[ALPHA/Relz] Oblivion type physics?in Morrowind

Post » Sat May 28, 2011 6:59 am

Greetings fellow Morrowind modders,
I have some very exciting news about a project that myself and a few others have been working on in secret. We feel that there is enough of the mod to release in ALPHA form. The best part of 9 months work has gone into this and while still buggy in places is playable enough to get a test for the potential of the mod.The mod basically simulates Oblivion physics in morrowind. So far it only works with statics but we are working out the kinks to get animations to work.

So how does it work? Well a year ago it was discovered that Oblvion nifs with some tweaking could keep their oblivion havoc data and potentially be used on the morrowind engine. But there was some difficulty getting the engine to read the nifs. A combination of MWE and MWSE allowed us to overcome this.The solution was to get MWE to read the oblivion engine while morrowind was running, then getting MWSE to help MWE recgonise the modified nifs ? however this lead to problems with morrowinds engine becoming unstable due to the fack that Oblvion had to be running in the background!

But a work around was found which allows only for MWE to read the oblivion data files without oblivion having to be run in the background. PLEASE keep in mind that it only simulates oblivion physics and is no where near perfect!

So what do you need to run the mod? The esp is very small, because it relies on a bunch of 3rd party programmes to run it. In order to use this mod you need to have the following installed:
MWE, MWSE, Morrowind Code patch and Oblivion. Then just run the exe contained within the rar. download.

Currently a small team of us are working to include animations. As you can understand if we can crack the animations it could allow for new NPC animations, creature animations and other effects into morrowind! You could in theory then transport oblivion creatures over to the morrowind engine.

Bugs ? theres a fair few. The coding for this is very advanced and what we are trying to achieve has never been done before. This is where you come in. We need people to report every bug . When you come across a bug we need you to post your system specs, your mod list, your warnings list and any other errors that appear along with a detailed desctiption of the bug. Common bugs include items floating in the air, static items near npcs spontaneously flying across screen and of in places like towns a heavy loss in FPS.

So now you know about the project do you want to help? Currently we need as many coders as possible to help on the project. I myself am rubbish at coding but we have a few experts on team, though we could use a few more. If your interested drop me a PM and I will link you to our forums. The next step to the project is also to pass on any information to the open source projects that are building morrowind from scratch as the data could prove usful and perhaps speed up the open source projects!
We are very excited to present you with this mod and ask for patience and co-operation with the project.

http://www.box.net/shared/97cernuuno

PES PENDING
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Heather M
 
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Post » Sat May 28, 2011 7:09 am

good job ;)
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Annika Marziniak
 
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Post » Sat May 28, 2011 6:44 pm

Oh man, this is just amazing! :D It's unbelievable how far MW modders have come along.
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Jonathan Montero
 
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Post » Sat May 28, 2011 4:13 pm

good job ;)

Thanks :D

Oh man, this sure looks exciting! :)

you bet! I only helped on the scripting but there are some who have been working on the programming and I can tell you it was a very stressful experience! Like i said its no way near perfect but we need to get it out there to more testers to help identify a wider range of bugs on a wider range of systems.
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Elizabeth Davis
 
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Post » Sat May 28, 2011 3:46 pm

Awesome, thanks! what day is it again?
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Rhysa Hughes
 
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Post » Sat May 28, 2011 8:30 am

It is so exciting that we have finally gotten to this point with this project! Anybody wonder why it's taken me so long to finish Census and Excise Office, Better Battles, and the next Blasphemous Revenants? This is why! :intergalactic:

We DEFINITELY need bug reports. There's still a lot of things we need to tweak and test. Thanks for your input!
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Felix Walde
 
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Post » Sat May 28, 2011 10:35 am

It is so exciting that we have finally gotten to this point with this project! Anybody wonder why it's taken me so long to finish Census and Excise Office, Better Battles, and the next Blasphemous Revenants? This is why! :intergalactic:

We DEFINITELY need bug reports. There's still a lot of things we need to tweak and test. Thanks for your input!

Actually while your here fligg I just realised - We havent checked fro MGE compatability. Not sure how the coding/scripting with the new nifs will react to distant land O_o
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Sarah Edmunds
 
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Post » Sat May 28, 2011 1:09 pm

Fantastic work. *chuckle*
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Stefanny Cardona
 
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Post » Sat May 28, 2011 3:42 pm

This sound very interesting and dangerous :hubbahubba:. I would love too test this thing, but for the time being I don't have time or the patients too go "find" and install an Oblivion iso(s), maybe later this week. I'll be following this project and comments here at the forums. Good luck with the development of this innovative project. First we got The Code Patch by Hrnchamd and now this :twirl:
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Adam Kriner
 
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Post » Sat May 28, 2011 7:03 am

MA, I really don't think it will be much of an issue. I recall mentioning something about it a few months ago when they had really started working with distant statics and getting the distant activators working. Due to the physics radius limit we have we can't really touch anything outside of the current cell. It sure would be neat to get that wind impact to work on the distant trees though. Maybe we ought to wait to get some input from peachy.
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Eve(G)
 
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Post » Sat May 28, 2011 6:39 am

MA, I really don't think it will be much of an issue. I recall mentioning something about it a few months ago when they had really started working with distant statics and getting the distant activators working. Due to the physics radius limit we have we can't really touch anything outside of the current cell. It sure would be neat to get that wind impact to work on the distant trees though. Maybe we ought to wait to get some input from peachy.

hmmm well i wasnt sure what the progress was on that. The wind impact is very buggy atm if i recall though
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Hayley Bristow
 
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Post » Sat May 28, 2011 6:14 pm

:brokencomputer:

What a fantastic piece of modding material, thank you, MT, and the rest of you at GHF. A true breakthrough with this darn?d engine.

