /s %%i
del /q /s %BUILDDIR%\*
goto end
)
REM Check if sphinx-build is available and fallback to Python version if any
%SPHINXBUILD% 1>NUL 2>NUL
if errorlevel 9009 goto sphinx_python
goto sphinx_ok
:sphinx_python
set SPHINXBUILD=python -m sphinx.__init__
%SPHINXBUILD% 2> nul
if errorlevel 9009 (
echo.
echo.The 'sphinx-build' command was not found. Make sure you have Sphinx
echo.installed, then set the SPHINXBUILD environment variable to point
echo.to the full path of the 'sphinx-build' executable. Alternatively you
echo.may add the Sphinx directory to PATH.
echo.
echo.If you don't have Sphinx installed, grab it from
echo.http://sphinx-doc.org/
exit /b 1
)
:sphinx_ok
if "%1" == "html" (
%SPHINXBUILD% -b html %ALLSPHINXOPTS% %BUILDDIR%/html
if errorlevel 1 exit /b 1
echo.
echo.Build finished. The HTML pages are in %BUILDDIR%/html.
goto end
)
if "%1" == "dirhtml" (
%SPHINXBUILD% -b dirhtml %ALLSPHINXOPTS% %BUILDDIR%/dirhtml
if errorlevel 1 exit /b 1
echo.
echo.Build finished. The HTML pages are in %BUILDDIR%/dirhtml.
goto end
)
if "%1" == "singlehtml" (
%SPHINXBUILD% -b singlehtml %ALLSPHINXOPTS% %BUILDDIR%/singlehtml
if errorlevel 1 exit /b 1
echo.
echo.Build finished. The HTML pages are in %BUILDDIR%/singlehtml.
goto end
)
if "%1" == "pickle" (
%SPHINXBUILD% -b pickle %ALLSPHINXOPTS% %BUILDDIR%/pickle
if errorlevel 1 exit /b 1
echo.
echo.Build finished; now you can process the pickle files.
goto end
)
if "%1" == "json" (
%SPHINXBUILD% -b json %ALLSPHINXOPTS% %BUILDDIR%/json
if errorlevel 1 exit /b 1
echo.
echo.Build finished; now you can process the JSON files.
goto end
)
if "%1" == "htmlhelp" (
%SPHINXBUILD% -b htmlhelp %ALLSPHINXOPTS% %BUILDDIR%/htmlhelp
if errorlevel 1 exit /b 1
echo.
echo.Build finished; now you can run HTML Help Workshop with the ^
.hhp project file in %BUILDDIR%/htmlhelp.
goto end
)
if "%1" == "qthelp" (
%SPHINXBUILD% -b qthelp %ALLSPHINXOPTS% %BUILDDIR%/qthelp
if errorlevel 1 exit /b 1
echo.
echo.Build finished; now you can run "qcollectiongenerator" with the ^
.qhcp project file in %BUILDDIR%/qthelp, like this:
echo.^> qcollectiongenerator %BUILDDIR%\qthelp\OpenMWCSManual.qhcp
echo.To view the help file:
echo.^> assistant -collectionFile %BUILDDIR%\qthelp\OpenMWCSManual.ghc
goto end
)
if "%1" == "devhelp" (
%SPHINXBUILD% -b devhelp %ALLSPHINXOPTS% %BUILDDIR%/devhelp
if errorlevel 1 exit /b 1
echo.
echo.Build finished.
goto end
)
if "%1" == "epub" (
%SPHINXBUILD% -b epub %ALLSPHINXOPTS% %BUILDDIR%/epub
if errorlevel 1 exit /b 1
echo.
echo.Build finished. The epub file is in %BUILDDIR%/epub.
goto end
)
if "%1" == "latex" (
%SPHINXBUILD% -b latex %ALLSPHINXOPTS% %BUILDDIR%/latex
if errorlevel 1 exit /b 1
echo.
echo.Build finished; the LaTeX files are in %BUILDDIR%/latex.
goto end
)
if "%1" == "latexpdf" (
%SPHINXBUILD% -b latex %ALLSPHINXOPTS% %BUILDDIR%/latex
cd %BUILDDIR%/latex
make all-pdf
cd %~dp0
echo.
