Oblivion Graphics Extender, Thread 11

Post » Fri Apr 23, 2010 11:05 pm

Hi friends:

Quick question - which versions of things take precedence? For instance, the godrays that comes in the package (and i'm assuming is referenced by the plugin) is v.3.0.

If I have v.3.4 referenced in my shaderlist.txt will it override the plugin? Or will both be running?

Some possible indicator in the plugin for what shaders are presently active / disabled along with version numbers might be helpful.


Thanks so much for all your incredible work. These things are quite beautiful and I'm sure they are not easy to create. Many thanks.
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Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Post » Sat Apr 24, 2010 2:47 am

Reposting since my previous post seems to have been passed over in the flood other posts. But I can't use bUseDepthBuffer=1 or OBGEv2.dll will crash oblivion.

[b]System[/b]===========================================Window 7 Pro x64Nvidia Geforce 7800 GS OC (196.75)DirectX February 2010 redist===========================================[b]OGBEv2.log[/b]===========================================Ingnoring message.RESZ not supported.Failed to create buffer texture (INTZ).Failed to create buffer texture (DF24).Failed to create buffer texture (DF16).Depth buffer texture (RAWZ) (1024,768) created OK.Depth buffer attached OK. 3Setting IsRAWZflag.Releasing the original depth surface.Received load game message.Loading a game.Creating vertex buffers.Creating screen texture.Width = 1024, Height = 768Setting screen surface.Setting depth texture.RAWZ depth texture - applying fix.Loading the shaders.Loading shader (data\shaders\timelygodraysv3.fx)Setting effects screen texture.Loading shader (data\shaders\ColorEffects.fx)Setting effects screen texture.Loading shader (data\shaders\ColorMood.fx)Setting effects screen texture.Added to list OK.Loading the shaders.Loading shader (data\shaders\timelygodraysv3.fx)Setting effects screen texture.Loading shader (data\shaders\ColorEffects.fx)Setting effects screen texture.Loading shader (data\shaders\ColorMood.fx)Setting effects screen texture.Save file links 0 textures.Shader Index = 0======================================[b]shaderlist.txt[/b]======================================timelygodraysv3.fxColorEffects.fxColorMood.fx


Does your data/shaders directory have a file in it called RAWZfix.fx? As you have an older nVidia card this file is needed for OBGEv2 to work.

I'm going to pm you a link to the latest build of OBGEv2 that I'm working on. It has the save game picture fix in it. Hopefully that should fix your problem. Let me know if it works and I'll do a quick release of the fix.
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Robyn Howlett
 
Posts: 3332
Joined: Wed Aug 23, 2006 9:01 pm

Post » Fri Apr 23, 2010 7:38 pm

Hi friends:

Quick question - which versions of things take precedence? For instance, the godrays that comes in the package (and i'm assuming is referenced by the plugin) is v.3.0.

If I have v.3.4 referenced in my shaderlist.txt will it override the plugin? Or will both be running?

Some possible indicator in the plugin for what shaders are presently active / disabled along with version numbers might be helpful.


Thanks so much for all your incredible work. These things are quite beautiful and I'm sure they are not easy to create. Many thanks.


I just checked the plugin, and it only supports version 3 of the godrays. If you have 3.4 in your shaderlist, you'll get both effects, but you can disable v3 godrays through the plugin. In a case where the same shader is loaded by the shaderlist.txt and the plugin, the shaderlist.txt gets priority. This means that you won't be able to alter the effect at all via the plugin, hence the recommendation not to have duplicates.

I'll add the info regarding v3 and v3.4 to the OP.

EDIT: Wait, if you put godrays into the shaderlist, then in loads before the others, and messes up the load order. That's a really big problem. I'm going to have to put up a warning for that, best not to use v3.4 for now.

@ shadeMe: I'm still getting that reloading bug, I'll try troubleshooting it a bit more and get back to you on that.
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Natalie Taylor
 
Posts: 3301
Joined: Mon Sep 11, 2006 7:54 pm

Post » Fri Apr 23, 2010 7:54 pm

Hello

I have carefully followed instructions to install, configure and run the package.

For some odd reason, obse it's not loading the obge plugin / nor producing log files / nor creating the .ini file at my games / ob........

I have double checked everyhing.

I wish I had more information to post.

I am running some other mods that use obse , and those, I am sure are loaded and running .......

My version of the game it's steam version, as well as obse, I have the required dlls on oblivion folder; the obse_loader.log says the CRC and the "you are usig steam ......... etc" message.

Like I said, I am confident that obse it's running for some other mods.

Because I do not see log files from obge beign created, I assume the dll its not beign loaded by obse......

I have checked the paths for the dll plugin, copied also on oblivion root path, etc.

I am running Vista 64 Home, SP2
Oblivion GOTY Deluxe steam version 1.2.... etc with all the unnoficial patches as well
OBSE steam version (the latest, beta I think)
obmm latest
boss latest
wrye bash latest



Hello to all.

Since nodody answered to my help rewuest, I'm gonna try again.

Like I said, I cannot provide much more information ATM, until someone , could give me, at least , some directions where to start looking

any help at this point would be much apreciated.
I've been reading the thread since I first posted, and taken into consideration all that have been exposed here.

Thanks in advance
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Averielle Garcia
 
Posts: 3491
Joined: Fri Aug 24, 2007 3:41 pm

Post » Fri Apr 23, 2010 8:45 pm

I opened the CS for Oblivion for the first time in my life. I located the shadersupport script. I edited it with lots of new variables, when I clicked the save button, it gave an error, I clicked NO instinctively. CS closed.


:nuke:

I just checked the plugin, and it only supports version 3 of the godrays. If you have 3.4 in your shaderlist, you'll get both effects, but you can disable v3 godrays through the plugin. In a case where the same shader is loaded by the shaderlist.txt and the plugin, the shaderlist.txt gets priority. This means that you won't be able to alter the effect at all via the plugin, hence the recommendation not to have duplicates.

I'll add the info regarding v3 and v3.4 to the OP.

EDIT: Wait, if you put godrays into the shaderlist, then in loads before the others, and messes up the load order. That's a really big problem. I'm going to have to put up a warning for that, best not to use v3.4 for now.
snip

I say overwrite v3 with v3.4. You can copy paste the content or rename the files accordingly. And delete v3. There is nothing to change in it actually, comments are either wrong or non existing. You won't miss a thing. I made v3 as a test shader, first version and v3.4 are more complete shaders.

