Repairing the Cogs of Morrowind #23

Post » Fri May 13, 2011 4:40 pm

i use and like it. the only thing i need to figure out is why things look kinda like sector lighting from old games like doom and such is being used rather than dynamic lighting.... you can see "seems" in the lighting.

It looks like sector lighting because it takes the closest 8 lights to render each subsection/tile of interiors, I think caves have the largest sections. Due to the fully dynamic lighting, it can use the wrong statically placed lights sometimes. The falloff option can make it worse if there are multiple floors, because then lights from other floors intersect and some get turned off. The option can also make torches not show up on the large sections. I never really can test this properly, but screwing up torches is worse than the seam reduction it only sometimes manages.


By all accounts, it's fixed. I just sold a whole [censored]load of stuff to Arrille and I didn't hear the usual really loud "I'M SELLING [censored], LOL" sound that happens with every third or fourth item.

It sets overflow noises to zero volume. Do you get silence instead? Did you note the registry settings thing from the previous thread?
User avatar
Harry Hearing
 
Posts: 3366
Joined: Sun Jul 22, 2007 6:19 am

Post » Fri May 13, 2011 7:26 pm

That's just the way lighting is (poorly) handled in the game.
There are some ini tweaks that can sorta lessen the seams, but they will basically always be visible to some degree, depending on the situation.

heh, they just seem more visible in my game than in some screenies i see posted. so as not to get too off topic, would you mind PMing me a link to those ini tweaks, or the relivant information itself? much appreciated.
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Fri May 13, 2011 4:45 am

It sets overflow noises to zero volume. Do you get silence instead?


Most likely. The only way I've ever got this problem is my machine-gunning the sell button, so it's pretty hard to distinguish a missing "OMG I'M SELLING [censored]" sound from lag. Unless I counted. Counting svcks :(

Did you note the registry settings thing from the previous thread?


No, but since you asked, it's 95.
User avatar
Klaire
 
Posts: 3405
Joined: Wed Sep 27, 2006 7:56 am

Post » Fri May 13, 2011 5:52 pm

It looks like sector lighting because it takes the closest 8 lights to render each subsection/tile of interiors, I think caves have the largest sections. Due to the fully dynamic lighting, it can use the wrong statically placed lights sometimes. The falloff option can make it worse if there are multiple floors, because then lights from other floors intersect and some get turned off. The option can also make torches not show up on the large sections. I never really can test this properly, but screwing up torches is worse than the seam reduction it only sometimes manages.


Ahh, one of the bugs I find the most irksome. It's so frustrating how close to good and atmospheric the lighting gets with TLM + MCP light falloff + decent light attenuation settings... then along pops a huge seam. My understanding is because it takes the 8 closest lights, not the 8 brightest (radius/distance) lights - is that right?
Can MGE XE and MCP possibly interact to fix this?
User avatar
SexyPimpAss
 
Posts: 3416
Joined: Wed Nov 15, 2006 9:24 am

Post » Fri May 13, 2011 12:29 pm

Most likely. The only way I've ever got this problem is my machine-gunning the sell button, so it's pretty hard to distinguish a missing "OMG I'M SELLING [censored]" sound from lag. Unless I counted. Counting svcks :(

Okay, one last time thing. Does it return if you turn off that loud sound bug detection option?


Ahh, one of the bugs I find the most irksome. It's so frustrating how close to good and atmospheric the lighting gets with TLM + MCP light falloff + decent light attenuation settings... then along pops a huge seam. My understanding is because it takes the 8 closest lights, not the 8 brightest (radius/distance) lights - is that right?
Can MGE XE and MCP possibly interact to fix this?

It's a DirectX limitation to start with, and the seam occurs at the edge of the mesh rather than the centre, so a distance measure isn't going to make the best decision. I don't really know what to do with it.
User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Post » Fri May 13, 2011 5:13 pm

Okay, one last time thing. Does it return if you turn off that loud sound bug detection option?