echo.Build finished; the PDF files are in %BUILDDIR%/latex.
goto end
)
if "%1" == "latexpdfja" (
%SPHINXBUILD% -b latex %ALLSPHINXOPTS% %BUILDDIR%/latex
cd %BUILDDIR%/latex
make all-pdf-ja
cd %~dp0
echo.
echo.Build finished; the PDF files are in %BUILDDIR%/latex.
goto end
)
if "%1" == "text" (
%SPHINXBUILD% -b text %ALLSPHINXOPTS% %BUILDDIR%/text
if errorlevel 1 exit /b 1
echo.
echo.Build finished. The text files are in %BUILDDIR%/text.
goto end
)
if "%1" == "man" (
%SPHINXBUILD% -b man %ALLSPHINXOPTS% %BUILDDIR%/man
if errorlevel 1 exit /b 1
echo.
echo.Build finished. The manual pages are in %BUILDDIR%/man.
goto end
)
if "%1" == "texinfo" (
%SPHINXBUILD% -b texinfo %ALLSPHINXOPTS% %BUILDDIR%/texinfo
if errorlevel 1 exit /b 1
echo.
echo.Build finished. The Texinfo files are in %BUILDDIR%/texinfo.
goto end
)
if "%1" == "gettext" (
%SPHINXBUILD% -b gettext %I18NSPHINXOPTS% %BUILDDIR%/locale
if errorlevel 1 exit /b 1
echo.
echo.Build finished. The message catalogs are in %BUILDDIR%/locale.
goto end
)
if "%1" == "changes" (
%SPHINXBUILD% -b changes %ALLSPHINXOPTS% %BUILDDIR%/changes
if errorlevel 1 exit /b 1
echo.
echo.The overview file is in %BUILDDIR%/changes.
goto end
)
if "%1" == "linkcheck" (
%SPHINXBUILD% -b linkcheck %ALLSPHINXOPTS% %BUILDDIR%/linkcheck
if errorlevel 1 exit /b 1
echo.
echo.Link check complete; look for any errors in the above output ^
or in %BUILDDIR%/linkcheck/output.txt.
goto end
)
if "%1" == "doctest" (
%SPHINXBUILD% -b doctest %ALLSPHINXOPTS% %BUILDDIR%/doctest
if errorlevel 1 exit /b 1
echo.
echo.Testing of doctests in the sources finished, look at the ^
results in %BUILDDIR%/doctest/output.txt.
goto end
)
if "%1" == "coverage" (
%SPHINXBUILD% -b coverage %ALLSPHINXOPTS% %BUILDDIR%/coverage
if errorlevel 1 exit /b 1
echo.
echo.Testing of coverage in the sources finished, look at the ^
results in %BUILDDIR%/coverage/python.txt.
goto end
)
if "%1" == "xml" (
%SPHINXBUILD% -b xml %ALLSPHINXOPTS% %BUILDDIR%/xml
if errorlevel 1 exit /b 1
echo.
echo.Build finished. The XML files are in %BUILDDIR%/xml.
goto end
)
if "%1" == "pseudoxml" (
%SPHINXBUILD% -b pseudoxml %ALLSPHINXOPTS% %BUILDDIR%/pseudoxml
if errorlevel 1 exit /b 1
echo.
echo.Build finished. The pseudo-XML files are in %BUILDDIR%/pseudoxml.
goto end
)
:end

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@ -0,0 +1,358 @@
# -*- coding: utf-8 -*-
#
# OpenMW CS Manual documentation build configuration file, created by
# sphinx-quickstart on Fri Feb 5 21:28:27 2016.
#
# This file is execfile()d with the current directory set to its
# containing dir.
#
# Note that not all possible configuration values are present in this
# autogenerated file.
#
# All configuration values have a default; values that are commented out
# serve to show the default.
import sys
import os
# If extensions (or modules to document with autodoc) are in another directory,
# add these directories to sys.path here. If the directory is relative to the
# documentation root, use os.path.abspath to make it absolute, like shown here.
#sys.path.insert(0, os.path.abspath('.'))
