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These warnings were always enabled, but we didn't see them due to https://gitlab.com/OpenMW/openmw/-/issues/7882. I do not fully understand the cause of 7822 as I can't repro it in a minimal CMake project. Some of these fixes are thought through. Some are sensible best guesses. Some are kind of a stab in the dark as I don't know whether there was a possible bug the warning was telling me about that I've done nothing to help by introducing a static_cast. Nearly all of these warnings were about some kind of narrowing conversion, so I'm not sure why they weren't firing with GCC and Clang, which have -Wall -Wextra -pedantic set, which should imply -Wnarrowing, and they can't have been affected by 7882. There were also some warnings being triggered from Boost code. The vast majority of library headers that do questionable things weren't firing warnings off, but for some reason, /external:I wasn't putting these Boost headers into external mode. We need these warnings dealt with one way or another so we can switch the default Windows CI from MSBuild (which doesn't do ccache) to Ninja (which does). I have the necessary magic for that on a branch, but the branch won't build because of these warnings. |
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manual/opencs | 2 years ago | |
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README.md
OpenMW
OpenMW is an open-source open-world RPG game engine that supports playing Morrowind by Bethesda Softworks. You need to own the game for OpenMW to play Morrowind.
OpenMW also comes with OpenMW-CS, a replacement for Bethesda's Construction Set.
- Version: 0.49.0
- License: GPLv3 (see LICENSE for more information)
- Website: https://www.openmw.org
- IRC: #openmw on irc.libera.chat
- Discord: https://discord.gg/bWuqq2e
Font Licenses:
- DejaVuLGCSansMono.ttf: custom (see files/data/fonts/DejaVuFontLicense.txt for more information)
- DemonicLetters.ttf: SIL Open Font License (see files/data/fonts/DemonicLettersFontLicense.txt for more information)
- MysticCards.ttf: SIL Open Font License (see files/data/fonts/MysticCardsFontLicense.txt for more information)
Current Status
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 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, such as improved graphics and user interfaces.
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 wiki page.
Getting Started
- Official forums
- Installation instructions
- Build from source
- Testing the game
- How to contribute
- Report a bug - read the guidelines before submitting your first bug!
- Known issues
The data path
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).
Command line options
Syntax: openmw <options>
Allowed options:
--help print help message
--version print version information and quit
--data arg (=data) set data directories (later directories
have higher priority)
--data-local arg set local data directory (highest
priority)
--fallback-archive arg (=fallback-archive)
set fallback BSA archives (later
archives have higher priority)
--resources arg (=resources) set resources directory
--start arg set initial cell
--content arg content file(s): esm/esp, or
omwgame/omwaddon
--no-sound [=arg(=1)] (=0) disable all sounds
--script-verbose [=arg(=1)] (=0) verbose script output
--script-all [=arg(=1)] (=0) compile all scripts (excluding dialogue
scripts) at startup
--script-all-dialogue [=arg(=1)] (=0) compile all dialogue scripts at startup
--script-console [=arg(=1)] (=0) enable console-only script
functionality
--script-run arg select a file containing a list of
console commands that is executed on
startup
--script-warn [=arg(=1)] (=1) handling of warnings when compiling
scripts
0 - ignore warning
1 - show warning but consider script as
correctly compiled anyway
2 - treat warnings as errors
--script-blacklist arg ignore the specified script (if the use
of the blacklist is enabled)
--script-blacklist-use [=arg(=1)] (=1)
enable script blacklisting
--load-savegame arg load a save game file on game startup
(specify an absolute filename or a
filename relative to the current
working directory)
--skip-menu [=arg(=1)] (=0) skip main menu on game startup
--new-game [=arg(=1)] (=0) run new game sequence (ignored if
skip-menu=0)
--encoding arg (=win1252) Character encoding used in OpenMW game
messages:
win1250 - Central and Eastern European
such as Polish, Czech, Slovak,
Hungarian, Slovene, Bosnian, Croatian,
Serbian (Latin script), Romanian and
Albanian languages
win1251 - Cyrillic alphabet such as
Russian, Bulgarian, Serbian Cyrillic
and other languages
win1252 - Western European (Latin)
alphabet, used by default
--fallback arg fallback values
--no-grab Don't grab mouse cursor
--export-fonts [=arg(=1)] (=0) Export Morrowind .fnt fonts to PNG
image and XML file in current directory
--activate-dist arg (=-1) activation distance override
--random-seed arg (=<impl defined>) seed value for random number generator