Repairing the Cogs of Morrowind #22

Post » Fri Apr 15, 2011 11:10 pm

That was quite useful for lexical clarity, though I would like to know if any of the explanations are conceptually unclear as well.


The UI is fully reflowing, so you can just resize the window. I don't expect anyone to, though, if it needs to scroll I would say the description is too long already. I only see one option, the enchant rebalance, getting too long on my PC. Do multiple things overflow badly?


Not really. In fact, very little other than the Enchanted Item Rebalance does. The savegame corruption fix is also pretty long.

There are a few more that might get troublesome below 1440x900 (which is what I use on my laptop). I happen to know a friend of mine who still uses 800x600 (shudder) and 'though he can't play most games, Morrowind is one of the few that he can. When you start looking at a resolution like that, a few more become problematic. I'm not sure for certain, but I'd guess at Lighting fixes group, maybe the map expansion, the increase light falloff range and rain/snow collision are all potentially going to fall foul of it in a resolution as low as 800x600.

There might be even more, but those are the largest I could find. It's not a major problem at all, but having read somewhere that 1280x1024 is still the most common resolution for gaming, it makes me wonder about 800x600 as well.
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Alyce Argabright
 
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Post » Fri Apr 15, 2011 1:26 pm

Looking at the 'Larger Service/chargen menus' option, I'm wondering if something like it could be applied to alchemy so it looks like http://i51.tinypic.com/24w7ryp.jpg.

(Shame on me for asking for even more features :blush: )
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Dean
 
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Post » Sat Apr 16, 2011 2:19 am

Got all evening to work on this. I know I've asked before, but could people check all the beta features are working properly on their setup? I'm going to post an updated beta just to fix description text later on.

Looking at the 'Larger Service/chargen menus' option, I'm wondering if something like it could be applied to alchemy so it looks like http://i51.tinypic.com/24w7ryp.jpg.

The game doesn't include any useful grid layout UI controls. The inventory UI is custom coded and only does pick up and drop interactions which aren't what the alchemy window requires.
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Romy Welsch
 
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Post » Fri Apr 15, 2011 3:29 pm

Apparently leveled lists behave differently when they're added to the player's inventory over NPC/container inventories (they don't resolve in the PC inventory). Two reports of this so far. Is the code handling that different at all?
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Zualett
 
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Post » Sat Apr 16, 2011 2:14 am

Levelled lists only resolve at spawn time. I doubt this applies to the player, and it's not something I could add easily.
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Lance Vannortwick
 
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Post » Sat Apr 16, 2011 4:51 am

The game doesn't include any useful grid layout UI controls. The inventory UI is custom coded and only does pick up and drop interactions which aren't what the alchemy window requires.

Oh well, too bad. Thanks for the reply.
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Roddy
 
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Post » Fri Apr 15, 2011 6:43 pm

I gave one of my modpack testers the patch to play around with, and he confirms that the enchant changes work, and to use his own words "it's freaking annoying" - so I figure that for people looking for a challenge, it's working fine. His main complaint was that four seconds feels like a long time in combat. Maybe a lower number might be possible if you feel like adding in alternatives, like I mentioned with the other enchantment options?

Otherwise, that works fine. It's been tested on this end hundreds of times in lots of different conditions. No bugs that we could find in it.

From my slightly more limited testing, the Magicka appears to be working properly, but I don't know how to test it more thoroughly than to say that I've not had a problem with casting magic while being on exactly the required number.



We've also experienced a few weird save game corruptions and a random crash that appeared to come out of nowhere. They might not be MCP related, so we're going to see if we can replicate them.

Edit:

I'm sure you've already done this yourself, but mad hotkey swapping using the third ring placement (as it's not an equipment slot?) works fine.
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Nauty
 
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Post » Fri Apr 15, 2011 4:05 pm

What's that tester's use case for enchants in combat?

I'm pretty sure that magicka display thing works fine, as long as it makes sense to the user it will be going in the enabled by default fixes.

I've updated the beta download with descriptions and a new executable to show category descriptions. The UI library I'm using doesn't support autohide scrollbars, I don't know if a workaround is possible yet.
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GRAEME
 
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Post » Fri Apr 15, 2011 4:18 pm

Levelled lists only resolve at spawn time. I doubt this applies to the player, and it's not something I could add easily.

