Repairing the Cogs of Morrowind #23

Post » Fri May 13, 2011 5:09 pm

Yeah , occlusion culling or backface culling would be very needed additions, but I think these are more suitable to MGE or MGE XE topic. I wonder what are the real possibility to implement these into MCP or MGE?
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helen buchan
 
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Post » Fri May 13, 2011 8:23 pm

Backface culling was invented 40 years ago, you can't make anything that doesn't have it. Seriously guys.

Occlusion culling isn't very good by itself, it fails in tileset environments and needs asset support to save real fps.
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megan gleeson
 
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Post » Fri May 13, 2011 1:26 pm

Backface culling was invented 40 years ago, you can't make anything that doesn't have it. Seriously guys.

Occlusion culling isn't very good by itself, it fails in tileset environments and needs asset support to save real fps.


Sorry for the ignorance, I haven't inspected myself. However, I do notice lack of culling would explain performance issues. There are hundreds of posts ranging from 2002-2004 complaining about the lack of occlusion culling, as a result of "incompetent 3d engine programmers," though I think that's harsh.

http://forums.bistudio.com/showpost.php?p=105340&postcount=6
http://arstechnica.com/civis/viewtopic.php?f=22&t=369641&start=1120 @-Triple-
http://www.gameskb.com/Uwe/Forum.aspx/pc-games-rpg/681/Here-s-why-Morrowind-performs-so-poorly

If it's also an asset issue, then oh well.
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Solina971
 
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Post » Fri May 13, 2011 8:16 am

Youtube quality posts there. Guess it was the popular thing to blame bad performance on back in the day. There's lot of problems with it all still, but nothing is that simple.
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Jinx Sykes
 
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Post » Fri May 13, 2011 8:33 am

Youtube quality posts there. Guess it was the popular thing to blame bad performance on back in the day. There's lot of problems with it all still, but nothing is that simple.


I believe I've seen better posts, by actual developers, but anyway. Any topics you can recommend laying out specifically Morrowinds problem? There are problems, obviously, it's been 9 years and vanilla runs 1/10th the speed you would expect. Horrible scaling, yes, but specifically.. what is holding it back, and can it be patched.
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Mason Nevitt
 
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Post » Fri May 13, 2011 9:34 am

Half the work should be fixing the assets so they are combined and use texture sheets instead of switching textures and vertex buffers so much. The other half is improving low quality data structures and algorithms which are prevalent. A rewrite would be the fastest way to do it.
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lisa nuttall
 
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Post » Fri May 13, 2011 2:59 pm

I admit I am 2 betas behind but I have not seen this mentioned as fixed so here is a bug I'm seeing.

When using the bound key to force casting hands up, the game is forgetting the weapon that should be equipped when switching back to weapons.
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Abi Emily
 
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Post » Fri May 13, 2011 8:07 pm

Edit: Stealing items from the world runs a ray cast for all actors nearby and if that succeeds, an immediate NPC awareness check (from Gameplay Mechanics). Sneak is not required, if you're out of sight you can't be detected. Sneak does affect the NPC awareness check.

Nice. Thank you.
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Jhenna lee Lizama
 
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Post » Fri May 13, 2011 11:55 am

Fantastic work :celebration:
Sorry if this has been asked already, I admit I did not follow each and every thread, would it be possible an option to entirely skip the "loot everything" part when clicking "dispose of corpse"? There are mod fixes around, but something at patch level would probably work better.
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Maria Leon
 
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Post » Fri May 13, 2011 7:04 pm

thank you for the shortkey option! damn how fast you implement peoples suggestions ... here are a few more :whistling:

- extend shortkey feature:
------ "space" to leave all menus (buy/sell-, alchemy-, enchant-, smith-, bribe-, trainer menu)
------ auto stack pickup for containers (maybe one click on item and it gets transfered into inventory?)
------ "space" to leave container menu, "inventory key" to take all (now its "inventory key" to leave, "space" does nothing)
- possible to implement something like "next spell key" for the quickslots 1-9? because i have about 99999 spells.
- add difficulty settings like the FPS Optimizer does, especialy a slider for more health for npc (longer lasting fights, magicans will use more than just firebolt to get enemy down)
- i would love to see a new cast animation for swiftcast, because i beat myself with the spear every time :banghead: if that is to much work, why not blind out the weapon while animation?

btw i like the racial variation in speed fix, it always anoyed me how fast my argonian and the guards where
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Sebrina Johnstone
 
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Post » Fri May 13, 2011 11:51 am

I admit I am 2 betas behind but I have not seen this mentioned as fixed so here is a bug I'm seeing.

When using the bound key to force casting hands up, the game is forgetting the weapon that should be equipped when switching back to weapons.

The 0 key was doing its job as the hand-to-hand key as well, that's why your weapon was put away. I moved the key to '-' so it doesn't matter now.


Fantastic work :celebration:
Sorry if this has been asked already, I admit I did not follow each and every thread, would it be possible an option to entirely skip the "loot everything" part when clicking "dispose of corpse"? There are mod fixes around, but something at patch level would probably work better.

The potential for destroying quest items with one click is pretty bad though. Maybe I should implement corpse dragging.