# -- General configuration ------------------------------------------------
# If your documentation needs a minimal Sphinx version, state it here.
#needs_sphinx = '1.0'
# Add any Sphinx extension module names here, as strings. They can be
# extensions coming with Sphinx (named 'sphinx.ext.*') or your custom
# ones.
extensions = [
]
# Add any paths that contain templates here, relative to this directory.
templates_path = ['_templates']
# The suffix(es) of source filenames.
# You can specify multiple suffix as a list of string:
# source_suffix = ['.rst', '.md']
source_suffix = '.rst'
# The encoding of source files.
#source_encoding = 'utf-8-sig'
# The master toctree document.
master_doc = 'index'
# General information about the project.
project = u'OpenMW CS Manual'
copyright = u'2016, The OpenMW Project'
author = u'HiPhish'
# The version info for the project you're documenting, acts as replacement for
# |version| and |release|, also used in various other places throughout the
# built documents.
#
# The short X.Y version.
version = u'0.0'
# The full version, including alpha/beta/rc tags.
release = u'0.0'
# The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages.
#
# This is also used if you do content translation via gettext catalogs.
# Usually you set "language" from the command line for these cases.
language = None
# There are two options for replacing |today|: either, you set today to some
# non-false value, then it is used:
#today = ''
# Else, today_fmt is used as the format for a strftime call.
#today_fmt = '%B %d, %Y'
# List of patterns, relative to source directory, that match files and
# directories to ignore when looking for source files.
exclude_patterns = []
# The reST default role (used for this markup: `text`) to use for all
# documents.
#default_role = None
# If true, '()' will be appended to :func: etc. cross-reference text.
#add_function_parentheses = True
# If true, the current module name will be prepended to all description
# unit titles (such as .. function::).
#add_module_names = True
# If true, sectionauthor and moduleauthor directives will be shown in the
# output. They are ignored by default.
#show_authors = False
# The name of the Pygments (syntax highlighting) style to use.
pygments_style = 'sphinx'
# A list of ignored prefixes for module index sorting.
#modindex_common_prefix = []
# If true, keep warnings as "system message" paragraphs in the built documents.
#keep_warnings = False
# If true, `todo` and `todoList` produce output, else they produce nothing.
todo_include_todos = False
# -- Options for HTML output ----------------------------------------------
# The theme to use for HTML and HTML Help pages. See the documentation for
# a list of builtin themes.
html_theme = 'alabaster'
# Theme options are theme-specific and customize the look and feel of a theme
# further. For a list of options available for each theme, see the
# documentation.
#html_theme_options = {}
# Add any paths that contain custom themes here, relative to this directory.
#html_theme_path = []
# The name for this set of Sphinx documents. If None, it defaults to
# "<project> v<release> documentation".
#html_title = None
# A shorter title for the navigation bar. Default is the same as html_title.
#html_short_title = None
# The name of an image file (relative to this directory) to place at the top
# of the sidebar.
#html_logo = None
# The name of an image file (within the static path) to use as favicon of the
# docs. This file should be a Windows icon file (.ico) being 16x16 or 32x32
# pixels large.
#html_favicon = None
# Add any paths that contain custom static files (such as style sheets) here,
# relative to this directory. They are copied after the builtin static files,
# so a file named "default.css" will overwrite the builtin "default.css".
html_static_path = ['_static']
# Add any extra paths that contain custom files (such as robots.txt or
# .htaccess) here, relative to this directory. These files are copied
# directly to the root of the documentation.
#html_extra_path = []
# If not '', a 'Last updated on:' timestamp is inserted at every page bottom,
# using the given strftime format.
#html_last_updated_fmt = '%b %d, %Y'