Well, I was having the problem before installing that option, yes. Are you asking me to pull up the original .exe file to see if it goes back to being loud again?

EDIT: just did some more checking and, yes, there is definite mutage happening here. At *least* every third item sell sound is gone.
User avatar
X(S.a.R.a.H)X
 
Posts: 3413
Joined: Tue Feb 20, 2007 2:38 pm

Post » Fri May 13, 2011 7:03 pm

I have noticed an issue related to how the game displays information related to (modified?) birthsigns.

When using a birthsign editing mod, if a given birthsign has any combination of spells, powers, and abilties (Ex. the WGI version of "The Ritual") then everything conferred by the birthsign will be listed under the heading for "Powers" instead of in the proper category. This is present in the (for lack of a better descriptive term) birthsign summary screen viewable from the character summary screen, and in the stat menu accessible from the inventory screen. As an aside, there are some missing punctuation marks as well, there is no " : " mark after "powers" in said menu for instance. Of course, the related spells/powers/abilities conferred still function correctly, these are only visual bugs.

I am unsure if this is present in the base executable as well, or if it's some combination of my installation and the MPP code I have applied to my particular executable.

Any ideas?

Tizzo
User avatar
Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Fri May 13, 2011 1:19 pm

I have noticed an issue related to how the game displays information related to (modified?) birthsigns.

When using a birthsign editing mod, if a given birthsign has any combination of spells, powers, and abilties (Ex. the WGI version of "The Ritual") then everything conferred by the birthsign will be listed under the heading for "Powers" instead of in the proper category. This is present in the (for lack of a better descriptive term) birthsign summary screen viewable from the character summary screen, and in the stat menu accessible from the inventory screen. As an aside, there are some missing punctuation marks as well, there is no " : " mark after "powers" in said menu for instance. Of course, the related spells/powers/abilities conferred still function correctly, these are only visual bugs.

I am unsure if this is present in the base executable as well, or if it's some combination of my installation and the MPP code I have applied to my particular executable.

Any ideas?

Tizzo


Odd... I have never seen this happen.
User avatar
Talitha Kukk
 
Posts: 3477
Joined: Sun Oct 08, 2006 1:14 am

Post » Fri May 13, 2011 8:17 pm

In case anyone uses the Improved Teleport mod and it's not functioning:
The Imp Teleport issue is entirely the fault of swift casting, not XE. It [only] works with the hotkey '0' bringing up the hands on screen...so this thing must be coded to look for the ready casting state. I've PMed cdcooley about it...hopefully he can fix it.



I have noticed an issue related to how the game displays information related to (modified?) birthsigns.

When using a birthsign editing mod, if a given birthsign has any combination of spells, powers, and abilties (Ex. the WGI version of "The Ritual") then everything conferred by the birthsign will be listed under the heading for "Powers" instead of in the proper category. This is present in the (for lack of a better descriptive term) birthsign summary screen viewable from the character summary screen, and in the stat menu accessible from the inventory screen. As an aside, there are some missing punctuation marks as well, there is no " : " mark after "powers" in said menu for instance. Of course, the related spells/powers/abilities conferred still function correctly, these are only visual bugs.

I am unsure if this is present in the base executable as well, or if it's some combination of my installation and the MPP code I have applied to my particular executable.

Using WGI myself, a fresh Nord with The Ritual has Mara's Gift + two Nord racials under powers, and two Blessed spells in the spells section. It appears correct. The : is missing from after "Powers" too, that can be fixed with a GMST edit.
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Fri May 13, 2011 6:39 pm

It's a DirectX limitation to start with, and the seam occurs at the edge of the mesh rather than the centre, so a distance measure isn't going to make the best decision. I don't really know what to do with it.


