OpenTESArena
Interpréteur pour rejouer à The Elder Scrolls : Arena.
Dernière mise à jour :
Plateformes
Architecture
Mac OS X - macOS
Apple Silicon
64 bits
SDL Library
Téléchargement et liens
Historique des versions
vopentesarena-0.18.0
Improved door bashing calculation and added self-damage when using fists (@Allofich)
Improved newline distribution in text (@Allofich)
Improved error dialog on engine crash
New features and changes:
Improved citizen navigation when obstacles are in the way
Improved detection of Steam version on all platforms and GOG version on Windows (@fetohiaras)
Improved UI modding potential (see data/ui/ folder)
Improved handling of original tab-color text ('\t' followed by palette color)
Improved newline distribution in text (@Allofich)
Improved error dialog on engine crash
New features and changes:
Improved citizen navigation when obstacles are in the way
Improved detection of Steam version on all platforms and GOG version on Windows (@fetohiaras)
Improved UI modding potential (see data/ui/ folder)
Improved handling of original tab-color text ('\t' followed by palette color)
Changelog complet
This release introduces several major gameplay features including enemy combat AI, leveling up, and NPC conversations.
Thieving mode has been added which allows the player to pickpocket citizens and open locks. Failure may trigger a guard encounter.
Shopkeepers now provide a number of services like buying and selling items, renting a tavern room, and curing diseases. (Bartering, repairing, and spellmaking will be added later)
The engine now defaults to your Steam install of Arena if available. On Windows, it will also check for your GOG install of Arena.
Release video is [here](https://www.youtube.com/watch?v=nyrD5UDtfJE).
## New features and changes:
- Added enemy combat AI
- Added experience gain and leveling up
- Added inventory item equipping and dropping
- Added thieving mode ("P" hotkey)
- Added random enemy encounters based on player level (@Allofich)
- Added guard encounters upon killing a citizen or failing thieving (@Allofich)
- Added several shopkeeper services (buy/sell items, rent room, heal, cure disease)
- Added citizen conversations
- Implemented NPC's ability to write directions on player's automap
- Added camping for a manual duration or until healed. Heal rate matches the original game
- Implemented original loot generation and gold amounts (@Allofich)
- Implemented original combat hit chance calculation based on level
- Added chance for disease and paralysis when fighting certain creatures (@Allofich)
- Added chance of dying during fast travel if diseased
- Added drunkenness effect after buying too many drinks at a tavern
- Implemented firing arrows from bow weapons
- Added "Test Spell" button ("C" hotkey) costing 10 spell points each
- Implemented sorcerors being incapable of restoring spell points by resting
- Added player hurt screen effect upon taking damage
- Implemented status gradient color changes when diseased, drunk, or low health
- Implemented player move speed based on speed attribute and encumbrance
- Implemented player climbing and swimming speed based on race and class (@Allofich)
- Improved door bashing calculation and added self-damage when using fists (@Allofich)
- Improved citizen navigation when obstacles are in the way
- Improved detection of Steam version on all platforms and GOG version on Windows (@fetohiaras)
- Improved UI modding potential (see data/ui/ folder)
- Improved newline distribution in text (@Allofich)
- Improved error dialog on engine crash
- Changed default renderer to Vulkan
- Improved handling of original tab-color text ('\t' followed by palette color)
- Improved lifetime management of sounds
- Initial support for .wav files, capability to be expanded in the future
- Updated Jolt Physics to 5.5.0
- Updated WildMIDI to 0.5.0
- Upgraded Raspberry Pi release from Pi 4 to 5
- Renamed data/text/ folder to data/exe/
- Removed Windows dependency on dirent.h
## Fixes:
- Fixed key not being consumed after use on locked door (@Allofich)
- Fixed wilderness den entrances (@fetohiaras)
- Fixed assertion with duplicate locks in PALACE5.MIF
- Fixed player status bar spacing by combining into one texture
- Fixed wilderness tavern names not showing in conversations
- Fixed texture on bottom of walls in dungeons, visible when standing in chasms
- Matched dungeon ceiling texture orientation to the original game
- Matched fatigue rate and in-game time rate to the original game
## Known issues:
- Armor and enhancement properties on equipped items are not applied yet
- Human enemies don't display equipped weapons
- Shopkeeper inventories don't match original game
- Rented tavern room applies to all taverns globally
- Holiday conversation variables (%nh, %nhd, %hod) are not implemented
- Outside textures and sky don't update to match weather after entering and exiting an interior
- Building names for wilderness temples and in Imperial City don't match original game
For details on how to get OpenTESArena running, follow [these instructions](https://github.com/afritz1/OpenTESArena#playing-opentesarena). To see what's next, check out [the roadmap](https://github.com/afritz1/OpenTESArena/wiki#roadmap).
vopentesarena-0.17.0
This release adds a Vulkan renderer for significantly improved performance over the software renderer.