# If true, SmartyPants will be used to convert quotes and dashes to
# typographically correct entities.
#html_use_smartypants = True
# Custom sidebar templates, maps document names to template names.
#html_sidebars = {}
# Additional templates that should be rendered to pages, maps page names to
# template names.
#html_additional_pages = {}
# If false, no module index is generated.
#html_domain_indices = True
# If false, no index is generated.
#html_use_index = True
# If true, the index is split into individual pages for each letter.
#html_split_index = False
# If true, links to the reST sources are added to the pages.
#html_show_sourcelink = True
# If true, "Created using Sphinx" is shown in the HTML footer. Default is True.
#html_show_sphinx = True
# If true, "(C) Copyright ..." is shown in the HTML footer. Default is True.
#html_show_copyright = True
# If true, an OpenSearch description file will be output, and all pages will
# contain a <link> tag referring to it. The value of this option must be the
# base URL from which the finished HTML is served.
#html_use_opensearch = ''
# This is the file name suffix for HTML files (e.g. ".xhtml").
#html_file_suffix = None
# Language to be used for generating the HTML full-text search index.
# Sphinx supports the following languages:
# 'da', 'de', 'en', 'es', 'fi', 'fr', 'hu', 'it', 'ja'
# 'nl', 'no', 'pt', 'ro', 'ru', 'sv', 'tr'
#html_search_language = 'en'
# A dictionary with options for the search language support, empty by default.
# Now only 'ja' uses this config value
#html_search_options = {'type': 'default'}
# The name of a javascript file (relative to the configuration directory) that
# implements a search results scorer. If empty, the default will be used.
#html_search_scorer = 'scorer.js'
# Output file base name for HTML help builder.
htmlhelp_basename = 'OpenMWCSManualdoc'
# -- Options for LaTeX output ---------------------------------------------
latex_elements = {
# The paper size ('letterpaper' or 'a4paper').
#'papersize': 'letterpaper',
# The font size ('10pt', '11pt' or '12pt').
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Files and Directories
#####################
In this chapter of the manual we will cover the usage of files and directories
by OpenMW CS. Files and directories are file system concepts of your operating
system, so we will not be going into specifics about that, we will only focus
on what is relevant to OpenMW CS.
Basics
******
Directories
===========
OpenMW and OpenMW CS us multiple directories on the file system. First of all
there is a *user directory* that holds configuration files and a number of
different sub-directories. The location of the user directory is hard-coded
into the CS and depends on your operating system.
================ =========================================
Operating System User Dircetory
================ =========================================
GNU/Linux ``<whatever>``
OS X ``~/Library/Application Support/openmw/``
Windows ``<whatever>``
================ =========================================
In addition to to this single hard-coded directory both OpenMW and OpenMW CS
need a place to seek for a actuals data files of the game: textures, 3D models,
sounds and record files that store objects in game; dialogues an so one. These
files are called *content files*. We support multiple such paths (we call them
*data paths*) as specified in the configuration. Usually one data path points
to the directory where the original Morrowind game is either installed or
unpacked to. You are free to specify as many data paths as you would like,
however, there is one special data path that, as described later, which is used
to store newly created content files.
Content files
=============
The original Morrowind engine by Bethesda Softworks uses two types of content
files: `esm` (master) and `esp` (plugin). The distinction between those two is
not clear, and often confusing. One would expect the `esm` (master) file to be
used to specify one master, which is then modified by the `esp` plugins. And
indeed: this is the basic idea. However, the official expansions were also made
as ESM files, even though they could essentially be described as really large
plugins, and therefore would rather use `esp` files. There were technical
reasons behind this decision somewhat valid in the case of the original
engine, but clearly it is better to create a system that can be used in a more
sensible way. OpenMW achieves this with our own content file types.
We support both ESM and ESP files, but in order to make use of new features in
OpenMW one should consider using new file types designed with our engine in
mind: *game* files and *addon* files, collectively called *content files*.
OpenMW content files
--------------------
The concepts of *Game* and *Addon* files are somewhat similar to the old
concept of *ESM* and *ESP*, but more strictly enforced. It is quite
straight-formward: If you want to make new game using OpenMW as the engine (a
so called *total conversion*) you should create a game file. If you want to
create an addon for an existing game file create an addon file. Nothing else
matters; the only distinction you should consider is if your project is about
changing another game or creating a new one. Simple as that.
Another simple thing about content files are the extensions: we are using
``.omwaddon`` for addon files and ``.omwgame`` for game files.