Could it be done by editing the NIF files... what if someone broke down the large tilesets into smaller sections, but did in a way that was dimensionally identical to the original when rendered. E.g. take a large external square floor tile and make it 16 smaller sections that are exactly aligned to fit the original.
User avatar
priscillaaa
 
Posts: 3309
Joined: Sat Dec 30, 2006 8:22 pm

Post » Fri May 13, 2011 12:01 pm

Could it be done by editing the NIF files... what if someone broke down the large tilesets into smaller sections, but did in a way that was dimensionally identical to the original when rendered. E.g. take a large external square floor tile and make it 16 smaller sections that are exactly aligned to fit the original.

You can split the nodes within the nif in Blender. I don't think it would take more than breaking the largest tiles into 4-6 pieces since lighting scales with area.
User avatar
Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Fri May 13, 2011 12:23 pm

Demonstration Screenshot: http://i56.tinypic.com/1hwdqf.jpg

As you can see in the example, the "Fay" ability is listed along with the "Wizard's Brand" power instead of in the correct section.

This screenshot was taken with no other mods active but WGI and the "SkipTutorial" mod.
User avatar
Code Affinity
 
Posts: 3325
Joined: Wed Jun 13, 2007 11:11 am

Post » Fri May 13, 2011 6:44 am

edit - nm, am idiot. Carry on!
User avatar
Curveballs On Phoenix
 
Posts: 3365
Joined: Sun Jul 01, 2007 4:43 am

Post » Fri May 13, 2011 7:03 am

By the way.
The fatigue cost formula:
spell cost * fFatigueSpellBase * fFatigueSpellMult * normalized fatigue
fixed as:
spell cost * (fFatigueSpellBase + fFatigueSpellMult * normalized fatigue)

Shouldn't there be Encumbrance% instead of normalized fatigue? This doesn't make any sense.
User avatar
Kristian Perez
 
Posts: 3365
Joined: Thu Aug 23, 2007 3:03 am

Post » Fri May 13, 2011 4:57 pm

.....
I am idiot too.

What are people thinking about the potion weights and pickpocketing at the moment?


Demonstration Screenshot: http://i56.tinypic.com/1hwdqf.jpg

As you can see in the example, the "Fay" ability is listed along with the "Wizard's Brand" power instead of in the correct section.

Ah, figured this out. The UI programmer decided to align some of the spell text along the bottom of the frame instead of just adding it like everything else.
User avatar
amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Post » Fri May 13, 2011 3:07 pm

What are people thinking about the potion weights and pickpocketing at the moment?

Looks good so far. By the way, is there any checks for stealing items from the world while sneaking? Or you only need a sneak indicator?
User avatar
dell
 
Posts: 3452
Joined: Sat Mar 24, 2007 2:58 am

Post » Fri May 13, 2011 5:10 am

Trying to test that for you, but the debugger keeps crashing when it stops in the activate function.

What do people think of potion restrictions? Something like when you drink a potion, removeeffects is run to remove effects from similar potions you've drunk earlier. It's may be complicated to make though, since potion effects aren't activated until you leave menu mode. I already believe it's more about player restraint than anything else, but is there a way to penalize potion stacking that makes sense in-game?
User avatar
Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Fri May 13, 2011 3:46 pm

What are people thinking about the potion weights

I guess it's fine. The lightest hand-made potions are heavier than the exclusive ones which is good as I may finally begin to consider buying and using them.
User avatar
Felix Walde
 
Posts: 3333
Joined: Sat Jun 02, 2007 4:50 pm

Post » Fri May 13, 2011 5:13 pm

is there a way to penalize potion stacking that makes sense in-game?

A (cumulative) 1 second paralysis effect on all potions.
Makes sense as while drink a potion you shouldn't be able fight, cast a spell, jump, run, dodge...
User avatar
aisha jamil
 
Posts: 3436
Joined: Sun Jul 02, 2006 11:54 am

Post » Fri May 13, 2011 4:49 am

A (cumulative) 1 second paralysis effect on all potions.
Makes sense as while drink a potion you shouldn't be able fight, cast a spell, jump, run, dodge...