Fixed chasm texture bug outside city bounds
Fixed puddle rendering performance
New features and additions
Improved frame pacing
Improved high DPI support
Added Enable Validation Layers option (must have Vulkan validation layers installed)
Fixed swimming camera height
Fixed chasm texture bug outside city bounds
Fixed puddle rendering performance
New features and additions
Improved frame pacing
Improved high DPI support
Added Enable Validation Layers option (must have Vulkan validation layers installed)
Fixed swimming camera height
Changelog complet
This release adds a Vulkan renderer for significantly improved performance over the software renderer.
Voxels now combine into larger meshes to reduce the number of draw calls and collision shapes required.
The lighting system has been changed from forward to tiled forward which removes the lights-per-mesh limit. This is necessary for some scenes where a single mesh might be affected by 16 or more lights.
Thanks to incredible work done by @Allofich, the mystery surrounding Arena's heavy fog has finally been solved. This effect appears randomly based on weather and is supported in both renderers.
Release video is [here](http://www.youtube.com/watch?v=9Wwyj75mKSk).
## New features and additions
- Vulkan renderer
- Must enable manually in options menu by setting Graphics API to Vulkan
- Mesh combining
- Changed forward lighting to tiled forward
- Added classic heavy fog effect
- Added floating origin to reduce Z-fighting and shimmering
- Added tavern patron dialogue
- Increased physics updates per frame to reduce bumpy feeling when moving
- Added baseline .OBJ file format support, used with voxels
- Added inverted mouselook option
- Added Enable Validation Layers option (must have Vulkan validation layers installed)
- Improved frame pacing
- Improved high DPI support
- Reduced sky mesh vertices
- Slightly reduced player and citizen move speed
- Updated SDL to 2.0.12
## Fixes
- Fixed swimming camera height
- Fixed chasm texture bug outside city bounds
- Fixed puddle rendering performance
- Fixed puddles not reflecting entities in adjacent chunk
## Known issues
- Ghost-behind-ghost transparency is not supported in Vulkan renderer
- Walking onto raised platforms like stairsteps is unsolved
- Item stacking is not implemented, bags of gold can only hold 1 gold
- Shopkeeper interactions not implemented
- Bow weapons don't fire projectiles yet
- Outside textures and sky don't update to match weather after entering and exiting an interior
- Building names for wilderness temples and in Imperial City don't match original game
For details on how to get OpenTESArena running, follow [these instructions](https://github.com/afritz1/OpenTESArena#playing-opentesarena). To see what's next, check out [the roadmap](https://github.com/afritz1/OpenTESArena/wiki#roadmap).
vopentesarena-0.16.0
macOS build .dylibs are handled better now resulting in less chance of a crash at application start
New features and changes
Fixed building interior variants not matching original game
Walking onto raised platforms like stairsteps is an unsolved problem and should be fixed in a future release
Revised light strength to match original game. Some areas like the second level of Mines of Khuras define a light radius override in the original data but it was never used in Arena. This has been fixed.
Fixed diagonal wall collision
Fixed voxel visibility quadtree internal node calculation (press F4)
VOC sound file repairing feature (data/audio/VocRepair.txt). Removes several pops/clicks in original audio, eventually to be replaced by mods
New features and changes
Fixed building interior variants not matching original game
Walking onto raised platforms like stairsteps is an unsolved problem and should be fixed in a future release
Revised light strength to match original game. Some areas like the second level of Mines of Khuras define a light radius override in the original data but it was never used in Arena. This has been fixed.
Fixed diagonal wall collision
Fixed voxel visibility quadtree internal node calculation (press F4)
VOC sound file repairing feature (data/audio/VocRepair.txt). Removes several pops/clicks in original audio, eventually to be replaced by mods
Changelog complet
This release brings greatly-improved player movement thanks to the addition of [Jolt Physics](https://github.com/jrouwe/JoltPhysics). The player can now climb out of chasms, jump, and swim. Other baseline gameplay features such as hit registering, killable enemies (w/o AI), item pickup, and using keys on doors allow the starting dungeon to now be considered minimum-playable. Rendering performance is still below average and more optimizations are planned.