Morrowind content files
-----------------------
Using our content files is recommended for projects that are intended to used
with the OpenMW engine. However, some players might wish to still use the
original Morrowind engine. In addition thousands of *ESP*/*ESM* files were
created since 2002, some of them with really outstanding content. Because of
this OpenMW CS simply has no other choice but to support *ESP*/*ESM* files. If
you decid to choose *ESP*/*ESM* file instead of using our own content file
types you are most likely aimng at compatibility with the original engine. This
subject is covered in it own chapter of this manual.
.. TODO This paragraph sounds weird
The actual creation of new files is described in the next chapter. Here we are
going to focus only on the details you need to know in order to create your
first OpenMW CS file while fully understanding your needs. For now lets jut
remember that content files are created inside the user directory in the the
``data`` subdirectory (that is the one special data directory mentioned
earlier).
Dependencies
------------
Since an addon is supposed to change the game it follows that it also depends
on the said game to work. We can conceptualise this with an examples: your
modification is the changing prize of an iron sword, but what if there is no
iron sword in game? That's right: we get nonsense. What you want to do is tie
your addon to the files you are changing. Those can be either game files (for
example when making an expansion island for a game) or other addon files
(making a house on said island). Obviously It is a good idea to be dependent
only on files that are really changed in your addon, but sadly there is no
other way to achieve this than knowing what you want to do. Again, please
remember that this section of the manual does not cover creating the content
files it is only a theoretical introduction to the subject. For now just keep
in mind that dependencies exist, and is up to you to decide whether your
content file should depend on other content files.
Game files are not intend to have any dependencies for a very simple reasons:
the player is using only one game file (excluding original and the dirty
ESP/ESM system) at a time and therefore no game file can depend on other game
file, and since a game file makes the base for addon files it can not depend on
addon files.
Project files
-------------
Project files act as containers for data not used by the OpenMW game engine
itself, but still useful for OpenMW CS. The shining example of this data
category are without doubt record filters (described in a later chapter of the
manual). As a mod author you probably do not need or want to distribute project
files at all, they are meant to be used only by you and your team.
.. TODO "you and your team": is that correct?
As you would imagine, project files make sense only in combination with actual
content files. In fact, each time you start to work on new content file and a
project file was not found, one will be created. The extensio of project files
is ``.project``. The whole name of the project file is the whole name of the
content file with appended extension. For instance a ``swords.omwaddon`` file
is associated with a ``swords.omwaddon.project`` file.
Project files are stored inside the user directory, in the ``projects``
subdirectory. This is the path location for both freshly created project files,
and a place where OpenMW CS looks for already existing files.
Resource files
==============
.. TODO This paragraph sounds weird
Unless we are talking about a fully text based game, like Zork or Rogue, one
would expect that a video game is using some media files: 3D models with
textures, images acting as icons, sounds and anything else. Since content
files, no matter whether they are *ESP*, *ESM* or new OpenMW file type, do not
contain any of those, it is clear that they have to be delivered with a
different file. It is also clear that this, lets call it “resources file“,
has to be supported by the engine. Without code handling those files it is
nothing more than a mathematical abstraction something, that lacks meaning
for human beings. Therefore this section must cover ways to add resources
files to your content file, and point out what is supported. We are going to do
just that. Later, you will learn how to make use of those files in your
content.
Audio
-----
OpenMW uses FFmpeg_ for audio playback, and so we support every audio type
supported by that library. This makes a huge list. Below is only small portion
of the supported file types.
mp3 (MPEG-1 Part 3 Layer 3)
A popular audio file format and de facto standard for storing audio. Used by
the Morrowind game.
ogg
An open source, multimedia container file using a high quality Vorbis_ audio
codec. Recommended.
Video
-----
Video As in the case of audio files, we are using FFmepg to decode video files.
The list of supported files is long, we will cover only the most significant.
bik
Videos used by the original Morrowind game.
mp4
A multimedia container which use more advanced codecs (MPEG-4 Parts 2, 3 and
10) with a better audio and video compression rate, but also requiring more
CPU intensive decoding this makes it probably less suited for storing
sounds in computer games, but good for videos.
webm
A new, shiny and open source video format with excellent compression. It
needs quite a lot of processing power to be decoded, but since game logic is
not running during cutscenes we can recommend it for use with OpenMW.
ogv
Alternative, open source container using Theora_ codec for video and Vorbis for audio.
