Testing: Difference between revisions

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For example with gdb:
For example with gdb:


<syntaxhighlight lang="bash">
  gdb ./openmw
  gdb ./openmw
  run --debug
  run --debug
</syntaxhighlight>


== Extra Information ==
== Extra Information ==

Revision as of 20:09, 2 May 2012

For anyone who wants to give OpenMW a try, this will get you started in testing things out.

Game Arguments

The game has terminal/command line arguments available when you run it through the executable that are can be added with the form "openmw --something --something-else"

--help gives a good overview of options available at launch.

--new-game will place in the beginning of the game aboard the boat.

--nosound will start the game with the sound turned off.

--start="Seyda Neen" will start the game at the designated starting cell.

--encoding=win125X will start the game with the appropriate localization. See --help for the available options.

Controls

Movement: W/A/S/D, Z for autorun, E for jump (versions 0.15+)

Activation: Space

GUI: I for Character Menu, J for Journal

Console: F1

Info: F10 for FPS displays

Exit: Esc or Q

Also note that, GUI windows with a square on the top right corner can be pinned during game mode by clicking them.

See Controls and Commands for the full rundown.

Crashcourse

Physics: use the console command ToggleCollision (or tcl) to activate gravity and physics interactions.

ToggleCollisionGrid/tcg reveals the collision grid.

Teleport: the commands are 'coc', to be used with cell names and 'coe' for exterior cells with the provided coordinates (coc "Seyda Neen" or coc Balmora, or coe 2,3)

Environment: you can alter global variables with console syntax of the form "set value to x" (e.g. "set timescale to 2000") and reveal their current value by typing their name. Interesting global variables to tinker with are 'timescale' for the game speed (default is 30) and 'gamehour' for the game hour.

ChangeWeather sets the weather in a certain region. Look it up in the UESP wiki for the definition and examples.

Animate: the command to run the animations of an object is 'npcid->playgroup all 1' (e.g. "Caius Cosades"->playgroup all 1).

Journal: You can populate the journal by talking to quest-offering NPCs or through the console with a command of the form 'Journal, A2_4_MiloGone, 10'

You can test the beginning of the game by going to the Imperial Prison Ship (coc "Imperial Prison Ship") and playing out the functionality that is available. Note that the AI is missing so the guards don't walk up to you, and also you can't collect the ring in the barrel since the inventory GUI is still a WIP.

The available character creation commands are EnableBirthMenu, EnableClassMenu, EnableNameMenu, EnableRaceMenu

Scripting

The current status of script commands used in OpenMW.

The complete list of Console script commands used in Morrowind along with their description.

Game Settings

The game has settings available that you can tweak by altering the settings file (until we set up a GUI for it). The file is called settings.cfg and can be found in

My Documents/My Games/openmw in Windows,

~/.config/openmw in Linux

to see the available options and their explanations you can see settings-default.cfg found in

the game directory in Windows,

/etc/openmw/settings-default.cfg in Linux, or the build directory

(do not alter the settings-default.cfg file)


Available settings include object/terrain/water shaders, sound settings, viewing distance, shadows, texture filtering modes and other settings.

Debugger

If you are running the game with a debugger to analyze a segmentation fault you should run the game with the --debug argument to avoid the game locking up the keyboard input when it crashes.

For example with gdb:

 gdb ./openmw
 run --debug

Extra Information

Here is a list of Interior Cell Names in Morrowind that you can use to go from one place to another.

There is a Test Level project that is also interesting.