Repairing the Cogs of Morrowind #14

Post » Fri May 27, 2011 8:31 am

well as i stated before, if you rob a hostile npc, you are still 'robbing', even if they attacked first. it's kinda like if a shop keep is taunted into attacking, with a guard nearby, taking items off the shelf is still considered stealing. you can, however, go into sneak mode, and steal items from knocked out hostile npcs and chance not getting caught. which makes sense in a roleplay way, since you're not just blatently rifling through pockets in front of a guard.

i have one bug that may or may not be worth fixing. when a skill is increased by script or dialog, it doesn't reflect in the level-up screen progress. on one hand, this is detrimental to players using the vanilla level up system, lowering potention max level. the other hand, this would cause headaches for those using scripted level up systems. of course, being that options are optional...

another bug per se is that fatigue/magicka is recalculated when governing attributes are affected, which will remove any custom value in the construction set. so say you set a creature to have 500 fatigue, but as soon as a spell affects endurance, strength, willpower, or agility, it'll reset the value to the determined formula governing fatigue. magicka is the same, except the value in the constuction set will never work for npcs.

i'm not sure if this is a bug or mechanic, but npcs and creatures die when their health is equal to 1 or less, rather than 0.
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Taylor Thompson
 
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Post » Fri May 27, 2011 7:00 am

snip ... I want to get back to fixing bugs.


I agree with Hrnchamd here don't forget the bug hunting. It's all fine and amazing with all you have tested soo far especially with all the lighting fix/improvments but imo I think bug fixing should always be the primary job for this project.

Too see shadows from static object was unbeliveable, thanks for some great show of picture on NEXUS Hrnchamd. I'll test it for sure soon when I'm in the mood for some beta adventures ;) Btw cool avatar B)

And once again thank you soo much for all the great work. Even if you decide too stop further development on this project I'll not be sad in any way. You have done much more than I have expected when you stated back in Aug. 2008 :goodjob:
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kiss my weasel
 
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Post » Fri May 27, 2011 6:45 am

Here is some 3th person screenshots:
http://i31.tinypic.com/2007ee1.jpg - http://i30.tinypic.com/51vujd.jpg
The first pic MGE is disabled and I get the same result if I activate MGE. On the second picture I'm using MGE without distant land enabled, if I then disable MGE this picture renders fine.
Can some explain why this happen. I think it's something too do with the alpha channel. Sometimes is also happen with my hair but only some hair replacer mod. My PC get bald when he/she is under water seen from over the water surface. I have always wondered about these odd water render issues.
Do you think thise render issues can be fixed/corrected Hrnchamd when you get time?
I'm running Morrowind under Windows XP, using a NVIDIA 9500 GS card and everything else looks fine. I also suspect it has something too do what combo of clothes I where.
Sorry for my bad english.
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Kelsey Anna Farley
 
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Post » Fri May 27, 2011 6:22 pm

If you want a challenge (we assume it'll be difficult), remember Axel's request for additional bones that the game will recognize?
At present the game will only animate certain named bones even if the Nif and keyframe file contain others. (IIRC, the current list of bones is available on Psychodog)
Possible?

I would need testing data to be able to tell how easy it is. There hasn't even been a "normal"/in-character animation replacer yet, good animators are rare, it seems like work for no particular goal.

WHERE IN OBLIVION DID SHADOWS COME FROM IN MY MORROWIND? Also, does the Gamebryo version Morrowind uses support Shadow maps instead of ugly fugly shadow volumes?

It probably does, but being a 2002 era engine it would look just as fugly.

My memory isn't good. But I remember I did disable the ripples(non pixel shaded water's). I am not crazy. Well, maybe a little :nuts:

If you mean the ripples when you walk through water, that can be set in morrowind.ini. I tried to fix TWA, it works except the cell loader resets the visibility every time you change cell; is that good enough?

i have one bug that may or may not be worth fixing. when a skill is increased by script or dialog, it doesn't reflect in the level-up screen progress. on one hand, this is detrimental to players using the vanilla level up system, lowering potention max level. the other hand, this would cause headaches for those using scripted level up systems. of course, being that options are optional...

another bug per se is that fatigue/magicka is recalculated when governing attributes are affected, which will remove any custom value in the construction set. so say you set a creature to have 500 fatigue, but as soon as a spell affects endurance, strength, willpower, or agility, it'll reset the value to the determined formula governing fatigue. magicka is the same, except the value in the constuction set will never work for npcs.

i'm not sure if this is a bug or mechanic, but npcs and creatures die when their health is equal to 1 or less, rather than 0.