Hello to all.

Since nodody answered to my help rewuest, I'm gonna try again.

Like I said, I cannot provide much more information ATM, until someone , could give me, at least , some directions where to start looking

any help at this point would be much apreciated.
I've been reading the thread since I first posted, and taken into consideration all that have been exposed here.

Thanks in advance

Steam seems the culprit. If another Steam user can confirm your issue, we can be sure about it.
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kirsty williams
 
Posts: 3509
Joined: Sun Oct 08, 2006 5:56 am

Post » Fri Apr 23, 2010 11:47 pm

We seem to be going around and around in circles. We tell you how to fix OBSEv2 and you fix it. Then for some strange reason you then change the settings back to when it wasn't working and complain it's not working again.

Just to clarify. For the godrays to work you must have the depth buffer enabled in the OBSE.ini file and your anti-aliasing must be switched off. If you change those settings to something else then the godrays shader will stop working again.

I'm working on a solution so you'll be able to enable anti-aliasing in the future but for now it has to be switched off.

I'm sorry but this is the last time I'm going to repeat the solution that I've given you before. If you want to ignore our advice then we will stop giving it.


I HAVE DISABLED ANTI ALIASING...there..i do not ignore any options,not from you or anyone else :P
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Amy Cooper
 
Posts: 3400
Joined: Thu Feb 01, 2007 2:38 am

Post » Fri Apr 23, 2010 10:13 pm

I HAVE DISABLED ANTI ALIASING...there..i do not ignore any options,not from you or anyone else :P

Send us a better screenshot, with SSAO active and no water please.
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Jessica Raven
 
Posts: 3409
Joined: Thu Dec 21, 2006 4:33 am

Post » Fri Apr 23, 2010 5:37 pm

Send us a better screenshot, with SSAO active and no water please.

these were all took in the middle of the desert and on the ground lol.. even though it seems like i'm flying,i'm not http://i755.photobucket.com/albums/xx194/daemonnnn/Oblivion2010-03-0310-30-30-42.jpg http://i755.photobucket.com/albums/xx194/daemonnnn/Oblivion2010-03-0310-30-05-79.jpg http://i755.photobucket.com/albums/xx194/daemonnnn/Oblivion2010-03-0310-30-17-31.jpg

EDIT: ok i have done something that was to enable the anti aliasing then disable it again and it seems to be working but i still only get sunglares and i get this "fog" that comes ever 30seconds and then instantly fades away that doesn't allow me to see anything :( the rest seems to be working though i'd rather have you see for yourselves

http://i755.photobucket.com/albums/xx194/daemonnnn/Oblivion2010-03-0311-07-28-67.jpg

really sorry if i seem like a pain in the ass though..


