[WIP] Mystical Underwater Effects

Post » Fri May 27, 2011 11:22 am

I'll definitely be adding more darkness transition levels in the future, probably one that scales gradually, it's value actively changing according to the time.
(...)
Thanks for the heads up kryzmar! Use these, I shall, for Tetchy's suggestion, I will. ;)

Or you can also use MGE GetAmbientColour function that was fixed in rev-0105 to calculate overall darkness level.
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Angela
 
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Post » Fri May 27, 2011 8:29 pm

Okay, I've fixed the new issues Tetchy mention in his latest bug report, with an exception of the minor float issue. Also added a new lastid check to all the spell removals so they also remove previously used spells if the spell effect changes from the previous frame; and made a few small changes to the readme.

http://www.4shared.com/file/101375817/efef1431/linwebetadoom.html

Or you can also use MGE GetAmbientColour function that was fixed in rev-0105 to calculate overall darkness level.

I had no idea that was fixed! :D I need to be better up to speed with all these things that happen in the MGE threads. :P
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zoe
 
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Post » Fri May 27, 2011 10:08 pm

* Changing the Ripple and Mask Multipliers thru the configuration menu doesn't appear to influence the Aqua Effect - i.e. setting Ripple Mult to 100.0 has the same perceived effect as 1.000; setting the Mask Mult to 4.000 still affects as much of the screen as the default value.


If that's definite, I can look at the shader and see if declaring things as global (and so const) caused it. It shouldn't have, but I can take a look.
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Mr. Allen
 
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Post » Fri May 27, 2011 1:29 pm

If that's definite, I can look at the shader and see if declaring things as global (and so const) caused it. It shouldn't have, but I can take a look.

That was my fault actually, I believe I accidently deleted the MGEEffectVarFloat variables when I was debugging and forgot to put them back. (My newest beta has this fixed, though.) So your shader works correctly. :)
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Paul Rice
 
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Post » Fri May 27, 2011 11:22 am

I've tried the latest beta. I don't remember what has changed since the first one so I can't comment on the differences but I liked it and found no problems.
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Jesus Sanchez
 
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Post » Fri May 27, 2011 6:46 pm

I've tried the latest beta. I don't remember what has changed since the first one so I can't comment on the differences but I liked it and found no problems.

Good to hear it works! Yeah, a majority the changes since the first beta have been bug fixes and of course the working configuration menu. :lol:

As for the next beta there will be a few new features:

Most importantly, I'm working on a gradual darkness effect. The blindness spell still works the best for this as it can be rendered under the UI, a shader at this time cannot. With the beta MGE's awesome new functions this can be done quite easily. ;)

A general daytime water darkness effect, optional, of course.

How I am going to work the configuration for the new system is going to be based on 2 values. The first value will Determine Maximum Night Darkness. The second value with determine the Minimum Day Darkness. I was thinking about including a threshold value of some sort, but that would just overcomplicate things, lol.

:hugs:
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Elle H
 
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Post » Fri May 27, 2011 5:57 pm

It would slow things down by just a tad, but if the coordinates of the UI are known, a darkness shader could be told to ignore those portions of the screen.
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Jade Barnes-Mackey
 
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Post » Fri May 27, 2011 9:19 pm

It would slow things down by just a tad, but if the coordinates of the UI are known, a darkness shader could be told to ignore those portions of the screen.

They would be different for all resolutions right? I'll look into it for you, and get back to you with my results. :D
And how much of a slow down do you think it would cause?

Edit:

One thing I've noticed is the the number of magick icons often change.
How would we calculate the amount of magick icons shown, and have the shader adjust to those?

Secondly, there are lots of small gaps between things, wouldn't the slow-down be large when using the shader to go around each and every gap?
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Adam Baumgartner
 
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Post » Fri May 27, 2011 7:48 pm

Can logo removal techniques apply to this... (but I don't remember if it was an automatic process.)
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Brooks Hardison
 
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Post » Fri May 27, 2011 9:44 am

Can logo removal techniques apply to this... (but I don't remember if it was an automatic process.)

