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A reimplementation of BioWare's Aurora engine (and derivatives). Pre-pre-alpha :P
C++ C Other
branch: master

GRAPHICS: Change the way the NCGR grid is calculated

Don't let the maximum width of a column set the width of all cells
in that column, but let the cells "bunch up" instead, on a per-row

The reason is that main_pnl_off/main_pnl_on are each made up of 13
images, arranged in this fashion:

|     64x32     |     64x32     |     64x32     | 32x32 | 16x32 |
| 32x16 | 32x16 | 32x16 | 32x16 | 32x16 | 32x16 | 32x16 | 16x16 |

Which now can be represented by two rows of each 8 columns, with
the last three of the first row being empty.

Hopefully, we won't need something like that for the rows as well.
And hopefully, we won't see empty cells in the middle of the grid;
those would need an explicit size now.
latest commit 1e10dd5edc
@DrMcCoy DrMcCoy authored
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build-aux BUILD: Use aux directory to store autogenerated files
cmake BUILD: Add scripts to parse all and build with CMake.
dists DOCS: Update copyright year to 2015
doc/doxygen DOCS: Remove the format specification
gitstamp BUILD: Separate build fields in the version with a .
glew GLEW: Upgrade to version 1.12.0
lua DOCS: Rename README.eos in Lua to README.xoreos
m4 BUILD: Sync upstream boost.m4 changes
src GRAPHICS: Change the way the NCGR grid is calculated
utf8cpp UTF8: Upgrade to version 2.3.4
.gitignore DISTS: Remove the convience symlink from the .gitignore
.travis.yml BUILD: Move Travis CI from saucy to trusty BUILD: Get the version for coverity_scan from the Makefile
.uncrustifyrc CLEANUP: Don't force all if branches to same brace style
AUTHORS DOCS: Credit cc9cii in the Contributors list
BUILDDEP BUILD: Bump minimum Boost version to 1.48.0
CMakeLists.txt BUILD: Add scripts to parse all and build with CMake. DOCS: Add a CONTRIBUTING file
COPYING ALL: Relicense eos from GPLv2+ to GPLv3+
ChangeLog DOCS: Update the ChangeLog
Doxyfile DOCS: Remove/Change obsolete Doxygen configuration DOCS: Update the FAQ BUILD: Also remove temporary Doxygen files in doxygen-clean
Makefile.common BUILD: Warn for ignored-qualifiers
NEWS Initial empty frame
README DOCS: Add a dummy README to shut up automake
README.dox DOCS: Change Doxygen author string to "The xoreos Team" DOCS: Syntax-highlight config example in
TODO DOCS: The TODO moved to our wiki BUILD: Don't have call configure BUILD: Add checks to string to integer/float conversion functions

xoreos README

xoreos is an open source implementation of BioWare's Aurora engine and its derivatives, licensed under the terms of the GNU General Public License version 3 (or later). The goal is to have all games using this engines working in a portable manner, starting from Neverwinter Nights and ending with Dragon Age II.


The following games are valid targets for xoreos:

Status Build Status Coverity Status

Currently, the "foundation" work of managing resources, reading many basic file formats, displaying graphics and playing sounds has been done. Some games show a working menu or even partial ingame graphics and working scripts, but no actual "normal" gameplay is implemented yet.

For further information about the status of specific games, please visit our wiki.

Note: We are always looking for people to join our efforts in reimplementing those games. Right now, the most pressing matter is a rewrite of the graphics stack. Please see the related blog post.

If you'd like to help, please feel free to contact us!

Compiling xoreos

Since we are not yet distributing binaries of xoreos, you will have to compile xoreos yourself. Please read the compiling xoreos page on our wiki for information on how to do this on various operating systems.

Running xoreos

First, you need to fully install and/or copy the game you want to play with xoreos onto your hard disk. How you do this depends on the game, your operating system and where/how you have bought the game.

xoreos does not yet have a launcher GUI or anything like this. You need to start it from the command line. Run xoreos with the command line option "--help" (without the quotes) to get a help text about further command line options.

The quickest way to start a game in path /path/to/game/ would be to call

xoreos -p/path/to/game/

If you're on Windows and the path is, say, D:\Path\To\Game\, call

xoreos -pD:\Path\To\Game\

Config file

In general, xoreos can read the configuration which game to run from either the command line, a config file or both. Additionally, when you first specify a new game on the command line, xoreos will add a related entry in the config file (creating it first, if necessary).

To accurately identify a specific instance of an installed game, xoreos uses the concept of a "target". Each target has a separate section in the config file, and each of their options apply only to that target. The special target "xoreos" is a global section applying to all games, although the same option in a game target overrides the global option.

For example:



You can then start the game with the target "nwn" with

xoreos nwn

and xoreos will do the rest. This will start the game in the path /home/drmccoy/games/nwn/, running it in fullscreen at 1024x768.

As you can see with the volume options, xoreos also saves settings you made in the game' actual GUI into the target's section of the config file.

The place where xoreos expects the config file depends on your operating system:

  • On GNU/Linux, the place is $XDG_CONFIG_HOME/.xoreosrc. $XDG_CONFIG_HOME defaults to $HOME/.config/
  • On Mac OS X, the place is $HOME/Library/Preferences/xoreos\ Preferences/.xoreosrc
  • On Windows, the file is called xoreos.ini and is in the subdirectory xoreos in either $APPDATA or $USERPROFILE, depending on your Windows version



To contact us, please either write to mailing list, or join our IRC channel #xoreos on Freenode.

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