my obgev2log:
Ingnoring message.RESZ not supported.Depth buffer texture (INTZ) (1280,1024) created OK.Depth buffer attached OK. 0Releasing the original depth surface.Received load game message.Loading a game.Creating vertex buffers.Creating screen texture.Width = 1280, Height = 1024Setting screen surface.Setting depth texture.Loading the shaders.Added to list OK.Loading the shaders.Save file links 0 textures.Shader Index = 7Shader num = 0Filename = ssao_perf.fxEnabled = 0RefID = 89000800Is in use = 1Loading shader (data\shaders\ssao_perf.fx)Setting effects screen texture.Float rcpres = 0.000781(1)Float m44proj = 1.390107(1)Inserting the shader into the list.Shader num = 1Filename = DepthOfField.fxEnabled = 0RefID = 89000800Is in use = 1Loading shader (data\shaders\DepthOfField.fx)Setting effects screen texture.Float DoFAmount = 0.050000(1)Float FullFocusRange = 0.100000(1)Float NoFocusRange = 0.600000(1)Int DepthPower = 0(1)Float FocusPoint = 0.500000(1)Float rcpres = 0.000781(1)Float f4Time = 9392.590820(1)Float m44proj = 1.390107(1)Inserting the shader into the list.Shader num = 2Filename = CelShader+EdgeAA.fxEnabled = 0RefID = 89000800Is in use = 1Loading shader (data\shaders\CelShader+EdgeAA.fx)Setting effects screen texture.Float rcpres = 0.000781(2)Float edgeStrength = 15.000000(1)Float edgeAABlurAmt = 0.040000(1)Float blurCoordWG = -2.000000(8)Float blurMagnitudeWG = 1.000000(8)Float blurCoord = 1.000000(12)Float blurMagnitude = 1.000000(12)Inserting the shader into the list.Shader num = 3Filename = ColorEffects.fxEnabled = 0RefID = 89000800Is in use = 1Loading shader (data\shaders\ColorEffects.fx)Setting effects screen texture.Float Saturation = 1.000000(1)Float Brightness = 1.000000(1)Float Contrast = 1.000000(1)Float FGIntensity = 0.000000(1)Float NLCLumAdjust = 0.500000(1)Float NLCLumScale = 15.000000(1)Float NLCScale = 1.000000(1)Float BHMagnitude = 10.000000(1)Float BHBrightness = 4.000000(1)Float f4Time = 9377.351563(1)Float greyscale = 0.299000(1)Float rcpres = 0.000781(1)Float PixelCoordsDownFilter = 1.500000(16)Inserting the shader into the list.Shader num = 4Filename = ColorMood.fxEnabled = 0RefID = 89000800Is in use = 1Loading shader (data\shaders\ColorMood.fx)Setting effects screen texture.Float fRatio = 0.800000(1)Float moodR = 0.400000(1)Float moodG = 0.270000(1)Float moodB = 0.330000(1)Inserting the shader into the list.Shader num = 5Filename = obsharpen.fxEnabled = 0RefID = 89000800Is in use = 1Loading shader (data\shaders\obsharpen.fx)Setting effects screen texture.Float sharpval = 8.000000(1)Inserting the shader into the list.Shader num = 6Filename = timelygodraysv3.fxEnabled = 0RefID = 89000800Is in use = 1Loading shader (data\shaders\timelygodraysv3.fx)Setting effects screen texture.Float FadeAmount = 0.100000(1)Float morningshaft = 0.220000(1)Float eveningshaft = 0.220000(1)Float m44view = 0.706705(1)Float f3EyeForward = -0.660612(1)Float f4SunDir = 0.508365(1)Float rcpres = 0.000781(1)Float f4Time = 9415.090820(1)Float t = 0.767327(1)Float Density = 0.900000(1)Float Decay = 0.990000(1)Float Weight = 0.440000(1)Float gScaleFactor = 1.500000(1)Float gWeights3x3 = 0.062500(9)Inserting the shader into the list.Shader (ssao_perf.fx) - Script refID = 89000800  Loading shader that already exists. Returning index of existing shader.Shader (DepthOfField.fx) - Script refID = 89000800  Loading shader that already exists. Returning index of existing shader.Shader (timelygodraysv3.fx) - Script refID = 89000800  Loading shader that already exists. Returning index of existing shader.Shader (CelShader+EdgeAA.fx) - Script refID = 89000800  Loading shader that already exists. Returning index of existing shader.Shader (ColorEffects.fx) - Script refID = 89000800  Loading shader that already exists. Returning index of existing shader.Shader (ColorMood.fx) - Script refID = 89000800  Loading shader that already exists. Returning index of existing shader.Shader (obsharpen.fx) - Script refID = 89000800  Loading shader that already exists. Returning index of existing shader.Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 7Shader ssao_perf.fx has 8 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - m44proj, size - 1, data[0] - 1.390107Shader DepthOfField.fx has 14 parameters.Found float: name - DoFAmount, size - 1, data[0] - 0.050000Found float: name - FullFocusRange, size - 1, data[0] - 0.100000Found float: name - NoFocusRange, size - 1, data[0] - 0.600000Found int: name - DepthPower, size - 1, data[0] - 0Found float: name - FocusPoint, size - 1, data[0] - 0.500000Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - f4Time, size - 1, data[0] - 9392.590820Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found float: name - m44proj, size - 1, data[0] - 1.390107Shader CelShader+EdgeAA.fx has 16 parameters.Found texture: name - lastpass - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - rcpres, size - 2, data[0] - 0.000781Found float: name - edgeStrength, size - 1, data[0] - 15.000000Found float: name - edgeAABlurAmt, size - 1, data[0] - 0.040000Found float: name - blurCoordWG, size - 8, data[0] - -2.000000Found float: name - blurMagnitudeWG, size - 8, data[0] - 1.000000Found float: name - blurCoord, size - 12, data[0] - 1.000000Found float: name - blurMagnitude, size - 12, data[0] - 1.000000Shader ColorEffects.fx has 22 parameters.Found float: name - Saturation, size - 1, data[0] - 1.000000Found float: name - Brightness, size - 1, data[0] - 1.000000Found float: name - Contrast, size - 1, data[0] - 1.000000Found float: name - FGIntensity, size - 1, data[0] - 0.000000Found float: name - NLCLumAdjust, size - 1, data[0] - 0.500000Found float: name - NLCLumScale, size - 1, data[0] - 15.000000Found float: name - NLCScale, size - 1, data[0] - 1.000000Found float: name - BHMagnitude, size - 1, data[0] - 10.000000Found float: name - BHBrightness, size - 1, data[0] - 4.000000Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found float: name - f4Time, size - 1, data[0] - 9377.351563Found float: name - greyscale, size - 1, data[0] - 0.299000Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - PixelCoordsDownFilter, size - 16, data[0] - 1.500000Shader ColorMood.fx has 6 parameters.Found texture: name - thisframe - not in texture list.Found float: name - fRatio, size - 1, data[0] - 0.800000Found float: name - moodR, size - 1, data[0] - 0.400000Found float: name - moodG, size - 1, data[0] - 0.270000Found float: name - moodB, size - 1, data[0] - 0.330000Shader obsharpen.fx has 3 parameters.Found texture: name - thisframe - not in texture list.Found float: name - sharpval, size - 1, data[0] - 8.000000Shader timelygodraysv3.fx has 22 parameters.Found float: name - FadeAmount, size - 1, data[0] - 0.100000Found float: name - morningshaft, size - 1, data[0] - 0.220000Found float: name - eveningshaft, size - 1, data[0] - 0.220000Found float: name - m44view, size - 1, data[0] - 0.706705Found float: name - f3EyeForward, size - 1, data[0] - -0.660612Found float: name - f4SunDir, size - 1, data[0] - 0.508365Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - f4Time, size - 1, data[0] - 9415.090820Found float: name - t, size - 1, data[0] - 0.767327Found float: name - Density, size - 1, data[0] - 0.900000Found float: name - Decay, size - 1, data[0] - 0.990000Found float: name - Weight, size - 1, data[0] - 0.440000Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - lastframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - gScaleFactor, size - 1, data[0] - 1.500000Found float: name - gWeights3x3, size - 9, data[0] - 0.062500Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 7Shader ssao_perf.fx has 8 parameters.Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - m44proj, size - 1, data[0] - 1.390107Shader DepthOfField.fx has 14 parameters.Found float: name - DoFAmount, size - 1, data[0] - 0.050000Found float: name - FullFocusRange, size - 1, data[0] - 0.100000Found float: name - NoFocusRange, size - 1, data[0] - 0.600000Found int: name - DepthPower, size - 1, data[0] - 0Found float: name - FocusPoint, size - 1, data[0] - 0.500000Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - f4Time, size - 1, data[0] - 30842.625000Found texture: name - Depth - not in texture list.Found texture: name - thisframe - not in texture list.Found float: name - m44proj, size - 1, data[0] - 1.390107Shader CelShader+EdgeAA.fx has 16 parameters.Found texture: name - lastpass - not in texture list.Found texture: name - thisframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - rcpres, size - 2, data[0] - 0.000781Found float: name - edgeStrength, size - 1, data[0] - 15.000000Found float: name - edgeAABlurAmt, size - 1, data[0] - 0.040000Found float: name - blurCoordWG, size - 8, data[0] - -2.000000Found float: name - blurMagnitudeWG, size - 8, data[0] - 1.000000Found float: name - blurCoord, size - 12, data[0] - 1.000000Found float: name - blurMagnitude, size - 12, data[0] - 1.000000Shader ColorEffects.fx has 22 parameters.Found float: name - Saturation, size - 1, data[0] - 1.000000Found float: name - Brightness, size - 1, data[0] - 1.000000Found float: name - Contrast, size - 1, data[0] - 1.000000Found float: name - FGIntensity, size - 1, data[0] - 0.000000Found float: name - NLCLumAdjust, size - 1, data[0] - 0.500000Found float: name - NLCLumScale, size - 1, data[0] - 15.000000Found float: name - NLCScale, size - 1, data[0] - 1.000000Found float: name - BHMagnitude, size - 1, data[0] - 10.000000Found float: name - BHBrightness, size - 1, data[0] - 4.000000Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found float: name - f4Time, size - 1, data[0] - 30842.625000Found float: name - greyscale, size - 1, data[0] - 0.299000Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - PixelCoordsDownFilter, size - 16, data[0] - 1.500000Shader ColorMood.fx has 6 parameters.Found texture: name - thisframe - not in texture list.Found float: name - fRatio, size - 1, data[0] - 0.800000Found float: name - moodR, size - 1, data[0] - 0.400000Found float: name - moodG, size - 1, data[0] - 0.270000Found float: name - moodB, size - 1, data[0] - 0.330000Shader obsharpen.fx has 3 parameters.Found texture: name - thisframe - not in texture list.Found float: name - sharpval, size - 1, data[0] - 8.000000Shader timelygodraysv3.fx has 22 parameters.Found float: name - FadeAmount, size - 1, data[0] - 0.100000Found float: name - morningshaft, size - 1, data[0] - 0.220000Found float: name - eveningshaft, size - 1, data[0] - 0.220000Found float: name - m44view, size - 1, data[0] - -0.829435Found float: name - f3EyeForward, size - 1, data[0] - 0.556038Found float: name - f4SunDir, size - 1, data[0] - 0.785625Found float: name - rcpres, size - 1, data[0] - 0.000781Found float: name - f4Time, size - 1, data[0] - 30842.625000Found float: name - t, size - 1, data[0] - 0.767327Found float: name - Density, size - 1, data[0] - 0.900000Found float: name - Decay, size - 1, data[0] - 0.990000Found float: name - Weight, size - 1, data[0] - 0.440000Found texture: name - thisframe - not in texture list.Found texture: name - lastpass - not in texture list.Found texture: name - lastframe - not in texture list.Found texture: name - Depth - not in texture list.Found float: name - gScaleFactor, size - 1, data[0] - 1.500000Found float: name - gWeights3x3, size - 9, data[0] - 0.062500Received ExitGame message.Calling Release DeviceReleasing thisframe surface.Releasing lastpass surface.Releasing lastframe surface.Releasing thisframe texture.Releasing lastpass texture.Releasing lastframe texture.Releasing shader vertex buffer.