1. A small patch could change just those advancement scripts and dialog to use MWSE.
2. This will probably cause a large amount of secondary issues.
3. If I touch that the game will probably explode. Fragile assumptions and stuff.

Here is some 3th person screenshots:
http://i31.tinypic.com/2007ee1.jpg - http://i30.tinypic.com/51vujd.jpg
The first pic MGE is disabled and I get the same result if I activate MGE. On the second picture I'm using MGE without distant land enabled, if I then disable MGE this picture renders fine.
Can some explain why this happen. I think it's something too do with the alpha channel. Sometimes is also happen with my hair but only some hair replacer mod. My PC get bald when he/she is under water seen from over the water surface. I have always wondered about these odd water render issues.
Do you think thise render issues can be fixed/corrected Hrnchamd when you get time?

Transparent things have to be drawn in the strict order (far distance to near distance) to make it look right. Here the transparent water cuts right through the transparent armour and there is no ordering where one is always in front. It can't be fixed all the time. In this case, if you change your armour to use alpha test instead of alpha blending it will look better.
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Jade Payton
 
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Post » Fri May 27, 2011 8:44 am

snip
If you mean the ripples when you walk through water, that can be set in morrowind.ini. I tried to fix TWA, it works except the cell loader resets the visibility every time you change cell; is that good enough?
snip

Recent developments on MGE side lowered my need for it actually(it wasn't a good idea at the first place.) Coupled with a script fix, "run twa every cell change" might be enough.

-------------------------------------------------------------------

Some people wanted to use swimming animations for levitating and recent water bodies for different heights mod would need it too, I guess. I think the code project can help. Since the code for swimming animations is most probably like this:
if playerheight<waterlevelrun swim animations.


If you can insert a playerheightmodifier

if playerheight+playerheightmodifier<waterlevelrun swim animations


This way player height will be independent and mods can trick the game to run swim animations. I am suffering a little sleeplessness but it seems a good idea to me now.
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Add Me
 
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Post » Fri May 27, 2011 3:24 am

Transparent things have to be drawn in the strict order (far distance to near distance) to make it look right. Here the transparent water cuts right through the transparent armour and there is no ordering where one is always in front. It can't be fixed all the time. In this case, if you change your armour to use alpha test instead of alpha blending it will look better.
Hrnchamd sorry I'm not a modder and don't known much about such things as alpha and transparant clothes/textures. All I know is that no vanilla clothes or armour items have ever acted like that seen from above the water surface. As I understand it by now is that it's a common error amoung some modders not too test there creation under such condition, if I assume correct. Soo this kind of render "errors" is mainly coursed by how the modder use the alpha channel on the models more than is a render mistake in the core code / engine. But is there something I as a regular player can do too prevent/fix it? My skill are limited too common use of the CS and basic understanding of Enchanted Editor and plug-in file structure. But don't have much knowledge about editing models/nif files besides manage them in the CS/EE and assigning new textures too them. Do you think it will be a good idea too show and ask the same question in the MGE thread?

Btw I have noticed that the clothes and armour items are depict much more correctly on the paper doll after applied your patch. Now it looks really nice thanks for that :trophy:
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Mrs. Patton
 
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Post » Fri May 27, 2011 5:42 pm

I would need testing data to be able to tell how easy it is. There hasn't even been a "normal"/in-character animation replacer yet, good animators are rare, it seems like work for no particular goal.

Well, Axel and/or Liztail would be your men. I agree, it's likely to be a lot of work and the goal would be far off.
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Tamara Primo
 
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Post » Fri May 27, 2011 6:09 am

Well, Axel and/or Liztail would be your men. I agree, it's likely to be a lot of work and the goal would be far off.