Textures and images
-------------------
The original Morrowind game uses *DDS* and *TGA* files for all kinds of two
dimensional images and textures alike. In addition, the engine supported *BMP*
files for some reason (*BMP* is a terrible format for a video game). We also
support an extended set of image files including *JPEG* and *PNG*. *JPEG* and
*PNG* files can be useful in some cases, for instance a *JPEG* file is a valid
option for skybox texture and *PNG* can useful for masks. However, please keep
in mind that *JPEG* images can grow to large sizes quickly and are not the best
option with a DirectX rendering backend. You probably still want to use *DDS*
files for textures.
.. Hyperlink targets for the entire document
.. _FFmpeg: http://ffmpeg.org
.. _Vorbis: http://www.vorbis.com
.. _Theora: http://www.theora.org

@ -0,0 +1,21 @@
Foreword
########
<Some introductory lines here, explain nomenclature and abbreviations>
How to read the manual
**********************
The manual can be roughly divided into two parts: a tutorial part consisting of
the first two (three) chapters and the reference manual. We recommend all
readers to work through the tutorials first, there you will be guided through
the creation of a fairly simple mod where you can familiarise yourself with the
record-based interface. The tutorials are very simple and teach you only what
is necessary for the task, each one can be completed in under half an hour. It
is strongly recommended to do the tutorials in order.
When you are familiar with the CS in general and want to write your own mods it
is time to move on to the reference part of the manual. The reference chapters
can be read out of order, each one covers only one topic.

@ -0,0 +1,30 @@
.. OpenMW CS Manual documentation master file, created by
sphinx-quickstart on Fri Feb 5 21:28:27 2016.
You can adapt this file completely to your liking, but it should at least
contain the root `toctree` directive.
#####################
OpenMW CS user manual
#####################
The following document is the complete user manual for *OpenMW CS*, the
construction set for the OpenMW game engine. It is intended to serve both as an
introduction and a reference for the application. Even if you are familiar with
modding *The Elder Scrolls III: Morrowind* you should at least read the first
few chapters to familiarise yourself with the new interface.
.. warning::
OpenMW CS is still software in development. The manual does not cover any of
its shortcomings, it is written as if everything was working as inteded.
Please report any software problems as bugs in the software, not errors in
the manual.
.. toctree::
:caption: Table of Contents
:maxdepth: 2
foreword
tour
files-and-directories
starting-dialog

@ -0,0 +1,40 @@
OpenMW CS Starting Dialog
#########################
In this chapter we will cover starting up OpenMW CS and the starting interface.
Start the CS the way intended for your operating system and you will be
presented with window and three main buttons and a small button with a
wrench-icon. The wrench will open the configuration dialog which we will cover
later. The three main buttons are the following:
Create A New Game
Choose this option if you want to create an original game that does not
depend on any other content files. The distinction between game and addon in
the original Morrowind engine was somewhat blurry, but OpenMW is very strict
about it: regardless of how large your addon is, if it depends on another
content file it is not an original game.
Create A New Addon
Choose this option if you want to create an extension to an existing game.
An addon can depend on other addons as well optionally, but it *must* depend
on a game.
Edit A Content File
Choose this option is you wish to edit an existing content file, regardless
of whether it is a game or an addon.
Whether you create a game or an addon, a data file and a project file will be
generated for you in you user directory.
You will have to choose a name for your content file and if you chose to create
an addon you will also have to chose a number of dependencies. You have to
choose exactly one game and you can choose an arbitrary amount of addon
dependencies. For the sake of simplicity and maintainability choose only the
addons you actually want to depend on. Also keep in mind that your dependencies
might have dependencies of their own, you have to depend on those as well. If
one of your dependencies nees something it will be indicated by a warning sign
and automatically include its dependencies when you choose it.
If you want to edit an existing content file you will be presented with a
similar dialog, except you don't get to choose a file name (because you are
editing files that already exist).