I don't even know what that is, so I have no clue. :unsure:
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lucy chadwick
 
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Post » Fri May 27, 2011 9:25 pm

They would be different for all resolutions right? I'll look into it for you, and get back to you with my results. :D
And how much of a slow down do you think it would cause?

Edit:

One thing I've noticed is the the number of magick icons often change.
How would we calculate the amount of magick icons shown, and have the shader adjust to those?

Secondly, there are lots of small gaps between things, wouldn't the slow-down be large when using the shader to go around each and every gap?


First, shouldn't be an issue. Screen space is from 0 to 1 (top left is 0,0, bottom right is 1,1). So if the HUD elements scale with resolution, then the area from 0.8-0.85 could be skipped every time.
Second, not really. Using predefined areas, it's just a few if not here or here...


Can logo removal techniques apply to this... (but I don't remember if it was an automatic process.)


It would probably be harder than just skipping areas.
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R.I.p MOmmy
 
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Post » Fri May 27, 2011 1:46 pm

First, shouldn't be an issue. Screen space is from 0 to 1 (top left is 0,0, bottom right is 1,1). So if the HUD elements scale with resolution, then the area from 0.8-0.85 could be skipped every time.
Second, not really. Using predefined areas, it's just a few if not here or here...
It would probably be harder than just skipping areas.

Well then, this could be pretty cool then. And thank you for answering my noobish questions. :D

Would you like for me to measure the gaps and such for you in pixels? And put them on a whited-out screenshot showing the various dimensions and distances. (I'll fill the areas around the HUD with white) Assuming you do want to do this. ^_^

As all HUD elements seem to have a set distance from the edge of the screen on both sides, the only difference with resolution will be the area between the two sides of the HUD.
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Robert DeLarosa
 
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Post » Fri May 27, 2011 8:01 am

I have screens on my hd, I can take a look at those.
I'll see about tossing something together when I get a chance.
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Yonah
 
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Post » Fri May 27, 2011 8:28 am

I have screens on my hd, I can take a look at those.
I'll see about tossing something together when I get a chance.

Okay, cool. :) Thanks, Peachy!
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Nice one
 
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Post » Fri May 27, 2011 4:23 pm

Here an interesting wrinkle: any save game I load after using this immediately crashes to desktop. A regular save loads fine, I go through the set-up, the effects work great, I save, and then that save crashes. Unfortunate. :(

In addition, this only happens when loading a save game after exiting Morrowind. Saving after set-up and then loading again in the same session works fine.
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Rhysa Hughes
 
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Post » Fri May 27, 2011 6:25 pm

Here an interesting wrinkle: any save game I load after using this immediately crashes to desktop. A regular save loads fine, I go through the set-up, the effects work great, I save, and then that save crashes. Unfortunate. :(

In addition, this only happens when loading a save game after existing Morrowind. Saving after set-up and then loading again works fine.

Thanks for the heads up! I'll look into what is causing this. I have a few ideas though.
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Mrs. Patton
 
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Post » Fri May 27, 2011 10:23 pm

Here an interesting wrinkle: any save game I load after using this immediately crashes to desktop. A regular save loads fine, I go through the set-up, the effects work great, I save, and then that save crashes. Unfortunate. :(

In addition, this only happens when loading a save game after exiting Morrowind. Saving after set-up and then loading again in the same session works fine.

@Linora
I can confirm this.
Looks like the 'initial configuration completed' messagebox keeps appearing once a game is saved and that save is reloaded - this is seen when reloading without exiting MW.

As tronvillain mentioned, exiting MW and then loading a previous save where Mystical Underwater Effects was active results in a CTD. This appears to be because MGE has not fully initialized before MW tries to display the (unnecessary) messagebox - that always causes a CTD, other mods can do the same thing.