It is a lot of work, I'd do it but I already have too many projects.
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Laura Tempel
 
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Post » Fri May 27, 2011 11:16 am

Ah nuts, the Steam executable has changed again. Could someone using it PM me?
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carley moss
 
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Post » Fri May 27, 2011 6:07 pm

I've got a request, though it isn't really a huge issue.

I'm not sure if this happens to anyone else, but has anyone noticed the ending of walk/run sequences don't seem to play?
I was just watching a few NPCs and my player walking around, and they seem to jerk from the walk sequence to the idle one.
I guess it could be a problem on my part, but I thought I'd check.

Though if it is a problem with the engine, it isn't really a big one.
If it's too complicated, or you don't have time, it doesn't really matter if it doesn't get done or gets put off for a while.
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CRuzIta LUVz grlz
 
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Post » Fri May 27, 2011 12:28 pm

Is there any chance of the bug where constant effect things like Waterbreathing cease to work after a time unless you unequip/reequip or removespell/addspell them?
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Craig Martin
 
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Post » Fri May 27, 2011 3:39 pm

I had an idea for a new feature to make all objects weapons and anything pickupable use the sames gravity system as npc/pc and creatures dose making any object you place move along on moving platforms, moving bookcases and opening draws. I was going to do this by making every object ingame a animationless creature and when activated would give you its weapon or misc item counterpart, and then when placed back in the world would place the creature counterpart. But this is the hardway of doing it and would be much unessercery work if it could be done by modifiying the code to do it. Just a thort and would be cool to have the use of real working draws or hidden rooms behing moving bookcases that still mantain there function to place items on its shelfs. This would also be good for the ship mods that have sailable boats alowing you to place anything on the boat that will move with the boat and not get left behind.
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candice keenan
 
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Post » Fri May 27, 2011 10:23 am

@Hrnchamd
Additional testing result for Containment build:
* Weather culling - rain is not getting culled properly while underwater and next to any Vivec canton; if player view is directed at a canton wall, rain particles will get displayed within the confines of the wall plane. Occurs within a body length or two of the canton.

----------------------------------------

I found an interesting glitch with the Foreign Quarter canton - on the 2nd and 3rd level north-facing entryways to the ramps, there's a point where the player will slide forward a bit without any interaction from the keyboard/mouse. The camera will start jittering; turning player view orientation to the east or west will then cause the player to slide perpendicular to the initial slide (sometimes forward, sometimes backward).

At first I thought this might be caused by the weather culling or waterwalk fix, but it occurs with just the regular v1.6.0.1820 exe, so it's not something introduced by MCP - maybe it's due to a mesh error that's confusing the collision detection? The south-facing side of FQ canton and the other cantons don't seem to have this issue. :nuts:
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Rhi Edwards
 
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Post » Fri May 27, 2011 2:11 pm

* Weather culling - rain is not getting culled properly while underwater and next to any Vivec canton; if player view is directed at a canton wall, rain particles will get displayed within the confines of the wall plane. Occurs within a body length or two of the canton.

Thanks, fixed that. Rain seemed to report a collision with the part of the mesh underwater rather than the water surface, moved the tests around a bit to solve it. As for the other part, it could be anything including the collision mesh.

Expect a release real soon now.
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Melly Angelic
 
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Post » Fri May 27, 2011 2:30 pm

Thanks, fixed that. Rain seemed to report a collision with the part of the mesh underwater rather than the water surface, moved the tests around a bit to solve it. As for the other part, it could be anything including the collision mesh.

Expect a release real soon now.

Thank you for your hard work =)
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Harry Leon
 
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Post » Fri May 27, 2011 5:42 am

Thank you for your hard work =)
QFT. Thanks, Hrnchamd! :thumbsup:
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:)Colleenn
 
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Post » Fri May 27, 2011 8:41 am

Closed per OP request.

http://www.gamesas.com/bgsforums/index.php?showtopic=1032219
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Robert
 
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