@ -0,0 +1,223 @@
A Tour through OpenMW CS: making a magic ring
#############################################
In this first chapter we will create a mod that adds a new ring with a simple
enchantment to the game. The ring will give its wearer a permanent Night Vision
effect while being worn. You don't need prior knowledge about modding
Morrowind, but you should be familiar with the game itself. There will be no
scripting necessary, we chan achieve everything using just what the base game
offers out of the box. Before continuing make sure that OpenMW is properly
installed and playable.
Adding the ring to the game's records
*************************************
In this first section we will define what our new ring is, what it looks like
and what it does. Getting it to work is the first step before we go further.
Starting up OpenMW CS
=====================
We will start by launching OpenMW CS, the location of the program depends on
your operating system. You will be presented with a dialogue with three
options: create a new game, create a new addon, edit a content file.
.. figure:: ./_static/images/chapter-1/opening-dialogue.png
:alt: Opening dialogue with three option and setting button (the wrench)
The first option is for creating an entirely new game, that's not what we want.
We want to edit an existing game, so choose the second one. When you save your
addon you can use the third option to open it again.
You will be presented with another window where you get to chose the content to
edit and the name of your project. We have to chose at least a base game, and
optionally a number of other addons we want to depend on. The name of the
project is arbitrary, it will be used to identify the addon later in the OpenMW
launcher.
.. figure:: ./_static/images/chapter-1/new-project.png
:alt: Creation dialogue for a new project, pick content modules and name
Choose Morrowind as your content file and enter `Ring of Night Vision` as the
name. We could also chose further content files as dependencies if we wanted
to, but for this mod the base game is enough.
Once the addon has been created you will be presented with a table. If you see
a blank window rather than a table choose *World**Objects* from the menu.
.. figure:: ./_static/images/chapter-1/objects.png
:alt: The table showing all objet records in the game.
Let's talk about the interface for a second. Every window in OpenMW CS has
*panels*, these are often but not always tables. You can close a panel by
clicking the small "X" on the title bar of the panel, or you can detach it by
either dragging the title bar or clicking the icon with the two windows. A
detached panel can be re-attached to a window by dragging it by the title bar
on top of the window.
Now let's look at the panel itself: we have a filter text field, a very large
table and a status bar. The filter will be very useful when we want to find an
entry in the table, but for now it is irrelevant. The table you are looking at
contains all objects in the game, these can be items, NPCs, creatures,
whatever. Every object is an entry in that table, visible as a row. The columns
of the table are the attributes of each object.
Morrowind uses something called a *relational database* for game data. If you
are not familiar with the term, it means that every type of thing can be
expressed as a *table*: there is a table for objects, a table for enchantments,
a table for icons, one for meshes, and so on. Properties of an entry must be
simple values, like numbers or text strings. If we want a more complicated
property we need to reference an entry from another table. There are a few
exceptions to this though, some tables do have subtables. The effects of
enchantments are one of those exceptions.
Defining a new record
=====================
Enough talk, let's create the new ring now. Right-click anywhere in the objects
table, choose `Add Record` and the status bar will change into an input field.
We need to enter an *ID* (short for *identifier*) and pick the type. The
identifier is a unique name by which the ring can later be identified; I have
chosen `ring_night_vision`. For the type choose *Clothing*.
.. figure:: ./_static/images/chapter-1/add-record.png
:alt: Enter the ID and type of the new ring
The table should jump right to our newly created record, if not read further
below how to use filters to find a record by ID. Notice that the *Modified*
column now shows that this record is new. Records can also be *Base*
(unmodified), *Modified* and *Deleted*. The other fields are still empty since
we created this record from nothing. We can double-click a table cell while
holding Shift to edit it (this is a configurable shortcut), but there is a
better way: right-click the row of our new record and chose *Edit Record*, a
new panel will open.
We can right-click the row of our new record and chose *Edit Record*, a
new panel will open. Alternatively we can also define a configurable shortcut
instead of using the context menu; the default is double-clicking while
holding down the shift key.