Release video is [here](http://www.youtube.com/watch?v=dyTfo3PvmHw).
## New features and changes
- Jolt Physics integration
- Minimum-playable starting dungeon
- Key can be obtained and used on cell door
- Enemies can be killed (no AI or combat calculation yet)
- Corpses and treasure can be looted (equipping not implemented yet)
- Click to attack with right mouse button in modern interface mode
- Citizen name generation
- Citizens can be killed (crime not implemented yet)
- Baseline support for original item definitions
- Locked treasure chests can be bashed open
- Locked doors can be bashed open (magically-locked doors not implemented)
- Attribute allocation and stats in character creation (values not gameplay-functional yet) (@libertus21)
- Player gold
- Player can now die from lava and drowning
- Player can now fall to the ground from exhaustion and may die depending on the location
- Indoor walking sound and swimming sound
- Swimming music
- Fanfare now plays when picking up quest items (quests not implemented yet)
- Player camera can now look straight up and down without breaking math (@libertus21)
- VOC sound file repairing feature (data/audio/VocRepair.txt). Removes several pops/clicks in original audio, eventually to be replaced by mods
- Modern interface reticle
- Gameplay clock modding (data/Clocks.txt)
- Convenient Windows batch file in windows/setup_OpenTESArena.bat for installing Visual Studio toolchain and building from source (@libertus21)
## Fixes
- Fixed building interior variants not matching original game
- Revised light strength to match original game. Some areas like the second level of Mines of Khuras define a light radius override in the original data but it was never used in Arena. This has been fixed.
- Fixed diagonal wall collision
- Weapon swinging is now frame-rate independent and should no longer be difficult to successfully swing above 100 fps
- Fixed voxel visibility quadtree internal node calculation (press F4)
- macOS build .dylibs are handled better now resulting in less chance of a crash at application start
## Known issues
- Player movement may feel bumpy due to how physics resolves ground collision with several small box shapes. Combining shapes is planned in a future release.
- Walking onto raised platforms like stairsteps is an unsolved problem and should be fixed in a future release
- Item stacking is not implemented, bags of gold can only hold 1 gold
- NPC interactions not implemented
- Bow weapons don't fire projectiles yet
- Puddles cause a significant slowdown due to current design for screen-space reflections
- Puddles might not reflect entities in an adjacent chunk
- Outside textures and sky don't update to match weather after entering and exiting an interior
- Screen-space fog is not finished and appears as a low-res cube around the player
- Building names for wilderness temples and in Imperial City don't match original game
For details on how to get OpenTESArena running, follow [these instructions](https://github.com/afritz1/OpenTESArena#playing-opentesarena). To see what's next, check out [the roadmap](https://github.com/afritz1/OpenTESArena/wiki#roadmap).
vopentesarena-0.15.0
Collision detection is barebones and will be improved in a later release
New features and changes
Improved Arena data files detection (now checks default C: Steam install on Windows)
Improved screenshot saving
Replaced DebugFast build config with ReleaseGenericNoLTO
This release overhauls the graphics code to more closely match the look of the original game. The renderer now also uses meshes, shaders, and draw calls normally found in an OpenGL or Vulkan engine.
ARM64 macOS support
Fixed fog color in Elden Grove and Murkwood
New features and changes
Improved Arena data files detection (now checks default C: Steam install on Windows)
Improved screenshot saving
Replaced DebugFast build config with ReleaseGenericNoLTO
This release overhauls the graphics code to more closely match the look of the original game. The renderer now also uses meshes, shaders, and draw calls normally found in an OpenGL or Vulkan engine.
ARM64 macOS support
Fixed fog color in Elden Grove and Murkwood
Changelog complet
This release overhauls the graphics code to more closely match the look of the original game. The renderer now also uses meshes, shaders, and draw calls normally found in an OpenGL or Vulkan engine.
Overall FPS is below average due to draw calls not being batched yet and the rasterizer being relatively unoptimized (it was very challenging to reliably coax all compilers to output good assembly, so there is still room for improvement). One optimization of interest however is the addition of a voxel quadtree for efficiently testing visibility to the camera.
Release video is [here](http://www.youtube.com/watch?v=LEjsv2AehOg).