my obselog
OBSE: initialize (version = 18.5 010201A0)oblivion root = C:\Program Files\Bethesda Softworks\Oblivion\plugin directory = C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\checking plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dllSetOpcodeBase 00002100RegisterCommand GetAvailableGraphicsMemory (2100)RegisterCommand GetScreenWidth (2101)RegisterCommand GetScreenHeight (2102)RegisterCommand LoadShader (2103)RegisterCommand ApplyFullscreenShader (2104)RegisterCommand RemoveFullscreenShader (2105)RegisterCommand SetShaderInt (2106)RegisterCommand SetShaderFloat (2107)RegisterCommand SetShaderVector (2108)RegisterCommand SetShaderTexture (2109)RegisterCommand ForceGraphicsReset (210A)RegisterCommand LoadTexture (210B)RegisterCommand FreeTexture (210C)RegisterCommand CreateHUDElement (210D)RegisterCommand SetHUDElementTexture (210E)RegisterCommand SetHUDElementColour (210F)RegisterCommand SetHUDElementPosition (2110)RegisterCommand SetHUDElementScale (2111)RegisterCommand SetHUDElementRotation (2112)RegisterCommand PurgeManagedTextures (2113)plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000002) loaded correctlychecking plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OblivionOnline.dllSetOpcodeBase 000022D0RegisterCommand MPConnect (22D0)RegisterCommand MPSendActor (22D1)RegisterCommand MPSendFullStat (22D2)RegisterCommand MPSendChat (22D3)RegisterCommand MPSyncTime (22D4)RegisterCommand MPGetPosX (22D5)RegisterCommand MPGetPosY (22D6)RegisterCommand MPGetPosZ (22D7)RegisterCommand MPGetRotZ (22D8)RegisterCommand MPGetCell (22D9)RegisterCommand MPGetTime (22DA)RegisterCommand MPGetDay (22DB)RegisterCommand MPGetMonth (22DC)RegisterCommand MPGetYear (22DD)RegisterCommand MPGetIsInInterior (22DE)RegisterCommand MPGetStat (22DF)RegisterCommand MPGetDebugData (22E0)RegisterCommand MPGetSpawnedRef (22E1)RegisterCommand MPSpawned (22E2)RegisterCommand MPTotalPlayers (22E3)RegisterCommand MPDisconnect (22E4)RegisterCommand MPClearSpawn (22E5)RegisterCommand MPSendEquipped (22E6)RegisterCommand MPGetEquipment (22E7)RegisterCommand MPGetMyID (22E8)RegisterCommand MPSetInCombat (22E9)RegisterCommand MPGetIsInCombat (22EA)RegisterCommand MPLogin (22EB)RegisterCommand MPSynchActors (22EC)RegisterCommand MPBuildCache (22ED)plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OblivionOnline.dll (00000001 OblivionOnline 00000001) loaded correctlychecking plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dllplugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dll (00000001 weOCPS 01328DD8) loaded correctlypatchedDoLoadGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.essloading from C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseLoading stringsLoading array variablesplugin didn't finish reading chunkplugin didn't finish reading chunkplugin didn't finish reading chunkplugin didn't finish reading chunkplugin didn't finish reading chunkplugin didn't finish reading chunkplugin didn't finish reading chunkplugin did not read all of its data (at 0000000000008E81 expected 0000000000008E82)**Dumping Array #5 **Refs: 1 Owner 76: Map Marker Overhaul.espRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseOBSE: deinitialize

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Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Fri Apr 23, 2010 7:55 pm

snip
http://i755.photobucket.com/albums/xx194/daemonnnn/Oblivion2010-03-0311-07-28-67.jpg
snip


Congratulations. Everything is working. And that's your problem. Everything doesn't need to work at the same time.