Is there some kind of OnAdd event you could call the resolve code from? Not sure if that's set up as a function, but are leveled lists an object type or is there a resolve function hanging around that you could inject a call to?
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Jaylene Brower
 
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Post » Fri Apr 15, 2011 11:01 pm

What's that tester's use case for enchants in combat?


The test case was really quite simple. He was just attempting to use a heal enchantment and then switch back to a ring of his to use. Not used to it being the way it is, he died because he didn't realise that the 4 seconds applied across the board to all items and not just the one that he was using.

His comment was that it would probably feel more natural if it were lower, to be closer to the Magic casting. My main suggestion as to why it feels so unnatural is because there is no animation for using it, the four second wait time seems arbitrary and to come out of nowhere. I know this isn't something you could fix, but would it be possible to show the cooldown anywhere in an unobtrusive graphical way? I'm not sure how you'd manage it easily, so it's probably impossible to do tastefully.

I've updated the beta download with descriptions and a new executable to show category descriptions. The UI library I'm using doesn't support autohide scrollbars, I don't know if a workaround is possible yet.


The scrollbars aren't really a big problem. If you can't easily add them then don't bother and people will have to resize it on their screen, or go and find the descriptions file (you might want to suggest that somewhere as a possible workaround for VERY low-res monitors)?



My tester just reported two oddities with the third ring - the first was that on loading a save, there was no third ring equipped, but the effects were there as if one of his rings with constant effect on were equipped even though it was not. It could've been toggled out from being in the third slot, he wasn't sure, but hasn't had much success replicating it. I'll tell you more if/when he manages to.

Also, he said that there was a game crash when using a hotkey keyed to put a ring into the third ring position.

Pre-posting edit: I'm not sure if the game did this before, but I've just been told that if you try to equip a ring that's already equipped, the game crashes. I don't think it was there before, so is it possible that it's the third ring position?
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Britta Gronkowski
 
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Post » Fri Apr 15, 2011 2:49 pm

Bleh, checking the save files show that equipped items get saved properly, but the loading side fails to set the third ring properly most of the time. That needs more work, good thing you found it. Hotkeys are kind of stupidly implemented, I'm not too surprised that does that. Looking at it again.
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jesse villaneda
 
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Post » Sat Apr 16, 2011 4:41 am

Hrnchamd, I had a problem with MCP, you can read about it http://www.gamesas.com/index.php?/topic/1148223-crashes-after-repairing-stuff/ so looks like MCP was causing this problem (tho I've tested it only briefly)
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Vera Maslar
 
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Post » Sat Apr 16, 2011 2:40 am

His comment was that it would probably feel more natural if it were lower, to be closer to the Magic casting. My main suggestion as to why it feels so unnatural is because there is no animation for using it, the four second wait time seems arbitrary and to come out of nowhere. I know this isn't something you could fix, but would it be possible to show the cooldown anywhere in an unobtrusive graphical way? I'm not sure how you'd manage it easily, so it's probably impossible to do tastefully.

It's the same length as two spell casts, and I agree the lack of animation is bad. A tasteful way would be to pulse the active spell icon if it's on cooldown and an on use spell is selected, but huh well that needs research.

Beta download is updated again, it just fixes the on-use ring equip loading stage so all the rings show up again. The unfixed patch did actually break the inventory a bit. I couldn't get the other bug, equip a ring already equipped, to crash anything. It may be caused by the other thing though.


Hrnchamd, I had a problem with MCP, you can read about it http://www.gamesas.com/index.php?/topic/1148223-crashes-after-repairing-stuff/ so looks like MCP was causing this problem (tho I've tested it only briefly)

I just checked out the code, it only modifies armour hit and shield hit functions. Running the repair window on all my armour and closing it does not trigger any of the code. Test it some more.
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Lucky Girl
 
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Post » Sat Apr 16, 2011 5:02 am

@Hrnchamd: So I think I've found a little annoyance with the "PlayLoopSound3D" and "PlaySound3D" functions and I was wanting to pass it by you to see if MCP could maybe remedy it. It seems that when using a script to cause a "3D" sound to play on the player (including sound loops) it causes a quick "popping" noise both at the beginning and end of the sound. This only seems to happen when the script uses the "3D" sound functions and NOT the normal "PlaySound" function. I've tried this with multiple sound files and two different PCs. I'm really wanting to use the "PlayLoopSound3D" function for a mod I'm working on but the popping noise that it causes is just to irritating to ignore. Would there be anyway that you could fix this with MCP at some point?
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Krystal Wilson
 
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Post » Fri Apr 15, 2011 2:25 pm

@Hrnchamd: So I think I've found a little annoyance with the "PlayLoopSound3D" and "PlaySound3D" functions and I was wanting to pass it by you to see if MCP could maybe remedy it. It seems that when using a script to cause a "3D" sound to play on the player (including sound loops) it causes a quick "popping" noise both at the beginning and end of the sound. This only seems to happen when the script uses the "3D" sound functions and NOT the normal "PlaySound" function. I've tried this with multiple sound files and two different PCs. I'm really wanting to use the "PlayLoopSound3D" function for a mod I'm working on but the popping noise that it causes is just to irritating to ignore. Would there be anyway that you could fix this with MCP at some point?

