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* Implement hash based lookup for TES3 BSA files. * Added TES4/TES5 BSA support. * Implemented a hack (non-portable code) in an attempt to reduce startup time under Windows because Boost::filesystem seems to take forever on GetFileAttributeW. This implementation uses FindFirstFile/FindNextFile/FindClose instead. |
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README.md
OpenMW
OpenMW is an attempt at recreating the engine for the popular role-playing game Morrowind by Bethesda Softworks. You need to own and install the original game for OpenMW to work.
- Version: 0.36.0
- License: GPL (see docs/license/GPL3.txt for more information)
- Website: http://www.openmw.org
- IRC: #openmw on irc.freenode.net
Font Licenses:
- DejaVuLGCSansMono.ttf: custom (see docs/license/DejaVu Font License.txt for more information)
Wrong Way, Go Back
This is a fork of an old version of OpenMW. This version is probably not what you are looking for. It is still stuck on Ogre 1.9 and hence does not have any of the recent graphics enhancements. I suggest you use the official release instead.
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)
--fs-strict [=arg(=1)] (=0) strict file system handling (no case
folding)
--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
Changes
Some of the differences with the official release are listed below. They are almost all to do with OpenCS.
- Various minor bug fixes.
- Experimental support of loading TES4/TES5 records (coming soon).
- Experimental support of navMesh (coming soon).
- C++11 features are used (or at least those available on MSVC 2013 onwards).
- Loading time improvements.
- Loading progress bar changes.
- Pathgrid points supported.
- 3D editing retained, but does not have OSG enhancements or mouse modes.
- Modifying an object in the cell view should trigger the instances table to scroll to the corresponding record.
- Initial support for Land and Land Texture records.
- NPC stats autocalculation.
- Per-subview shortcuts for "added" and "modified" filters.
- Global filters + warning splash screen.
- User preferences setting to save the window state (position, geometry, etc) at the time of exit.
- User preferences setting to workaround some X window managers not keeping pre-maximised state.
- Use opencs.ini to store window states between sessions.