New port installer: OpenMW (Morrowind)
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@ExarKunIv try this:
git clone --recursive --depth 1 https://github.com/OpenMW/osg.git cd osg cmake . -DBUILD_OSG_PLUGINS_BY_DEFAULT=0 -DBUILD_OSG_PLUGIN_OSG=1 -DBUILD_OSG_PLUGIN_DDS=1 -DBUILD_OSG_PLUGIN_TGA=1 -DBUILD_OSG_PLUGIN_BMP=1 -DBUILD_OSG_PLUGIN_JPEG=1 -DBUILD_OSG_PLUGIN_PNG=1 -DBUILD_OSG_PLUGIN_FREETYPE=1 -DBUILD_OSG_DEPRECATED_SERIALIZERS=0 -DOPENGL_PROFILE=GL2 -DOSG_GLES1_AVAILABLE=FALSE -DOSG_GLES2_AVAILABLE=FALSE -DOSG_GLES3_AVAILABLE=FALSE make sudo make install
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i get this
Parse error in command line argument: -DOPENGL_PROFILE Should be: VAR:type=value CMake Error: No cmake script provided. CMake Error: Problem processing arguments. Aborting.
when i use
cmake ../OpenSceneGraph -DBUILD_OSG_PLUGINS_BY_DEFAULT=0 -DBUILD_OSG_PLUGIN_OSG=1 -DBUILD_OSG_PLUGIN_DDS=1 -DBUILD_OSG_PLUGIN_TGA=1 -DBUILD_OSG_PLUGIN_BMP=1 -DBUILD_OSG_PLUGIN_JPEG=1 -DBUILD_OSG_PLUGIN_PNG=1 -DBUILD_OSG_PLUGIN_FREETYPE=1 -DBUILD_OSG_DEPRECATED_SERIALIZERS=0 -DOPENGL_PROFILE GL2 -DOSG_GLES1_AVAILABLE FALSE -DOSG_GLES2_AVAILABLE FALSE -DOSG_GLES3_AVAILABLE FALSE
not sure what that means other then it dont want to. lol
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@ExarKunIv I modified the above instructions, try it again.
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@quicksilver still same thing. not sure whats going on, but for now ill think ill go back to seeing why blake stone is not working anymore
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@ExarKunIv my wife has been working from home all week, so has been dominating my PC. Once I have a chance to use it again I'll test out my instructions to see where I'm steering you wrong.
Edit: ok so I was able to ssh into my pi using my phone and see my mistake. I have fixed the above instructions, and they should work for you now.
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@quicksilver ok this time it worked just fine. thanks for your help. i would of never figured that out.
i still dont know what most of what you posted even means, lol
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@ExarKunIv I just copy pasted what the OpenMW build instructions said to plus some stuff I read on their forums. Essentially it's disabling OSG from building plugins that aren't needed for OpenMW and its disabling OpenGLES and forcing desktop OpenGL.
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@quicksilver i see where you got that from now that i did take a better look at it
@gderber your script did work for me just fine. i have not tested the game just yet.
im sure that @quicksilver is right and a new version of cmake is needed.
i did not have a problem but i know that i have version 3.15.4 installed from a different game i built from source -
Interesting stuff.
After building and installing cmake 3.18 and openmw's osg fork, I attempted to run the script again.
The script did not install dependencies in my case and I had to install them manually.
After they were installed, I launched the script again, it built 48% of openmw (according to Make) and then failed as if someone killed it.Log.
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@quicksilver this script is no longer working now.
and i have messed with trying to get it to compile again, but it not do the cmake.i already have OSG complied. and still no go.
i did try to get cmake 3.15.4 to install again but it does not seem to be working. keeps failing at diffent point.
if i run the srcipt i get this error
-- Found OpenGL: /usr/lib/arm-linux-gnueabihf/libGL.so -- Using Qt4 qmake: could not exec '/usr/lib/arm-linux-gnueabihf/qt4/bin/qmake': No such file or directory CMake Error at /usr/local/share/cmake-3.15/Modules/FindQt4.cmake:1314 (message): Found unsuitable Qt version "" from NOTFOUND, this code requires Qt 4.x Call Stack (most recent call first): CMakeLists.txt:157 (find_package) ``
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@exarkuniv this script never worked for me. See my first post on this thread.
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@quicksilver i did get it to work at one point, but i think i found my problem at least
the dependencies in the script where not installing. so that's what i was missing
once my compiling is done ill give it a shot again.
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@quicksilver yes that was it. the list of dependencies in the script was not being checked and or installed if missing.
once i did that i was able to run the setup script fine.
now i did install cmake 3.15.4 so i dont know if that also was causing a error or not.i might try a clean load on a different card and test to make sure for other people looking in to this
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@exarkuniv I've successfully compiled/installed OpenMW (and the graphics driver) using the updated script on your repo. However, after running it I'll get an "Unhandled fault: alignment exception (0xa21) at 0xa50d3008" error and the game stops loading.
If you have any ideas how to resolve this, I would love to hear from you. Merry Christmas! 🎄
EDIT: I've managed to fix it. A bit of debugging learned that it doesn't like *.bik video files. After changing "Video" to "#Video" it successfully loaded the game! The only remaining issue is that it doesn't properly exits to EmulationStation but quits to a blank screen.
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@boolean yes. I think might of had that not to have to video files in the help me doc. But I can't remember.
And yes it has the same problem as doom3 port
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@exarkuniv said in New port installer: OpenMW (Morrowind):
And yes it has the same problem as doom3 port
Interesting, I don't remember this being an issue when I compiled OpenMW. Have you tried launching directly to the game menu and skipping the launcher? iirc, that's how I had mine set up.
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@quicksilver I don't remember at the moment. I believe I have mine set up that way also.
I'll check again once Im back at my system. -
Thank you so much for putting this together. Everything worked great following the instructions on the github page. I'm really looking forward to adventuring round this corner of Tamriel on my retropie machine! I've had a play around with it, and a came across a couple of issues for me and my setup;
At first, the sound was very choppy and distorted - both on the menu and in game. I managed to get it working by installing the pixel desktop in an attempt to get xinit to behave itself. I think it only needed the (much maligned) pulseaudio, as when I uninstalled that the choppy sound came back, and a reinstallation fixed it again. I'm using a set of usb 'soundcard' speakers on my setup, so audio is often a hassle!
Unfortunately I couldn't get my joypad to work with it - in fact, the joypad still seems to be bound to emulationstation, as I get the menu clicks and video sounds from it coming through as if I am navigating the menus behind openmw. (I know some will say playing Morrowind with a joypad is sacrilege - but it does work rather well on my x86 ubuntu version of openmw!) I usually use a pegasus frontend, I'll set that up when I get a chance and see if that is any different.
Lastly, quitting the game hangs the system on a busy command prompt - maybe this is to do with emulationstation not going to sleep properly when the game is run?
Having said all this, I am astonished to be able to even get that far with it and that this little machine can run this engine. Thank you again for all of your hard work on this!
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@sabrecheeky I will take a look with it freezing when exited.
As far as the controller you need to use xboxdrv to map the keyboard and mouse to the controller.
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@exarkuniv said in New port installer: OpenMW (Morrowind):
@sabrecheeky I will take a look with it freezing when exited.
As far as the controller you need to use xboxdrv to map the keyboard and mouse to the controller.
Its really strange that these issues didn't affect me when I compiled MW. I'll take a look into this as well. Im able to exit MW cleanly and I was able to map my controller in game without xboxdrv.
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