.. figure:: ./_static/images/chapter-1/edit-record.png
:alt: Edit the properties of the record in a separate panel
You can set the name, weight and coin value as you like, I chose `Ring of Night
Vision`, `0.1` and `2500` respectively. Make sure you set the *Clothing Type*
to *Ring*. We could set the other properties manually as well, but unless you
have an exceptional memory for identifiers and never make typos that's not
feasible. What we are going to do instead is find the records we want in their
respective tables and assign them from there.
Finding records using filters
=============================
We will add an icon first. Open the *Icons* table the same way you opened the
*Objects* table: in the menu click *Assets**Icons*. If the window gets too
crowded remember that you can detach panels. The table is huge and not every
ring icon starts with "ring", so we have to use filters to find what we want.
Filters are a central element of OpenMW CS and a major departure from how the
original Morrowind CS was used. In fact, filters are so important that they
have their own table as well. We won't be going that far for now though. There
are three types of filters: *Project filters* are part of the project and are
stored in the project file, *session filter* are only valid until you exit the
CS, and finally *instant filter* which are used only once and typed directly
into the *Filter* field.
For this tutorial we will only use instant filters. We type the definition of
the filter directly into the filter field rather than the name of an existing
filter. To signify that we are using an instant filter the have to use `!` as
the first character. Type the following into the field:
.. code::
!string("id", ".*ring.*")
A filter is defined by a number of *queries* which can be logically linked. For
now all that matters is that the `string(<property>, <pattern>)` query will check
whether `<propery>` matches `<pattern>`. The pattern is a regular expression,
if you don't know about them you should learn their syntax. For now all that
matters is that `.` stands for any character and `*` stands for any amount,
even zero. In other words, we are looking for all entries which have an ID that
contains the word "ring" somewhere in it. This is a pretty dumb pattern because
it will also match words like "ringmail", but it's good enough for now.
If you have typed the filter definition properly the text should change from
red to black and our table will be narrowed down a lot. Browse for an icon you
like and drag & drop its table row onto the *Icon* field of our new ring.
That's it, you have now assigned a reference to an entry in another table to
the ring entry in the *Objects* table. Repeat the same process for the 3D
model, you can find the *Meshes* table under *Assets**Meshes*.
Adding the enchantment
======================
Putting everything you have learned so far to practice we can add the final and
most important part to our new ring: the enchantment. You know enough to
perform the following steps without guidance: Open the *Enchantments* table
(*Mechanics**Enchantments*) and create a new entry with the ID `Cats Eye`.
Edit it so that it has *Constant Effect* enchantment type.
To add an effect to the enchantment right-click the *Magic Effects* table and
choose *Add new row*. You can edit the effects by right-clicking their table
cells. Set the effect to *NightEye*, range to *Self*, and both magnitudes to
`50`. The other properties are irrelevant.
Once you are done add the new enchantment to our ring. That's it, we now have a
complete enchanted ring to play with. Let's take it for a test ride.
Playing your new addon
======================
Launch OpenMW and in the launcher under *Data Files* check your addon. Load a
game and open the console. We have only defined the ring, but we haven't placed
any instance of it anywhere in the game world, so we have to create one. In the
console type:
.. code::
player->AddItem "ring_night_vision" 1
The part in quotation marks is the ID of our ring, you have to adjust it if you
chose a different ID. Exit the console and you should find a new ring in your
inventory. Equip it and you will instantly receive the *Night Vision* effect
for your character.
Conclusion
==========
In this tutorial we have learned how to create a new addon, what tables are and
how to create new records. We have also taken a very brief glimpse at the
syntax of filters, a feature you will be using a lot when creating larger mods.
This mod is a pure addition, it does not change any of the existing records.
However, if you want to actually present appealing content to the player rather
than just offering abstract definitions you will have to change the game's
content. In the next tutorial we will learn how to place the ring in the game
world so the player can find it legitimately.
Adding the ring to the game's world
***********************************
Now that we have defined the ring it is time add it to the game world so the
player can find it legitimately. We will add the ring to a merchant, place it
in a chest and put it somewhere in plain sight. To this end we will have to
actually modify the contents of the game.
Subsection to come...
=====================
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