## New features and changes
- New 3D software renderer
- Closely matches original game's 256 color lighting (special thanks to @Carmina16)
- Improved Arena data files detection (now checks default C: Steam install on Windows)
- Added exclusive fullscreen option
- Added tall pixel correction option
- Initial work on player attributes (@gazorpo)
- Improved screenshot saving
- Minor change to player movement to match original game
- ARM64 macOS support
- Replaced debug collision option with ghost mode that allows flying
- Replaced DebugFast build config with ReleaseGenericNoLTO
- Removed time scale option
## Fixes
- Fixed fog color in Elden Grove and Murkwood
- Fixed Ria Silmane voice not continuing in CD version
- Fixed floor replacement texture when deleting voxels
- Upgraded to SDL 2.0.10 to fix periodic lag caused by SDL_PollEvent()
## Known issues
- Collision detection is barebones and will be improved in a later release
- Puddles are unusually expensive to render due to naïve draw call synchronization
- Puddles might not reflect entities in an adjacent chunk
- Exterior textures and sky don't update to match weather after entering and exiting an interior
- Screen-space fog is not finished and appears as a low-res cube around the player
- Some building names and interiors don't match original game
----
For details on how to get OpenTESArena running, follow [these instructions](https://github.com/afritz1/OpenTESArena#playing-opentesarena). To see what's next, check out [the roadmap](https://github.com/afritz1/OpenTESArena/wiki#roadmap).
vopentesarena-0.14.0
CMake build configuration improvements (replaced Debug/Release/RelWithDebInfo/MinSizeRel with Debug/DebugFast/ReleaseGeneric/ReleaseNative)
Fixed "The game will crash during the Ria Silmane cinematic in the CD version if it reaches the end without being skipped (related to chunk system)"
New features and changes
Updated in-game debug profiler
Fixed "Some intro screens might be using an incorrect palette"
Fixed "The automap colors voxels outside of city bounds that should not be considered part of the automap"
The highlight of this release is weather effects. It also redesigns the internal implementation of the UI and input systems, which are big steps towards supporting alternative user interfaces and key rebinding.
Updated OpenAL Soft version to 1.19.1
Fixed "The game will crash during the Ria Silmane cinematic in the CD version if it reaches the end without being skipped (related to chunk system)"
New features and changes
Updated in-game debug profiler
Fixed "Some intro screens might be using an incorrect palette"
Fixed "The automap colors voxels outside of city bounds that should not be considered part of the automap"
The highlight of this release is weather effects. It also redesigns the internal implementation of the UI and input systems, which are big steps towards supporting alternative user interfaces and key rebinding.
Updated OpenAL Soft version to 1.19.1
Changelog complet
The highlight of this release is weather effects. It also redesigns the internal implementation of the UI and input systems, which are big steps towards supporting alternative user interfaces and key rebinding.
Check out [the release video](http://www.youtube.com/watch?v=nP_jO9K70QU) to see it in action!
## New features and changes
- Weather effects (rain, snow, thunderstorms)
- Screen-space fog is unfinished and should be in a future release.
- UI system redesign (model-view-controller pattern, text rendering redesign, texture allocation redesign)
- Input system redesign (generic input action listeners; easier to add key bindings and more input methods later)
- Updated in-game debug profiler
- DPI-awareness on Windows (allows for native window resolutions on high-DPI monitors)
- CMake build configuration improvements (replaced Debug/Release/RelWithDebInfo/MinSizeRel with Debug/DebugFast/ReleaseGeneric/ReleaseNative)
- Updated OpenAL Soft version to 1.19.1
- Updated SDL version to 2.0.9
- Updated WildMIDI version to 0.4.4
- Fixed "Some intro screens might be using an incorrect palette"
- Fixed "The game will crash during the Ria Silmane cinematic in the CD version if it reaches the end without being skipped (related to chunk system)"
- Fixed "The automap colors voxels outside of city bounds that should not be considered part of the automap"
- Revised release build naming convention
## Known issues
- Selecting voxels or objects across a chunk boundary may not always work as intended
- Some building names and interiors don't match original game
- The game world is empty for one frame after fast traveling, especially when arriving at a city with an arrival pop-up message
- Sometimes lights will not be counted as being visible to the camera (related to chunk system)
- The chasm wall texture of a deleted floor voxel might not match the original game
- Translucent entities exhibit vertical line artifacts (related to multi-threading)
- Tavern names in Imperial City don't match original game
- Diagonal walls have same collision as walls
----
For details on how to get OpenTESArena running, follow [these instructions](https://github.com/afritz1/OpenTESArena#installation).
