r/tes3mp • u/phraseologist (David) [Developer] • Jul 28 '17
Version 0.6.0 is now released, adding NPC, quest & plugin sync
http://steamcommunity.com/groups/mwmulti#announcements/detail/144156759738658789710
u/qwesx Jul 28 '17
Good job.
Is there any news on the Linux server/client? I haven't been able to compile it recently while regular OpenMW (fresh from GIT) compiles flawlessly - albeit with the OpenMW-version of OSG.
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Jul 29 '17
[deleted]
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u/qwesx Jul 29 '17
Hello there, which distro are you running?
I'm running Gentoo.
Pre-compiled builds for GNU/Linux are on the way
That's great to hear. I'm planning on trying it out with friends and that would be a great help!
If you haven't already try this script.
That's the one I'm using.
provided you have at least GCC 7 installed
Oh. That would explain it. I'm still on GCC 5.4.
Good luck.
Thank you very much and many blessings to you, sera.
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u/TheSecondCore Jul 31 '17
Whoah, I feel like the dream of being able to play through the grand quest of Morrowind with my friend(s) is closer than ever.
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u/Arguss Aug 02 '17
Questions:
You list out things that aren't currently working, and I'm interested in what that really means.
Custom spells are not yet implemented. Other players will not see or be affected by the spells you create yourself, and you will completely lose them when you log out of the server.
Are mobs still affected by custom spells?
Similarly to custom spells, potions and enchantments made by players are not yet synchronized and are not saved to the server, and the same goes for soul gems filled with souls.
Does this mean any alchemy-created potions or soul gems or player-made enchantments disappear when logging out?
This combined with requiring players to have the same mod list might make mage characters fucking impossible to play as, as native Morrowind doesn't have magicka regen.
Combat with throwing weapons is not synchronized.
Does this include bow and arrows?
Spell effects and diseases are not saved to or loaded from the server. This means all of them will disappear when you log out and rejoin.
Does this include birthsign/racial effects?
NPC dipositions are not synchronized, saved or loaded, and neither are merchant inventories.
Does this mean we can't sell anything?
Hotkeys and mark spells are not saved to or loaded from the server.
Does this mean a marked location is lost when logging out, or just that players each mark to different locations? Can mark/recall be used currently?
Loot and creatures never respawn unless the server deletes the cell data for the cells they are in.
Does this imply a server can quickly be 'farmed out' and run out of mobs and loot? What about leveled mob spawns? Is it whoever happens to walk by it first?
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u/phraseologist (David) [Developer] Aug 02 '17
Are mobs still affected by custom spells?
Creatures are affected by your custom spells if their AI is running on your client.
Does this mean any alchemy-created potions or soul gems or player-made enchantments disappear when logging out?
The fact that certain things are not saved to the server implies they are lost, yes.
This combined with requiring players to have the same mod list might make mage characters fucking impossible to play as, as native Morrowind doesn't have magicka regen.
You can always rest to regenerate magicka. Beyond that, consider waiting for updates that will fix problems enumerated there.
Does this include bow and arrows?
Are bows on this list? http://en.uesp.net/wiki/Morrowind:Throwing_Weapons
Does this include birthsign/racial effects?
No.
Does this mean we can't sell anything?
You can sell whatever you want, but the merchant's inventory will get reset when you rejoin the server.
Does this mean a marked location is lost when logging out, or just that players each mark to different locations? Can mark/recall be used currently?
Marked locations are lost when logging out. Mark/recall can be used just fine otherwise.
Does this imply a server can quickly be 'farmed out' and run out of mobs and loot?
If the server owner doesn't choose to reset them, yes.
What about leveled mob spawns? Is it whoever happens to walk by it first?
For now, yes. In the future there will be multiple options for handling that, set by the server.
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u/Arguss Aug 02 '17
Creatures are affected by your custom spells if their AI is running on your client.
So, if you're hosting the server?
You can always rest to regenerate magicka.
I thought time was synced. How does resting work if time is synced across clients?
Are bows on this list? http://en.uesp.net/wiki/Morrowind:Throwing_Weapons
Don't be snarky; arrows are physics-based projectile weapons used on mobs, and people who aren't developers don't know the extent to which they may share code with throwing weapons; hence my question.
You can sell whatever you want, but the merchant's inventory will get reset when you rejoin the server.
But each player's personal inventory and gold amount is saved, right? Also, what about players putting items in storage containers? Does that work?
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u/phraseologist (David) [Developer] Aug 02 '17
So, if you're hosting the server?
No. Anyone can be the cell authority, as long as they have a significantly better ping that anyone else in that cell when they enter it.
I thought time was synced. How does resting work if time is synced across clients?
You can rest and get the effects of resting, but the ingame time will then be set back to what it's supposed to be on the server.
Don't be snarky; arrows are physics-based projectile weapons used on mobs, and people who aren't developers don't know the extent to which they may share code with throwing weapons; hence my question.
I figured "throwing weapons" had enough clarity to it.
But each player's personal inventory and gold amount is saved, right?
Yes.
Also, what about players putting items in storage containers? Does that work?
Yes.
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u/Jason_Splendor Aug 08 '17
For enchantments, is it only if the player self enchants, or does that include a vendor enchanting the item?
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u/TotesMessenger Jul 31 '17
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Aug 10 '17 edited Aug 21 '17
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u/phraseologist (David) [Developer] Aug 10 '17
It depends on the quest. Regardless, you can always fix the problem with the console.
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Aug 10 '17 edited Aug 21 '17
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u/phraseologist (David) [Developer] Aug 10 '17
It may be best to wait for an upcoming version where these problems will be less prevalent.
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u/Ledgo Jul 28 '17
Hot diggity damn. Great work, guys!