Your fog problem is about SSAO shader, disable it if that bothers you so much.
Disable all shaders in fact, and pick the ones you wanna use carefully.

And for godrays, around sunset or sunrise times, when the weather is clear or cloudy you will see them. ;)
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Christie Mitchell
 
Posts: 3389
Joined: Mon Nov 27, 2006 10:44 pm

Post » Fri Apr 23, 2010 1:58 pm

???

I can't tell what I am looking at. Send comparison pictures, without OGE and with OGE. Why can't you post some shots with rocks, trees, buildings...

well cause the rocks buildings etc disappear lol..anyways read the edit i did with the post...i dunno maybe my game starts kicking off the anti-aliasing by itself and then i have to enable it and disable it again to get it to work? maybe yuo could make something that overlaps this and auto disables anti-aliasing then? i dunno
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Julia Schwalbe
 
Posts: 3557
Joined: Wed Apr 11, 2007 3:02 pm

Post » Sat Apr 24, 2010 2:19 am

well cause the rocks buildings etc disappear lol..anyways read the edit i did with the post...i dunno maybe my game starts kicking off the anti-aliasing by itself and then i have to enable it and disable it again to get it to work? maybe yuo could make something that overlaps this and auto disables anti-aliasing then? i dunno


Actually I was thinking of doing that, seeing as a lot of people have a problem with AA being enabled. It won't fix the problem in all cases. If someone sets their graphics card drivers (or some 3rd party utility) to force anti-aliasing on then there's nothing I can do to over ride it.

Hello to all.

Since nodody answered to my help rewuest, I'm gonna try again.

Like I said, I cannot provide much more information ATM, until someone , could give me, at least , some directions where to start looking

any help at this point would be much apreciated.
I've been reading the thread since I first posted, and taken into consideration all that have been exposed here.

Thanks in advance


Try the direct x update that's linked to in the first post.
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Chad Holloway
 
Posts: 3388
Joined: Wed Nov 21, 2007 5:21 am

Post » Sat Apr 24, 2010 1:15 am

@ shadeMe: I'm still getting that reloading bug, I'll try troubleshooting it a bit more and get back to you on that.
Thanks.


I opened the CS for Oblivion for the first time in my life. I located the shadersupport script. I edited it with lots of new variables, when I clicked the save button, it gave an error, I clicked NO instinctively. CS closed.


:nuke:
It was only trying to protect you, mate :P What was the error ?
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Inol Wakhid
 
Posts: 3403
Joined: Wed Jun 27, 2007 5:47 am

Post » Fri Apr 23, 2010 8:38 pm

quick question what's the max value i can set on obsharpen?
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Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Fri Apr 23, 2010 2:02 pm

I opened the CS for Oblivion for the first time in my life. I located the shadersupport script. I edited it with lots of new variables, when I clicked the save button, it gave an error, I clicked NO instinctively. CS closed.

If it gives an error there's a mistake in the script (it usually points out where too), You can just click 'yes', and nothing bad will happen. It won't save the script until you fix it.

Much more forgiving that Morrowind's scripting system, which from my experience liked to show you that you did something wrong by crashing the whole CS. :P
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Emilie M
 
Posts: 3419
Joined: Fri Mar 16, 2007 9:08 am

Post » Fri Apr 23, 2010 3:21 pm

My save game doesn't load when I install OBGE. It goes to the loading screen and the bar moves about one pixel then the game crashes to desktop. Even trying to start a new game doesn't work.

Operating System: Windows 7 64-BitGraphics Card: nVidia GeForce 7950


**********OBGEv2.txt**********Ingnoring message.RESZ not supported.Failed to create buffer texture (INTZ).Failed to create buffer texture (DF24).Failed to create buffer texture (DF16).Depth buffer texture (RAWZ) (1600,900) created OK.Depth buffer attached OK. 3Setting IsRAWZflag.Releasing the original depth surface.Received load game message.Starting a new game.Creating vertex buffers.Creating screen texture.Width = 1600, Height = 900Setting screen surface.Setting depth texture.RAWZ depth texture - applying fix.Loading the shaders.Loading shader (data\shaders\RAWZfix.fx)Setting effects screen texture.Loading shader (data\shaders\DepthOfField.fx)Setting effects screen texture.Loading shader (data\shaders\timelygodraysv3.fx)Setting effects screen texture.Loading shader (data\shaders\CelShader+EdgeAA.fx)Setting effects screen texture.Loading shader (data\shaders\obsharpen.fx)Setting effects screen texture.Loading shader (data\shaders\ColorEffects.fx)Setting effects screen texture.Loading shader (data\shaders\ColorMood.fx)Setting effects screen texture.Loading shader (data\shaders\ScreenEffects.fx)Failed to load.Added to list OK.


********obse.txt********OBSE: initialize (version = 17.4 010201A0)oblivion root = E:\Games\Bethesda Softworks\Oblivion\plugin directory = E:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\checking plugin E:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dllSetOpcodeBase 00002100RegisterCommand GetAvailableGraphicsMemory (2100)RegisterCommand GetScreenWidth (2101)RegisterCommand GetScreenHeight (2102)RegisterCommand LoadShader (2103)RegisterCommand ApplyFullscreenShader (2104)RegisterCommand RemoveFullscreenShader (2105)RegisterCommand SetShaderInt (2106)RegisterCommand SetShaderFloat (2107)RegisterCommand SetShaderVector (2108)RegisterCommand SetShaderTexture (2109)RegisterCommand ForceGraphicsReset (210A)RegisterCommand LoadTexture (210B)RegisterCommand FreeTexture (210C)RegisterCommand CreateHUDElement (210D)RegisterCommand SetHUDElementTexture (210E)RegisterCommand SetHUDElementColour (210F)RegisterCommand SetHUDElementPosition (2110)RegisterCommand SetHUDElementScale (2111)RegisterCommand SetHUDElementRotation (2112)RegisterCommand PurgeManagedTextures (2113)plugin E:\Games\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000002) loaded correctlypatchedDoLoadGameHook: C:\Users\Mark\Documents\My Games\Oblivion\Saves\Save 13 - Twiggy - Rosethorn Hall Top Floor, Level 100, Playing Time 25.37.22.essloading from C:\Users\Mark\Documents\My Games\Oblivion\Saves\Save 13 - Twiggy - Rosethorn Hall Top Floor, Level 100, Playing Time 25.37.22.obseHandleLoadGame: couldn't open file (C:\Users\Mark\Documents\My Games\Oblivion\Saves\Save 13 - Twiggy - Rosethorn Hall Top Floor, Level 100, Playing Time 25.37.22.obse), probably doesn't existOBSE: deinitialize


**************shaderlist.txt**************RAWZfix.fxDepthOfField.fxtimelygodraysv3.fxCelShader+EdgeAA.fxobsharpen.fxColorEffects.fxColorMood.fxScreenEffects.fx


I've tried both using and not using the RAWZfix.fx file because from what I understand that is supposed to be for older video cards. I've tried loading that in about any combination of those .fx's.