And check out [the roadmap](https://github.com/afritz1/OpenTESArena/wiki#roadmap) to see what's planned for the next release!
vopentesarena-0.13.0
New features and changes in 0.13.0:
Support for Raspberry Pi 4 (no release build yet since performance is very poor)
Fixed citizen animation RAM usage issue (no longer ~2.5 GB)
Fixed software renderer deadlock (@Alucowie)
Fixed streetlight activation updating (wilderness streetlights intentionally do not change activation state)
The game will crash during the Ria Silmane cinematic in the CD version if it reaches the end without being skipped (related to chunk system)
Texture system redesign (renderer-independent TextureBuilderID, and TextureAssetReference for deferred loading)
Wilderness building names don't match original game
Support for Raspberry Pi 4 (no release build yet since performance is very poor)
Fixed citizen animation RAM usage issue (no longer ~2.5 GB)
Fixed software renderer deadlock (@Alucowie)
Fixed streetlight activation updating (wilderness streetlights intentionally do not change activation state)
The game will crash during the Ria Silmane cinematic in the CD version if it reaches the end without being skipped (related to chunk system)
Texture system redesign (renderer-independent TextureBuilderID, and TextureAssetReference for deferred loading)
Wilderness building names don't match original game
Changelog complet
This release focuses on improving how the game world is simulated in order to more closely match the original game. There is now a set of active chunks that are added and removed as the player moves around. Textures are now loaded into a renderer-independent format before being passed to engine systems that need them, and with the addition of texture asset references, textures are only loaded from the hard drive once they are needed (and are kept in memory afterwards). Future support for formats like PNG should also be easier to add now.
New features and changes in 0.13.0:
- Chunk system
- Interiors "go forever" with default empty chunk
- Cities "go forever" with floor wrapping
- The wilderness loads by chunk IDs and can "go forever" by falling back to a default chunk when outside of the original game's 64x64 chunk area
- Texture system redesign (renderer-independent TextureBuilderID, and TextureAssetReference for deferred loading)
- Support for Raspberry Pi 4 (no release build yet since performance is very poor)
- Fixed citizen animation RAM usage issue (no longer ~2.5 GB)
- Fixed software renderer deadlock (@Alucowie)
- Fixed streetlight activation updating (wilderness streetlights intentionally do not change activation state)
- Citizens now only idle if the player is not moving and their weapon is sheathed, to more closely match the original AI
- Revised sun and moon positions (not sure if they exactly match the original game yet, though)
Known issues:
- Some intro screens might be using an incorrect palette
- Wilderness building names don't match original game
- The game world is empty for one frame after fast travelling, especially when arriving at a city with an arrival pop-up message
- The game will crash during the Ria Silmane cinematic in the CD version if it reaches the end without being skipped (related to chunk system)
- Sometimes lights will not be counted as being visible to the camera (related to chunk system)
- The automap colors voxels outside of city bounds that should not be considered part of the automap
- The chasm wall texture of a deleted floor voxel might not match the original game
- Translucent entities exhibit vertical line artifacts (related to multi-threading)
- Tavern names in Imperial City don't match original game
- Diagonal walls have same collision as walls
For details on how to get OpenTESArena running, see the [Installation](https://github.com/afritz1/OpenTESArena#installation) section in the Readme.
vopentesarena-0.12.0
New features and changes in 0.12.0:
Fixed final boss display name (was "TODO")
Texture manager improvements and initial work on texture instance manager for runtime-generated textures
Added previously-unused OverSnow music to snow weather playlist
Removed directional shading from sun to more closely match original game (planning on adding back later in a newer renderer)
Citizen spawning introduced very high RAM usage (>2.5 GB) due to true color animations, even with animation sharing, preventing 32-bit builds from working as intended
Fixed final boss display name (was "TODO")
Texture manager improvements and initial work on texture instance manager for runtime-generated textures
Added previously-unused OverSnow music to snow weather playlist
Removed directional shading from sun to more closely match original game (planning on adding back later in a newer renderer)
Citizen spawning introduced very high RAM usage (>2.5 GB) due to true color animations, even with animation sharing, preventing 32-bit builds from working as intended
Changelog complet
New features and changes in 0.12.0:
- Wandering citizens in cities and wilderness. They idle if the player's weapon is sheathed
- Puddle reflections
- Voice in cinematics (only available in CD version)
- City entrance jingle
- Music library system supporting custom MIDI filenames in data/audio/MusicDefinitions.txt
- Entity animation system redesign
- Texture manager improvements and initial work on texture instance manager for runtime-generated textures
- Fonts use less memory and are less dependent on SDL2
- Added previously-unused OverSnow music to snow weather playlist
- Fixed final boss display name (was "TODO")
- Removed directional shading from sun to more closely match original game (planning on adding back later in a newer renderer)
Known issues:
- Citizen spawning introduced very high RAM usage (>2.5 GB) due to true color animations, even with animation sharing, preventing 32-bit builds from working as intended
- Some streetlights don't receive on/off signal
- Translucent entities exhibit vertical line artifacts (related to multi-threading)
- The renderer may deadlock and freeze the game. If so, reduce render thread count to very low
- Position of moons is not correct
- Tavern names in Imperial City are incorrect
- Diagonal walls have same collision as walls
For details on how to get OpenTESArena running, see the [Installation](https://github.com/afritz1/OpenTESArena#installation) section in the Readme.
