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David Cernat af4fcb7261 [Client] Don't force skill update on cell change
Previously, an attempt by the server to simultaneously change a player's cell and skills (as you'd expect when a player file is loaded) led to:

1) The server sending the cell packet first and the skill packet afterwards

2) The player receiving the cell packet and sending their own skill packet as part of the client's forced skill update

3) The player receiving the skill packet from the server

4) The server receiving the skill packet from the player

The result was that, if the player then left the server without sending another skill packet, the server's memory retained the skills the player had sent instead of the skills it had sent to the player.

This is the first step in a solution to that situation and similar ones.

(cherry picked from commit cac4684986)

Note: In 0.6.x, this was only a problem if a player's cell was set by the server first and their skills were set next, i.e. this was not a problem in the default CoreScripts because the opposite order used there masked the problem. It was a more significant problem in 0.7 because all packets were queued for a player and sent in a specific hardcoded order.
2018-04-19 14:22:14 +03:00
apps [Client] Don't force skill update on cell change 2018-04-19 14:22:14 +03:00
CI Merge pull request #397 from OpenMW/master while resolving conflicts 2018-03-30 10:28:52 +03:00
cmake Merge pull request #397 from OpenMW/master while resolving conflicts 2018-03-30 10:28:52 +03:00
components [General] Rework CharGen slightly for clarity purposes 2018-04-19 13:25:29 +03:00
docs Merge pull request #400 from OpenMW/master while resolving conflicts 2018-04-03 01:25:17 +03:00
extern Merge pull request #408 from OpenMW/master 2018-04-18 18:05:09 +03:00
files Merge pull request #407 from OpenMW/master 2018-04-17 15:25:28 +03:00
manual/opencs remove latex error 2015-05-25 18:45:42 +09:00
.editorconfig Add an EditorConfig file 2017-08-19 18:28:40 +01:00
.gitignore Merge pull request #369 from OpenMW/master 2018-01-10 03:49:53 +02:00
.gitmodules Add breakpad to server 2016-10-23 17:07:46 +08:00
.travis.yml Merge pull request #359 from OpenMW/master while resolving conflicts 2017-12-25 02:03:02 +02:00
appveyor.yml Fix "curl: command not found" error 2017-03-22 11:10:57 +09:00
AUTHORS.md Update AUTHORS.md 2018-02-27 23:52:12 +00:00
CHANGELOG.md updated changelog 2017-10-23 14:28:21 +02:00
CMakeLists.txt Merge pull request #408 from OpenMW/master 2018-04-18 18:05:09 +03:00
CONTRIBUTING.md Clarify how to link bugs 2018-04-18 12:36:07 +00:00
LICENSE http to https for supported urls (#1625) 2018-03-08 21:23:24 +01:00
README.md Merge pull request #392 from OpenMW/master while resolving conflicts 2018-03-09 21:07:46 +02:00
tes3mp-changelog.md [Documentation] Update changelog for 0.6.2 2017-12-24 21:39:38 +02:00
tes3mp-credits.md [Documentation] Update credits 2017-12-25 03:25:33 +02:00

TES3MP

Build Status

TES3MP is a project aiming to add multiplayer functionality to OpenMW, a free and open source engine recreation of the popular Bethesda Softworks game "The Elder Scrolls III: Morrowind".

  • TES3MP version: 0.6.3
  • OpenMW version: 0.43.0
  • License: GPLv3 (see LICENSE for more information)

Font Licenses:

Project Status

Version changelog

TES3MP is now playable in most respects. Player and NPC movement, animations, combat and spell casting are properly synchronized with small exceptions, as is picking up and dropping items in the world, using doors and levers, and adding and removing items from containers. Journal entries, faction stats and dialogue topics are also synchronized, allowing the majority of quests to work fine.

Serverside Lua scripts are used to save and load the state of most of the aforementioned.

Contributing

Development has been relatively fast, but any contribution regarding code, documentation, bug hunting or video showcases is greatly appreciated.

Test sessions are often advertised on our Discord server or in our Steam group.

Feel free to contact the team members for any questions you might have.

Getting Started

Donations

You can benefit the project by contributing to the Patreon pages of our two developers, Koncord and David Cernat, as well as by supporting OpenMW.