- extend shortkey feature:
------ "space" to leave all menus (buy/sell-, alchemy-, enchant-, smith-, bribe-, trainer menu)
------ auto stack pickup for containers (maybe one click on item and it gets transfered into inventory?)
------ "space" to leave container menu, "inventory key" to take all (now its "inventory key" to leave, "space" does nothing)
- possible to implement something like "next spell key" for the quickslots 1-9? because i have about 99999 spells.
- add difficulty settings like the FPS Optimizer does, especialy a slider for more health for npc (longer lasting fights, magicans will use more than just firebolt to get enemy down)
- i would love to see a new cast animation for swiftcast, because i beat myself with the spear every time :banghead: if that is to much work, why not blind out the weapon while animation?

All this stuff is too much work. I would really like to add more quickslots but the savegame format is a real problem. I'm not going to hide the weapon just for the benefit of two handers, it's much cooler if you switch to a dagger and cast. Fire up some Blender and change the cast animation.
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Michael Korkia
 
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Post » Fri May 13, 2011 6:56 pm

Problem with binding the spell-ready stance to '-' is that '-' is already binded to 'previous spell' by default.

I guess I could just change the previous and next spell default keys to something else. Will take a bit to get used to, but I could re-adjust.
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Chloe :)
 
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Post » Fri May 13, 2011 10:37 am

What do you use your mousewheel for? I'd recommend that.

I don't want to conflict with default keys. Are there any keys that are on every keyboard that people won't normally use?
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BethanyRhain
 
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Post » Fri May 13, 2011 3:32 pm

What do you use your mousewheel for? I'd recommend that.

I don't want to conflict with default keys. Are there any keys that are on every keyboard that people won't normally use?


The \ (or | key) doesn't have a use.

At the moment I don't use my mousewheel. My cordless mouse wheel works well, but the other one doesn't work very reliably. Scroll up once and it scrolls down about 5 times occasionally.
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CHANONE
 
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Post » Fri May 13, 2011 8:42 pm

The \ (or | key) doesn't have a use.
it is the console key on italian keyboards...
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Sophie Louise Edge
 
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Post » Fri May 13, 2011 4:44 am

*Removed double post*
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Britney Lopez
 
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Post » Fri May 13, 2011 9:17 pm

Are there any keys that are on every keyboard that people won't normally use?


Pause/Break or F12
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Astargoth Rockin' Design
 
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Post » Fri May 13, 2011 3:40 pm

Those are a bit painful for laptops. Maybe the key next to right shift? Should be there on all keyboards even if the labels are different.
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Rach B
 
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Post » Fri May 13, 2011 8:11 am

Those are a bit painful for laptops. Maybe the key next to right shift? Should be there on all keyboards even if the labels are different.


You can always hijack the "Windows" key in-game. It should be present on all keyboards these days. The key you are referencing is the "menu appear" key I believe (I'm sure there's a better name for it). I causes the right click menu to appear where the cursor currently is, for people who don't have mice (as if those actually exist anymore).
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Luis Longoria
 
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Post » Fri May 13, 2011 10:51 am

Didn't know that was the console button on Italian keyboards. Hm.

What about the ' (or ") key then? xP I guess the / key (or ?) could be used too as Hrn mentioned earlier.

I'm not real crazy about using the Windows key since its a key that may or may not be on someone's keyboard. Windows is pretty standard now, but I've seen enough keyboards without it. But if Hrn thinks otherwise then oh well.
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Kortniie Dumont
 
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Post » Fri May 13, 2011 10:36 am

What do you use your mousewheel for? I'd recommend that.

I don't want to conflict with default keys. Are there any keys that are on every keyboard that people won't normally use?

How about the M key (M for Magic casting stance)? That key doesn't conflict with any of the default gameplay controls.

Is there a way you can add a user configurable keybind to the gameplay controls map so users can change it to whatever they want instead of hardcoding it?
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Robert DeLarosa
 
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Post » Fri May 13, 2011 7:26 pm

nevermind. sorry
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Rude_Bitch_420
 
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Post » Fri May 13, 2011 7:40 am

Anybody using ImprovedTeleportation2.0.esp or similar mods based on GetSpellEffects? In my config spell cdc_companion_teleport_spell (Cure Paralyzation effect) seem to be detected no more with Swift casting enabled.
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Kara Payne
 
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Post » Fri May 13, 2011 8:36 pm

I don't want to conflict with default keys. Are there any keys that are on every keyboard that people won't normally use?

Pause/Break or F12

The only key that any program or Windows doesn't use is the F12 key. I could be wrong about this but I don't think so. :)
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Colton Idonthavealastna
 
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Post » Fri May 13, 2011 11:53 am

How about the M key (M for Magic casting stance)? That key doesn't conflict with any of the default gameplay controls.

Is there a way you can add a user configurable keybind to the gameplay controls map so users can change it to whatever they want instead of hardcoding it?

Adding one keybind needs changes to loading/saving to the registry, creating the UI controls, text GMSTs and moving the special keybinds (Esc, PrtScr) around due to the list format of the keybinds. It's a big problem.


Anybody using ImprovedTeleportation2.0.esp or similar mods based on GetSpellEffects? In my config spell cdc_companion_teleport_spell (Cure Paralyzation effect) seem to be detected no more with Swift casting enabled.

It's quoted in this thread somewhere, you have to ready your hands for Improved Teleport to work.
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Sweet Blighty
 
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