vopentesarena-0.11.0
Fixed starting dungeon fast travel onVoxelEnter bug
New features and changes in version 0.11.0:
Fixed incorrect cloud pixels (now using partial transparency)
Changed in-game day/night clock speed to match original game (R hotkey to fast-forward time)
New features and changes in version 0.11.0:
Fixed incorrect cloud pixels (now using partial transparency)
Changed in-game day/night clock speed to match original game (R hotkey to fast-forward time)
Changelog complet
New features and changes in version 0.11.0:
- Original entity loading (static NPCs, creatures, trees, furniture, palace rulers, etc.)
- Lights
- Water and lava rendering
- Translucent entity rendering
- Ray cast selection with pixel-perfect option (@faha223)
- 3D positional audio (@Plettro)
- Initial work on chunk system for game world
- Periodic creature sounds
- Fading voxels
- Streetlights turn on and off automatically
- Changed in-game day/night clock speed to match original game (R hotkey to fast-forward time)
- Initial work on texture filtering in pixel shaders (nearest/linear mode)
- Fixed incorrect cloud pixels (now using partial transparency)
- Fixed starting dungeon fast travel onVoxelEnter bug
Known issues:
- Some streetlights don't receive on/off signal
- Translucent entities exhibit vertical line artifacts (related to multi-threading)
- The renderer may deadlock and freeze the game. If so, reduce render thread count to very low
- Position of moons is not correct
- Tavern names in Imperial City are incorrect
- Diagonal walls have same collision as walls
For details on how to get OpenTESArena running, see the [Installation](https://github.com/afritz1/OpenTESArena#installation) section in the Readme.
vopentesarena-0.10.0
New features and changes in version 0.10.0:
Changelog complet
New features and changes in version 0.10.0:
- Wilderness generation
- Wilderness automap
- City wilderness transitions via city gate
- City placeholder in wilderness
- Player position in wilderness displayed with F2
- CD version support
- Initial work on inventory slots (@MinganMuon)
Notes:
- Original sprites are not being loaded yet
Known issues:
- Position of moons is not correct
- Tavern names in Imperial City are incorrect
- Diagonal walls have same collision as walls
For details on how to get OpenTESArena running, see the [Installation](https://github.com/afritz1/OpenTESArena#installation) section in the Readme.
vopentesarena-0.9.0
Improved text wrapping and new line distribution
New features and changes in version 0.9.0:
Improved multi-threading in renderer
Improved thread sleeping on frames that took less than the target frame time
Fixed morning star weapon negative height given to renderer
New features and changes in version 0.9.0:
Improved multi-threading in renderer
Improved thread sleeping on frames that took less than the target frame time
Fixed morning star weapon negative height given to renderer
Changelog complet
New features and changes in version 0.9.0:
- Distant land, sky, and space rendering. Space rendering takes player latitude into account
- Sky gradient
- Palace entrances and gate graphics
- Improved multi-threading in renderer
- Improved thread sleeping on frames that took less than the target frame time
- Improved text wrapping and new line distribution
- Fixed morning star weapon negative height given to renderer
Notes:
- Wilderness is not implemented yet
- Original sprites are not being loaded yet
Known issues:
- Position of moons is not correct
- Tavern names in Imperial City are incorrect
- Diagonal walls have same collision as walls
For details on how to get OpenTESArena running, see the [Installation](https://github.com/afritz1/OpenTESArena#installation) section in the Readme.
