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Re: Run OpenMW via OpenCS

Posted: 15 Sep 2014, 08:52
by Zini
Fix is in master now.

Re: Run OpenMW via OpenCS

Posted: 15 Sep 2014, 11:43
by cc9cii
Still getting an error (windows x64)

Re: Run OpenMW via OpenCS

Posted: 15 Sep 2014, 12:20
by Zini
Odd. Looks like this is coming from boost program option. Might be something Windows specific, in which case I won't be much help. Can you use the given argument with the --data switch when running OpenMW from the command line?

Re: Run OpenMW via OpenCS

Posted: 15 Sep 2014, 12:30
by cc9cii
Runs ok with the same data option:

Code: Select all

C:\Program Files\OpenMW>openmw.exe --data"C:\Users\cc9c\Documents\My Games\OpenMW\projects"
Loading config file: C:\Users\cc9c\Documents\My Games\OpenMW/openmw.cfg... done.
Loading config file: ./openmw.cfg... done.
Loading config file: C:\Program Files\OpenMW/openmw.cfg... done.
Using default (English) font encoding.
Data dir C:\Program Files\OpenMW/data
Data dir C:/Program Files (x86)/Bethesda Softworks/Morrowind/Data Files
Data dir ./data
Adding BSA archive C:/Program Files (x86)/Bethesda Softworks/Morrowind/Data Files\Morrowind.bsa
Adding BSA archive C:/Program Files (x86)/Bethesda Softworks/Morrowind/Data Files\Tribunal.bsa
Adding BSA archive C:/Program Files (x86)/Bethesda Softworks/Morrowind/Data Files\Bloodmoon.bsa
Sound output: OpenAL
Sound decoder: FFmpeg
Enumerated output devices:
  Speaker/HP (Realtek High Definition Audio)
  Speaker/HP (Realtek High Definition Audio)
Opened "Speaker/HP (Realtek High Definition Audio)"
Failed to play video: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource video\bethesda logo.bik in resourc
e group General or any other group. in ResourceGroupManager::openResource at C:\Users\cc9c\Dev\src\Ogre-1.9\OgreMain\src
\OgreResourceGroupManager.cpp (line 756)
Loading content file Morrowind.esm
Loading content file Bloodmoon.esm
Loading content file Tribunal.esm
Playing music/explore/mx_explore_7.mp3
Playing Music/Special/morrowind title.mp3
Failed to play video: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource video\mw_logo.bik in resource grou
p General or any other group. in ResourceGroupManager::openResource at C:\Users\cc9c\Dev\src\Ogre-1.9\OgreMain\src\OgreR
esourceGroupManager.cpp (line 756)
Quitting peacefully.
EDIT: I just realised that I mistyped the command - omitting the '=' character makes it work, otherwise I get the same error as running from opencs.

Re: Run OpenMW via OpenCS

Posted: 15 Sep 2014, 12:33
by Zini
Just to be absolutely sure, can you insert a = between --data and the value and check that the slashes/backslashes match with what we see in the message box?

Re: Run OpenMW via OpenCS

Posted: 15 Sep 2014, 12:42
by cc9cii
With '=' removed in runner.cpp, I get further, but now I get an error message: "Failed loading test.omwaddon.project: the content file does not exit" (it exists, but only 11kb in size?). Also, the button does nothing, I have to use the menu.

Code: Select all

Loading config file: C:\Users\cc9c\Documents\My Games\OpenMW/openmw.cfg... done.
Loading config file: ./openmw.cfg... done.
Loading config file: C:\Program Files\OpenMW/openmw.cfg... done.
Using default (English) font encoding.
Data dir C:\Program Files\OpenMW/data
Data dir C:/Program Files (x86)/Bethesda Softworks/Morrowind/Data Files
Data dir ./data
Adding BSA archive C:/Program Files (x86)/Bethesda Softworks/Morrowind/Data Files\Morrowind.bsa
Adding BSA archive C:/Program Files (x86)/Bethesda Softworks/Morrowind/Data Files\Tribunal.bsa
Adding BSA archive C:/Program Files (x86)/Bethesda Softworks/Morrowind/Data Files\Bloodmoon.bsa
Sound output: OpenAL
Sound decoder: FFmpeg
Enumerated output devices:
  Speaker/HP (Realtek High Definition Audio)
  Speaker/HP (Realtek High Definition Audio)
Opened "Speaker/HP (Realtek High Definition Audio)"
Loading content file Morrowind.esm
Loading content file test.omwaddo

Re: Run OpenMW via OpenCS

Posted: 15 Sep 2014, 12:56
by Zini
It seems that the data path is not added when you remove the =. Therefore the project file can not be found. So that actually does not fix anything.

Regarding the button: You may not have any profiles on it. Either have profiles with the default flag set before open the scene subview or drag a profile to an existing scene view.