Pity, that I don't like the OB physics.
:flamethrower: GHF
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Connie Thomas
 
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Post » Sat May 28, 2011 9:34 am

Oh my ! This really will make a dramatic difference on how I play the game . My fondest congratulations to all involved . I can heartily recommend this to anyone and everyone .Get it fast !
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Naughty not Nice
 
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Post » Sat May 28, 2011 4:31 am

Hey, don't knock my wind. Just because it occasionally blows upwards doesn't mean it won't eventually work right. That thing consumed a month of my life alone!

Don't worry Demon, think of the OB engine as more of an "inspiration." While it is the same engine, we've made a lot of adjustments. Actually due to Morrowind's real lack of physics, we haven't really been able to fully incorporate everything. A lot of smaller meshes are not responding yet. As a result, I have yet to set something down on a table and have everything else on the table go flying off everywhere.
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Thomas LEON
 
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Post » Sat May 28, 2011 12:02 pm

Hey, don't knock my wind. Just because it occasionally blows upwards doesn't mean it won't eventually work right. That think consumed a month of my life alone!

Don't worry Demon, think of the OB engine as more of an "inspiration." While it is the same engine, we've made a lot of adjustments. Actually due Morrowind's real lack of physics, we haven't really been able to fully incorporate everything. A lot of smaller meshes are not responding yet. As a result, I have to set something down on a table and have everything else on the table go flying off everywhere.


Well isn't that, just, fantastic.
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jadie kell
 
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Post » Sat May 28, 2011 3:10 pm

Is this some sort of April fools joke?

If in fact this is for real and just happens to be released the day of mass foolery, can we get a video of this in game for people whom don't have OB?
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Kelly Upshall
 
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Post » Sat May 28, 2011 5:44 pm

Nah! Don't believe you!
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Laura Wilson
 
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Post » Sat May 28, 2011 5:12 am

This is fantastic! Hey, would it be possible to maybe modify this so that it could use http://bulletphysics.org/wordpress/ instead of Oblivion? That way everyone could use it. :)

But forgetting that, I think this is great, I don't have my Morrowind right now, so I agree with Old Friend, we should have a video to watch. :D
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oliver klosoff
 
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Post » Sat May 28, 2011 5:23 pm

Works quite well in my opinion. I'm eagerly waiting for next version.
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laila hassan
 
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Post » Sat May 28, 2011 6:12 am

This mod works perfectly (With MGE Distant Land turned on)! Thank you guys!

It is essential for my Morrowind installation now.
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Kat Lehmann
 
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Post » Sat May 28, 2011 9:28 am

:drool:

Yes, I do believe Oblivion physics are perfect.(No joke) Now tell me how to create wobbling rats.
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Horse gal smithe
 
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Post » Sat May 28, 2011 1:47 pm

I just tried it out, incredible! It truly makes a huge difference in the way this game is played. Its like I'm playing Oblivion!
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-__^
 
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Post » Sat May 28, 2011 4:28 am

Gosh! you GHF folks are absolutely awesome!
When I ran Morrowind Physics Engine.exe it ran fine - so you can imagine how eagerly I fired up Mw. At first, there wasn't much notable difference (I started a new game just to be on the safe side). You said you wanted any bug reported - but so far I have encountered only one:

In the Census and Excise Office you are supposed to take a knife that is stuck in a table (the press "F" to equip thingy). Well, with MPE engaged, you can not pull the knife out of the table any more. Instead, I moved the entire table around! - maybe the friction value for the knife is an order of magnitude too high?

But when I left Seyda Neen, MPE did truely start to shine!
Tarhiel did his usual skydive...but by Vivec! this time he left a crater! :shocking:

Sorry - I have to go back to playing. I wonder what happens if I cast a fireball on that wooden shack over there... :flamethrower:
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Kate Schofield
 
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Post » Sat May 28, 2011 8:31 am

Wow! The alpha was amazing to see in progress, but I have a few bugs to report (maybe someone else can reproduce them):


1) Wind stopped affecting trees every time I entered an interior and then returned back outside. (it'd be neat if you could tie the animated grass from MGE to the wind impact code, though!)

2) I got a couple of script errors while attempting to pick up a falling sword. Suggest encapsulating that part of the code with something to prevent Activate until it has hit the ground.

3) Sometimes NPCs are spontaneously thrown up into the air. Have not been able to discover any particular trigger, yet.


Hope to see a new version soon!
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DAVId MArtInez
 
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Post » Sat May 28, 2011 12:21 pm

My poor house decorations. :(
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Maria Garcia
 
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