vopentesarena-0.8.0
New features and changes in version 0.8.0:
Improved WildMIDI error reporting on init failure
Trailing slash fix for ArenaPath
Enter and exit buildings
Building names in cities
Time scale option (simulate the speed of DOSBox at lower cycles)
Improved WildMIDI error reporting on init failure
Trailing slash fix for ArenaPath
Enter and exit buildings
Building names in cities
Time scale option (simulate the speed of DOSBox at lower cycles)
Changelog complet
New features and changes in version 0.8.0:
- Enter and exit buildings
- Interact with doors
- Building names in cities
- Original camera height and ceiling height
- Modern mode free-look now like later games in the series
- Occlusion buffer implementation (greatly reduces overdraw)
- Correct raised platforms for interiors
- Redesigned options menu
- Time scale option (simulate the speed of DOSBox at lower cycles)
- Trailing slash fix for ArenaPath
- Improved WildMIDI error reporting on init failure
Notes:
- Wilderness is not implemented yet
- Original sprites are not being loaded yet
Known issues:
- Tavern names in Imperial City are incorrect
- Some palace gate graphics are incorrect
- Diagonal walls have same collision as walls
- Deserts occasionally play snow music
For details on how to get OpenTESArena running, see the [Installation](https://github.com/afritz1/OpenTESArena#installation) section in the Readme.
vopentesarena-0.7.0
New features in version 0.7.0:
Automap improvements (location name, level up/down colors, building entrance colors)
Voxel improvements (hedge collision, hanging laundry, store signs)
Case-sensitive filename improvements (i.e., `Arrows.cif` for in-game arrow cursors on Unix-based systems)
Executable data loading improvements (via `ExeData` class)
Can't enter or exit buildings yet
Automap improvements (location name, level up/down colors, building entrance colors)
Voxel improvements (hedge collision, hanging laundry, store signs)
Case-sensitive filename improvements (i.e., `Arrows.cif` for in-game arrow cursors on Unix-based systems)
Executable data loading improvements (via `ExeData` class)
Can't enter or exit buildings yet
Changelog complet
New features in version 0.7.0:
- City generation
- Dungeon generation
- Wilderness generation (early stages)
- Fast traveling
- City arrival messages
- Main quest staff dungeon splashes
- Original climates for locations (temperate, mountain, desert)
- Interior level transitions (via level up/down voxels)
- Province map current location highlight
- Automap improvements (location name, level up/down colors, building entrance colors)
- Character generation progress (more pop-up messages)
- Preliminary tests for original save support (see `ArenaSavePath` in options)
- Voxel improvements (hedge collision, hanging laundry, store signs)
- Case-sensitive filename improvements (i.e., `Arrows.cif` for in-game arrow cursors on Unix-based systems)
- Better exception handling and messages
- Executable data loading improvements (via `ExeData` class)
Notes:
- Clicking in the game world is not implemented yet
- Can't enter or exit buildings yet
- Doors don't work yet, and their collision has been disabled
- Original sprites are not being loaded yet
- Removed test city
Known issues:
- Some raised platforms have incorrect size or offset
- Some palace gate graphics are incorrect
- Diagonal walls have same collision as walls
- Deserts occasionally play snow music
For details on how to get OpenTESArena running, see the [Installation](https://github.com/afritz1/OpenTESArena#installation) section in the Readme.
vopentesarena-0.6.0
Update (12/29/2017)**: Added fix to Win64 build for alcOpenDevice() errors. It will attempt to continue running even if audio initialization fails.
Update (1/21/2018)**: Added macOS build (without MIDI support, so no music yet).
New features in version 0.6.0:
Performance improvements for UI and software rendering
Currently just voxel data. Entities and objects are planned for a future release.
Night light textures on buildings
Update (1/21/2018)**: Added macOS build (without MIDI support, so no music yet).
New features in version 0.6.0:
Performance improvements for UI and software rendering
Currently just voxel data. Entities and objects are planned for a future release.
Night light textures on buildings
Changelog complet
New features in version 0.6.0:
- Several locations are now available for testing from the main menu
- Currently just voxel data. Entities and objects are planned for a future release.
- Sound and text triggers (drums, drips, etc., and lore text)
- Night light textures on buildings
- More voxel types supported by renderer (diagonals, chasms, edges)
- Performance improvements for UI and software rendering
- More options in options menu (collision, skip intro, fullscreen)
Notes:
- Level transitions are not implemented yet, so you can only explore the first level of interiors
- Doors don't work yet, and their collision has been disabled
Known issues:
- Some raised platforms have incorrect size or height
- The Imperial City palace graphic is incorrect
**Update (12/29/2017)**: Added fix to Win64 build for alcOpenDevice() errors. It will attempt to continue running even if audio initialization fails.