EDIT:

It seems that OBGEv2.dll is causing the crash, it might be a dumb question but, is it essential to have this file for OBGE to work?
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Logan Greenwood
 
Posts: 3416
Joined: Mon Jul 30, 2007 5:41 pm

Post » Sat Apr 24, 2010 2:08 am

Im having a problem with Godrays, everything else works though.
I have a retail, fully Patched Oblivion GOTY Edition, OBSE 18 install. On Windows 7 Pro 64 bit, and the latest Direct X. Im using a Modern gaming PC with a Asus Geforce 275 GTX Vid Card and 8 gigs Phyiscal memory

And it seems to work once, then stop then work again etc. Any ideas?
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FirDaus LOVe farhana
 
Posts: 3369
Joined: Thu Sep 13, 2007 3:42 am

Post » Fri Apr 23, 2010 10:57 pm

quick question what's the max value i can set on obsharpen?


It doesn't have one. It will just appear sharper and sharper. The comment for the setting does say it looks best between 1 and 50 though.

My save game doesn't load when I install OBGE. It goes to the loading screen and the bar moves about one pixel then the game crashes to desktop. Even trying to start a new game doesn't work.

snip

**************shaderlist.txt**************RAWZfix.fxDepthOfField.fxtimelygodraysv3.fxCelShader+EdgeAA.fxobsharpen.fxColorEffects.fxColorMood.fxScreenEffects.fx


I've tried both using and not using the RAWZfix.fx file because from what I understand that is supposed to be for older video cards. I've tried loading that in about any combination of those .fx's.

EDIT:

It seems that OBGEv2.dll is causing the crash, it might be a dumb question but, is it essential to have this file for OBGE to work?


I don't know about the crashing, but get rid of ScreenEffects.fx from your shaderlist.txt. The RAWZFix.fx is used internally by OBGEv2, it shouldn't be added to the shaderlist. And yes, OBGEv2 is essential for OBGEv2 stuff to work. :P

Im having a problem with Godrays, everything else works though.
I have a retail, fully Patched Oblivion GOTY Edition, OBSE 18 install. On Windows 7 Pro 64 bit, and the latest Direct X. Im using a Modern gaming PC with a Asus Geforce 275 GTX Vid Card and 8 gigs Phyiscal memory

And it seems to work once, then stop then work again etc. Any ideas?


Stupid question, but are you sure it's not just turning on and off as the day progresses, or is this per load, at the same time?
----------------

I'm thinking that we should have a separate subfolder for OGE shaders, kind of like MGE has, to distinguish between our shaders (of which there will be many) from any others that a user may have installed, and to have a further directory for internal shaders such as the RAWZFix. This would help prevent the wrong shaders being added to shaderlist.txt, and general confusion, and be a bit neater IMHO. What do you all think?

@ shadeMe: I can't not get that bug. Here's my method:

1. Load vanilla-only save. Support plugin active, serialisation enabled, shaderlist disabled in OBGEv2.ini.
2. Enter inventory, click on misc item, exit inventory. Ctrl-click CelShader+EdgeAA shader entry. Shader is deactivated. Exit config menu.
3. Go to main menu, save menu, click new save to save game to a new slot. Exit save menu.
4. Exit game via menu->exit->exit game (or quit game, can't remember exactly)
5. Start up oblivion. At main menu, load menu, load previously saved game.
6. Game loads. Everything looks as expected, with CelShader+EdgeAA not active. After a few seconds (oblivion script delay), the CelShader+EdgeAA effect is loaded.