Are you sure that's not just the sound file?
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Gaelle Courant
 
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Post » Fri Apr 15, 2011 7:51 pm

I don't believe it is, but I guess there is always the chance that each of the different sound files I've tried have the same problem heheh. Out of the several different files I tried out, all of them created the popping noise. I suppose that it could maybe be my soundcard (onboard), but that chance seems really slim since I tried it on two different PCs with two entirely different soundcards. Plus the popping noise only appears when I use the "3D" sound functions, not when I play the sound through "PlaySound" and not when I play it through Windows Media Player so I'm thinking the actual sound file itself is good to go. I've even tried switching between different speakers and headsets.
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Beast Attire
 
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Post » Fri Apr 15, 2011 11:57 pm

It's likely to be DC offset in the sound files, have you checked them for that? Or terrible drivers. I can't really fix anything without something to test.
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Sarah Bishop
 
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Post » Sat Apr 16, 2011 6:20 am

That would make sense except I've cleaned up each of the audio files with Adobe Soundbooth many times over again just to make sure it was centered correctly and that there were no obvious causes to the pops. I've also tried every sample rate and sample type that Adobe Soundbooth allows and it hasn't made any difference with the popping.

And pertaining to the drivers, I'm using Realtek's latest drivers from their main site so I don't think that that's the problem.

If you would like for me to I could quickly PM you a link to a rar file that includes a few of the sounds I've been testing the script with.
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Hannah Whitlock
 
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Post » Fri Apr 15, 2011 5:41 pm

Please send (I hope the noises are pleasant to the ear).
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brenden casey
 
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Post » Fri Apr 15, 2011 11:00 pm

I have 0 knowledge if my laptop is going to be able to download this awesome patch 1.8, so i'll just ask here if you could help me out a bit :)

I've got Asus 70IO, which has (from how I've understood it) the recommended requirements to run Morrowind, but I have no idea about this patch mod.. Please help? With sugar on top?
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Add Meeh
 
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Post » Sat Apr 16, 2011 12:52 am

I just checked out the code, it only modifies armour hit and shield hit functions. Running the repair window on all my armour and closing it does not trigger any of the code. Test it some more.


Looks like you were right. I've enabled this fix again, played for few hours and it didn't crash. So it must have been GCD, as I have disabled it recently too.
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Chrissie Pillinger
 
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Post » Sat Apr 16, 2011 2:57 am

I have 0 knowledge if my laptop is going to be able to download this awesome patch 1.8, so i'll just ask here if you could help me out a bit :)

I've got Asus 70IO, which has (from how I've understood it) the recommended requirements to run Morrowind, but I have no idea about this patch mod.. Please help? With sugar on top?

If it runs Morrowind, it will run the patch. No performance changes except rain collision, turn that off if you want.
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Miss Hayley
 
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Post » Sat Apr 16, 2011 12:38 am

If it runs Morrowind, it will run the patch. No performance changes except rain collision, turn that off if you want.


Can't find any more problems on this end. Everything seems to be running fine now. No random crashes on my end in my last several hours of play, and I've fiddled about with as much as I can. I don't seem to be having any more savegame corruptions, so it possibly was linked to the rings problem?
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Glu Glu
 
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Post » Fri Apr 15, 2011 9:27 pm

If you loaded games with three rings equipped it probably would have inventory problems leading to a crash. Guess it's working now.

Last comments on the new wordings and enchant balance explanation? I have to ship those for translation soon.
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Mari martnez Martinez
 
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Post » Sat Apr 16, 2011 5:26 am

Sorry Hrnchamd, I don't think I'm going to be able to test the betas. I have issues with my RAID array on my gaming machine. I haven't lost anything (yet) so I'm trying to get it stable enough to back up, so I have the option blast the array if I need to.
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Bad News Rogers
 
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