**Update (1/21/2018)**: Added macOS build (without MIDI support, so no music yet).
For details on how to get OpenTESArena running, see the [Installation](https://github.com/afritz1/OpenTESArena#installation) section in the Readme.
vopentesarena-0.5.0
New features in version 0.5.0:
Automap improvements (scrolling, player direction)
Better debug messages (now includes filename and line number)
Automap improvements (scrolling, player direction)
Better debug messages (now includes filename and line number)
Changelog complet
New features in version 0.5.0:
- Sound support (.VOC files)
- More weapon animations
- Day/night cycle (classic sky colors and times of day. Simple sun + ambient shading)
- Status pop-up in game world (location, time, and date. No weight or health yet)
- Location icons on province maps (can't travel yet, though)
- Automap improvements (scrolling, player direction)
- Better mouse look calculation
- Partial collision detection (no jumping or falling yet)
- More options in options menu (cursor scale, letterbox aspect, look sensitivity)
- Better debug messages (now includes filename and line number)
For details on how to get OpenTESArena running, see the [Installation](https://github.com/afritz1/OpenTESArena#installation) section in the Readme.
vopentesarena-0.4.0
New features added in 0.4.0 (mostly first attempts and prototypes):
This version also addresses an issue caused by how I was building WildMIDI. If you previously had an issue with missing .dlls on Windows (i.e., missing `VCRUNTIME140D.dll`), that should no longer be a problem.
This version also addresses an issue caused by how I was building WildMIDI. If you previously had an issue with missing .dlls on Windows (i.e., missing `VCRUNTIME140D.dll`), that should no longer be a problem.
Changelog complet
New features added in 0.4.0 (mostly first attempts and prototypes):
- Optional modern interface mode with free-look
- Weapon animations (just fists for now)
- Automap
- More options in options menu (resolution scale, classic/modern interface mode, field of view)
This version also addresses an issue caused by how I was building WildMIDI. If you previously had an issue with missing .dlls on Windows (i.e., missing `VCRUNTIME140D.dll`), that should no longer be a problem.
vopentesarena-0.3.0
Another important addition is the implementation of a PKLITE v1.12 decompressor for A.EXE, so more data such as locations and names can be read in at runtime. Thanks to @Dozayon for the PKLITE specification.
Changelog complet
For this release, I focused primarily on developing a software renderer prototype to replace my OpenCL renderer with (since OpenCL isn't really a graphics API). I intend for the rendering to be more simple so it is easier to work with, and so I can spend more time developing other parts of the program.
Another important addition is the implementation of a PKLITE v1.12 decompressor for A.EXE, so more data such as locations and names can be read in at runtime. Thanks to @Dozayon for the PKLITE specification.
vopentesarena-0.2.0
This release contains a couple interface changes and some stability fixes, as well as a first attempt at sprite and point light rendering. In the interest of faster prototyping, I may decide to move away from OpenCL in favor of a software renderer instead.
Changelog complet
This release contains a couple interface changes and some stability fixes, as well as a first attempt at sprite and point light rendering. In the interest of faster prototyping, I may decide to move away from OpenCL in favor of a software renderer instead.
vopentesarena-0.1.0
Note: the Linux packages currently require a system that is Trusty compatible. The source code requires GCC 4.9 or newer. Anyone may download the source code and build the latest version for themselves at any time.
This is the first pre-alpha release for OpenTESArena! The project is mostly just a "tech demo" at this point, and it's not guaranteed to run, but a few of the menus already work and you can walk around in the test world.
This is the first pre-alpha release for OpenTESArena! The project is mostly just a "tech demo" at this point, and it's not guaranteed to run, but a few of the menus already work and you can walk around in the test world.
Changelog complet
This is the first pre-alpha release for OpenTESArena! The project is mostly just a "tech demo" at this point, and it's not guaranteed to run, but a few of the menus already work and you can walk around in the test world.
Note: the Linux packages currently require a system that is Trusty compatible. The source code requires GCC 4.9 or newer. Anyone may download the source code and build the latest version for themselves at any time.
Read the installation notes [here](https://github.com/afritz1/OpenTESArena/tree/8b8698da3620f5c233dab2ffcd6a589224deca27#installation) for more information on how to get the program running. See the [issues](https://github.com/afritz1/OpenTESArena/issues) page if you find any reproducible bugs. I'm occasionally on the OpenTESArena IRC channel if you have any questions or comments.
Captures d'écran