[edit] The CTD can also occur after MGE initializes by loading a save that didn't have MUWE active before but where it's now active for the game session (this will succeed and you'll be stepped thru the initial configuration - choosing to re-save this game or not doesn't appear to matter), then MW will immediately CTD if you try to load a previous save where MUWE was active - again presumably because the messagebox tries to immediately display while MGE is reinitializing for that new loaded save.

FYI: it can take upwards of 15-20 secs for MGE to initialize after a fresh system restart, or ~4 secs when relaunching MW without system restart and using stock MGE IngGame.fx file. YMMV. -_-
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Albert Wesker
 
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Post » Fri May 27, 2011 9:46 pm

Hmm, interesting. I think I'll just delete that messagebox altogether then, and see how it works. Though, I don't see any reason why the messagebox is even trying to display upon loading a save since the script which displays that messagebox is deactivated via Stopscript when initial configuration is completed. :shrug:
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Rude_Bitch_420
 
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Post » Fri May 27, 2011 11:43 am

Hmm, interesting. I think I'll just delete that messagebox altogether then, and see how it works. Though, I don't see any reason why the messagebox is even trying to display upon loading a save since the script which displays that messagebox is deactivated via Stopscript when initial configuration is completed. :shrug:

If it is started with a startscript, it will start every time the game is loaded. You need to have a flag (a global variable) that stores if the config has been set, and stop the config script if it has been before it gets to the messagebox point :)
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Del Arte
 
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Post » Fri May 27, 2011 9:12 pm

If it is started with a startscript, it will start every time the game is loaded. You need to have a flag (a global variable) that stores if the config has been set, and stop the config script if it has been before it gets to the messagebox point :)

Well, that explains alot! Solid proof of my constant state of newbism! :lol:

MANY thanks Yacoby for saving the me from the headaches that would of been caused otherwised. ( This also solved a few bugs in some of my other scripts unrelated to this. ) Another CTD busted, hopefully no more to go. B)
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Rhysa Hughes
 
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Post » Fri May 27, 2011 5:34 pm

http://www.4shared.com/file/102097905/bb7d30b2/lin_beta_we.html

Requires the archived beta, with this ESP installed over the old one. ^_^
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Ray
 
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Post » Fri May 27, 2011 2:43 pm

Excellent! Save games load now. Of course, there are no longer options to choose from during initial set up. Was that deliberate? And it appears that the underwater effects also occur in egg mines (checked three), and at least one Sixth House base, but not the regular bandit cave outside Seyda Neen. It's a little odd. *chuckle*
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Monika
 
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Post » Fri May 27, 2011 7:56 am

Excellent! Save games load now. Of course, there are no longer options to choose from during initial set up. Was that deliberate? And it appears that the underwater effects also occur in egg mines (checked three), and at least one Sixth House base, but not the regular bandit cave outside Seyda Neen. It's a little odd. *chuckle*

Hmm, I should probably stop uploading beta's after every small fix. As I always seem to cause more bugs when I try to fix something. :P
I'll look this over test this out a bit better now that I have time and see what's causing this.
Thanks for the heads up, tronvillain.
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Nicholas C
 
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Post » Fri May 27, 2011 4:25 pm

Excellent! Save games load now. Of course, there are no longer options to choose from during initial set up. Was that deliberate? And it appears that the underwater effects also occur in egg mines (checked three), and at least one Sixth House base, but not the regular bandit cave outside Seyda Neen. It's a little odd. *chuckle*

Was this after saving and loading? Or before when this occurred?

And are you sure you are not using one of my old beta esps? Perhaps your browser or whatever had the file cached or something.
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Jonathan Montero
 
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Post » Fri May 27, 2011 11:16 pm

Was this after saving and loading? Or before when this occurred?

And are you sure you are not using one of my old beta esps? Perhaps your browser or whatever had the file cached or something.


The only two esps I have in my current mods folder are the two most recent, and since the save worked I am assuming it is the most recent. I will redownload and check later though. And it was after saving and loading.

Oh, and going through an interior door fixed it.
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marie breen
 
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