It probably happens with other effects too, but it's most noticeable with CelShader, hence I use it to test. Here's my log of the loaded game:
Ingnoring message.RESZ format supported.Depth buffer texture (INTZ) (1366,768) created OK.Depth buffer attached OK. 0Releasing the original depth surface.Received load game message.Loading a game.Creating vertex buffers.Creating screen texture.Width = 1366, Height = 768Setting screen surface.Setting depth texture.ShaderList has been disabled by the INI file.Added to list OK.ShaderList has been disabled by the INI file.Save file links 0 textures.Shader Index = 7Shader num = 0Filename = CelShader+EdgeAA.fxEnabled = 0RefID = 1000800Is in use = 1Loading shader (data\shaders\CelShader+EdgeAA.fx)Setting effects screen texture.Float rcpres = 0.000732(2)Float edgeStrength = 15.000000(1)Float edgeAABlurAmt = 0.040000(1)Float blurCoordWG = -2.000000(8)Float blurMagnitudeWG = 1.000000(8)Float blurCoord = 1.000000(12)Float blurMagnitude = 1.000000(12)Inserting the shader into the list.Shader num = 1Filename = ColorEffects.fxEnabled = 1RefID = 1000800Is in use = 1Loading shader (data\shaders\ColorEffects.fx)Setting effects screen texture.Float Saturation = 1.000000(1)Float Brightness = 1.000000(1)Float Contrast = 1.000000(1)Float FGIntensity = 0.000000(1)Float NLCLumAdjust = 0.500000(1)Float NLCLumScale = 15.000000(1)Float NLCScale = 1.000000(1)Float BHMagnitude = 10.000000(1)Float BHBrightness = 4.000000(1)Float f4Time = 25553.921875(1)Float greyscale = 0.299000(1)Float rcpres = 0.000732(1)Float PixelCoordsDownFilter = 1.500000(16)Inserting the shader into the list.Shader num = 2Filename = ColorMood.fxEnabled = 1RefID = 1000800Is in use = 1Loading shader (data\shaders\ColorMood.fx)Setting effects screen texture.Float fRatio = 0.800000(1)Float moodR = 0.400000(1)Float moodG = 0.270000(1)Float moodB = 0.330000(1)Inserting the shader into the list.Shader num = 3Filename = DepthOfField.fxEnabled = 1RefID = 1000800Is in use = 1Loading shader (data\shaders\DepthOfField.fx)Setting effects screen texture.Float DoFAmount = 0.050000(1)Float FullFocusRange = 0.100000(1)Float NoFocusRange = 0.600000(1)Int DepthPower = 0(1)Float FocusPoint = 0.500000(1)Float rcpres = 0.000732(1)Float f4Time = 25553.921875(1)Float m44proj = 0.976942(1)Inserting the shader into the list.Shader num = 4Filename = obsharpen.fxEnabled = 1RefID = 1000800Is in use = 1Loading shader (data\shaders\obsharpen.fx)Setting effects screen texture.Float sharpval = 8.000000(1)Inserting the shader into the list.Shader num = 5Filename = ssao_test.fxEnabled = 1RefID = 1000800Is in use = 1Loading shader (data\shaders\ssao_test.fx)Found filename : ssao\RandomNoiseB.ddsLoading texture (data\textures\ssao\RandomNoiseB.dds)Setting effects screen texture.Float rcpres = 0.000732(1)Float m44proj = 0.976942(1)Inserting the shader into the list.Shader num = 6Filename = timelygodraysv3.fxEnabled = 1RefID = 1000800Is in use = 1Loading shader (data\shaders\timelygodraysv3.fx)Setting effects screen texture.Float FadeAmount = 0.100000(1)Float morningshaft = 0.220000(1)Float eveningshaft = 0.220000(1)Float m44view = -0.957788(1)Float f3EyeForward = 0.287474(1)Float f4SunDir = 0.972162(1)Float rcpres = 0.000732(1)Float f4Time = 25553.921875(1)Float t = 0.767327(1)Float Density = 0.900000(1)Float Decay = 0.990000(1)Float Weight = 0.440000(1)Float gScaleFactor = 1.500000(1)Float gWeights3x3 = 0.062500(9)Inserting the shader into the list.Shader (CelShader+EdgeAA.fx) - Script refID = 1000800  Loading shader that already exists. Returning index of existing shader.Shader (ColorEffects.fx) - Script refID = 1000800  Loading shader that already exists. Returning index of existing shader.Shader (ColorMood.fx) - Script refID = 1000800  Loading shader that already exists. Returning index of existing shader.Shader (DepthOfField.fx) - Script refID = 1000800  Loading shader that already exists. Returning index of existing shader.Shader (obsharpen.fx) - Script refID = 1000800  Loading shader that already exists. Returning index of existing shader.Shader (ssao_test.fx) - Script refID = 1000800  Loading shader that already exists. Returning index of existing shader.Shader (timelygodraysv3.fx) - Script refID = 1000800  Loading shader that already exists. Returning index of existing shader.Received ExitGame message.Calling Release DeviceReleasing thisframe surface.Releasing lastpass surface.Releasing lastframe surface.Releasing thisframe texture.Releasing lastpass texture.Releasing lastframe texture.Releasing shader vertex buffer.


This is using latest version of your CelShader, BTW. If you cannot replicated this, is it possible that you are using a dev version of the plugin that has this bug fixed? If so, could I confirm that for you?
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Stephanie I
 
Posts: 3357
Joined: Thu Apr 05, 2007 3:28 pm

Post » Sat Apr 24, 2010 12:01 am

I have a bug to report, or at least it seems like a bug.

I am using Both the latest OBGEv2 repack and OBGEv2 Support Plugin with only these plugins...


Screen Space Ambient Occlusion (SSAO) Performance Shader
Godrays (Timely) Shader v3.4 (renamed to to timelygodraysv3)
CelShader-EdgeAA (with borderlands effect turned off and EdgeAA on)


My bug I experience is...
Anytime I turnoff SSAO in game during a heavy fog, the CelShader borderlands effect kicks on.

Anyone else notice this?
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Eire Charlotta
 
Posts: 3394
Joined: Thu Nov 09, 2006 6:00 pm

Post » Fri Apr 23, 2010 10:37 pm

Nope, I can't replicate that. It doesn't make any sense for it to be tied to weather, AFAICT, if you're getting that bug it should happen in whatever weather. I can't get it even in foggy weather though. :shrug:

EDIT: @ shadeMe: While I'm in the mood for giving you more work (:P), I'd like to request a possible cancel button for the entering in variable values window, right now you've got to enter in a value and press confirm to leave it. Also, possibly instead of, if you don't enter in a value, it would be great if instead of the variable being set to zero, the variable is just set to whatever it was before. Cheers for consideration. :)
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Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm

Post » Fri Apr 23, 2010 8:16 pm

Nope, I can't replicate that. It doesn't make any sense for it to be tied to weather, AFAICT, if you're getting that bug it should happen in whatever weather. I can't get it even in foggy weather though. :shrug:

I wasn't really trying to say it was happening due to weather, but only using the fog as an example of why someone might want to remove SSAO temporarily. Of course, you're probably so used to getting weather related questions,you probably have nightmares about it by now. lol! You should change your screen name to weatherninja. :clap:

That svcks you couldn't reproduce it though. i'll play around with the settings a bit more. Does it matter if we pull out the test.fx files and the RAWZFix.fx?
i pretty much gutted all the shaders except for the ones I mentioned.
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luis dejesus
 
Posts: 3451
Joined: Sun Aug 19, 2007 7:40 am

Post » Sat Apr 24, 2010 2:51 am

RAWZFix is needed if you've got an older NVIDIA card, your OBGEv2 log will mention it and RAWZ if you need it. If you don't, I assume nothing terrible would happen if you removed it, but to be on the safe side, I'd keep it just in case. The test files are just to test if you've got OBGEv2 working, they're not needed AFAIK.