I'd never turn on the potion change with that restriction.
User avatar
Poetic Vice
 
Posts: 3440
Joined: Wed Oct 31, 2007 8:19 pm

Post » Fri May 13, 2011 3:35 pm

What do people think of potion restrictions? Something like when you drink a potion, removeeffects is run to remove effects from similar potions you've drunk earlier. It's may be complicated to make though, since potion effects aren't activated until you leave menu mode. I already believe it's more about player restraint than anything else, but is there a way to penalize potion stacking that makes sense in-game?


I vote for restrictions, because potions stacking is one of the main exploits. The best restriction is the effect cooldown, I think. (for example - if used potion contained "fortify athletic" effect, no new potion can be equipped with the "fortify athletic effect" before first potion lasts + possibly some cooldown). It is the best restriction I can think of, but it can be hard to implement.

If it's impossible, I vote for "1 potion at time" restriction. Have mercy for Nerevarine's stomach!!!!
User avatar
Sara Johanna Scenariste
 
Posts: 3381
Joined: Tue Mar 13, 2007 8:24 pm

Post » Fri May 13, 2011 11:28 am

Never had a problem with potion stacking. I don't see it as needing to be adjusted.

Can't say I really care much about potion weights either. Alchemy name bug is fixed (thank you so much!).

I haven't really had a chance to test pickpocketing yet.

I have not had any noticeable problems using any of the beta options.
User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Fri May 13, 2011 12:46 pm

Trying to test that for you, but the debugger keeps crashing when it stops in the activate function.

Is there another way?

What do people think of potion restrictions?

I'd say we have two separate problems here.
1. No cooldown. You may use them instantly without any animation or restriction. This affects combat. Logically there should be no way to use potion in combat - you should drink before or after. Healing or restoring mana in the middle of fight is bad. To fix this we need some restrictions. Best way would be to add some animation like casting, if it's possible. If not, then cumulative paralyzing is the next best option, maybe even for >1 sec. To fight the menu problem you can force menu closing each time potion is activated. This may be somewhat harsh, but why would you activate such an option if you don't want a good restriction?
2. Effect stacking. Easiest solution woul be to remove any similar effects before applying potion, yes.
User avatar
Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

Post » Fri May 13, 2011 2:50 pm

A (cumulative) 1 second paralysis effect on all potions.
Makes sense as while drink a potion you shouldn't be able fight, cast a spell, jump, run, dodge...


Great idea, mym. Poor execution, though. Notwithstanding the fact that it's entirely possible to avoid the paralysis effect, it just seems a bit too... contrived. Let me try.

Let's say that an animation was attached to potion consumption - an animation that takes about 2-4 second to complete. This will prevent you from attacking or blocking during a quaffing, but not necessarily from moving at all. Seems reasonable.

And say you chug nine potions in the inventory at once. That would be, well, nine animations you have to sit through once you exit. While this won't necessarily stop the most heinous applications of stacking, it *will* make it a lot harder to do in situations that can't be easily fixed by modding. Combine BTB's Game Improvements with a setup like that, and you've got balance.

Of course, this could be taken one step further (or not, I don't know - we're way outside my realm of expertise right now) by disallowing the player from drinking more than one potion at a time in the inventory by running a check to see if the animation is running (or supposed to be). Or, if that's not possible, then wait to have the potion effects apply until *after* the animation plays.

Granted, I have no clue how within the realm of possibility *any* of this is, but my job here is to come up with wild and crazy ideas - not implement them :P
User avatar
john palmer
 
Posts: 3410
Joined: Fri Jun 22, 2007 8:07 pm

Post » Fri May 13, 2011 9:18 pm

What do people think of potion restrictions?

Please no. I have more self control than a toddler with ADD, I can keep myself from drinking 1,000 potions at any one time.
User avatar
Lory Da Costa
 
Posts: 3463
Joined: Fri Dec 15, 2006 12:30 pm

PreviousNext

Return to III - Morrowind