And yeah, while weather isn't quite at the 3-days (MM anyone?) stage of nightmare-inducicity (probably not a real word), I definitely won't be doing any more weather stuff after All Natural is done. You know when you mod something too much when you take too much attention to its RL equivalent. (I do frequently check out the weather and clouds and lighting, etc. at different times of the day, as I'm going about my business, with > average interest. And I live in Britain, where the weather is a big thing. So, yeah.)
User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Sat Apr 24, 2010 3:17 am

@ shadeMe: I can't not get that bug. Here's my method:

1. Load vanilla-only save. Support plugin active, serialisation enabled, shaderlist disabled in OBGEv2.ini.
2. Enter inventory, click on misc item, exit inventory. Ctrl-click CelShader+EdgeAA shader entry. Shader is deactivated. Exit config menu.
3. Go to main menu, save menu, click new save to save game to a new slot. Exit save menu.
4. Exit game via menu->exit->exit game (or quit game, can't remember exactly)
5. Start up oblivion. At main menu, load menu, load previously saved game.
6. Game loads. Everything looks as expected, with CelShader+EdgeAA not active. After a few seconds (oblivion script delay), the CelShader+EdgeAA effect is loaded.

It probably happens with other effects too, but it's most noticeable with CelShader, hence I use it to test. Here's my log of the loaded game:

This is using latest version of your CelShader, BTW. If you cannot replicated this, is it possible that you are using a dev version of the plugin that has this bug fixed? If so, could I confirm that for you?
From what I can tell, the loadShader call seems to be activating it ( as it should ), but not on my side. I am running a dev. version of the plugin, but I'm pretty sure I got the source right after the beta was released. In any case, I'll put it up on my fork in the GitHub repository soon (once I figure out how to do it properly that is; it's been a long time since I worked with SVN s/w) - I've added a new script command that would return the state of a loaded shader.

EDIT: @ shadeMe: While I'm in the mood for giving you more work ( :P ), I'd like to request a possible cancel button for the entering in variable values window, right now you've got to enter in a value and press confirm to leave it. Also, possibly instead of, if you don't enter in a value, it would be great if instead of the variable being set to zero, the variable is just set to whatever it was before. Cheers for consideration. :)
Easily done. But it might take awhile to get it right as I have issues with the text input script as it is. To summarize, the next release should (hopefully)have following changes:
. A new cancel button for the variable input menu
. A toggle indicator for the shaders (+ if enabled, - if not)
. A fix for the above issue.

@Scanti, which version of the DirectX SDK are you using ? The March 09 or the Feb 10 ?
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Sabrina Steige
 
Posts: 3396
Joined: Mon Aug 20, 2007 9:51 pm

Post » Fri Apr 23, 2010 2:49 pm

Not sure how many uses 3rd-party apps to take screenshots, but it seems that obgev2 conflicts in some way with the one I'm using. Ati Tray Tools v1.6.9.1472. I can only take screenshots with the menus open (inventory,map etc). As soon as I press the designated screenshot-hotkey in-game, the game freezes (not the sound, it keeps going). And I have to use the taskmanager to shut it down.
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Shaylee Shaw
 
Posts: 3457
Joined: Wed Feb 21, 2007 8:55 pm

Post » Sat Apr 24, 2010 12:18 am

Thanks.


It was only trying to protect you, mate :P What was the error ?

Something about the arrays, I figured it out though, I must have load it via obseloader for extended scripting features.

If it gives an error there's a mistake in the script (it usually points out where too), You can just click 'yes', and nothing bad will happen. It won't save the script until you fix it.

Much more forgiving that Morrowind's scripting system, which from my experience liked to show you that you did something wrong by crashing the whole CS. :P

Yeah, it wasn't that bad after all. And I find it almost identical to Morrowind's. Maybe that makes an oppormity for me to use CS. There are only 2 mods for MGE shaders. I think there must be more.

Im having a problem with Godrays, everything else works though.
I have a retail, fully Patched Oblivion GOTY Edition, OBSE 18 install. On Windows 7 Pro 64 bit, and the latest Direct X. Im using a Modern gaming PC with a Asus Geforce 275 GTX Vid Card and 8 gigs Phyiscal memory

And it seems to work once, then stop then work again etc. Any ideas?

I'm sure if everything works, godrays will work too. Just wait for proper time of day. Sunsets and sunrises, clear and cloudy weathers. You can overwrite v3 with v34 with keeping the name of v3.

.....
My bug I experience is...
Anytime I turnoff SSAO in game during a heavy fog, the CelShader borderlands effect kicks on.

Anyone else notice this?

I have something similar, I just can't disable borderland effect. It is always there.

@shadeMe,
thanks for updates, and I must tell, tweaking godrays shader is very hard, but with your plugin I discovered my errors, and best combinations for the shader now. There are two problems though:
You can disable-enable shaders without quitting menu, but updates only appear if you quit the menu. It would save time if changing variables affects instantly or via an apply button, an someway to hide the menu.
The variables read 0, even after changing them.
Those are not very important though, no need to over complicate it.

It's funny, I find the support plugin more useful for developers.
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Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am

Post » Fri Apr 23, 2010 3:38 pm

@Scanti, which version of the DirectX SDK are you using ? The March 09 or the Feb 10 ?


The March 09.

Not sure how many uses 3rd-party apps to take screenshots, but it seems that obgev2 conflicts in some way with the one I'm using. Ati Tray Tools v1.6.9.1472. I can only take screenshots with the menus open (inventory,map etc). As soon as I press the designated screenshot-hotkey in-game, the game freezes (not the sound, it keeps going). And I have to use the taskmanager to shut it down.


I'll look into it. Some 3rd party apps can do some strange things though. I remember the early days of the morrowind graphics extender when a load of users suddenly complained that it had stopped working. Timeslip found out eventually it was due to some graphics card 3rd party app that was disabling the redirection method that mge used.

It looks like some users that use the RAWZ depth buffer are having problems saving and loading the game. I'm trying to isolate what's causing the problem, so bear with me.

Edit: Those people having save/load problems try editing your obge.ini file and changing the line bUseRAWZfix=1 to bUseRAWZfix=0.

A quick question for the shader writers. They way the system is set up at the moment any vertex shaders are ignored. Do you want programmable vertex shaders? It'll require a bit of a rewrite to do.
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Alexandra Ryan
 
Posts: 3438
Joined: Mon Jul 31, 2006 9:01 am

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