Repairing the Cogs of Morrowind #24

Post » Tue May 17, 2011 8:44 am

So how does one enable bump maps with MCP?
Is it simply a matter of installing MCP? Does that actually change the EXE?

Bump maps are natively supported without MCP. The local lighting option is so it matches the brightness of how the character is lit, and the other bug fix is to make them work properly on skinned meshes. I mainly use it for painkiller's forgotten shields - that's a good demonstration.
User avatar
Jani Eayon
 
Posts: 3435
Joined: Sun Mar 25, 2007 12:19 pm

Post » Tue May 17, 2011 6:58 am

> painkiller's forgotten shields

Cool, I'll give that a try. Thanks!
User avatar
Thema
 
Posts: 3461
Joined: Thu Sep 21, 2006 2:36 am

Post » Tue May 17, 2011 12:51 pm

> painkiller's forgotten shields

Cool, I'll give that a try. Thanks!

http://www.youtube.com/watch?v=3MuYiad_oQo is my example of Bump maps in action...these ones are animated too! :P
User avatar
Neko Jenny
 
Posts: 3409
Joined: Thu Jun 22, 2006 4:29 am

Post » Tue May 17, 2011 7:07 am

just released i was... 3 versions out of date.. heard u can toggle sneak now? :S
User avatar
Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Tue May 17, 2011 12:09 pm

just released i was... 3 versions out of date.. heard u can toggle sneak now? :S

Wow. And yes, you can.
User avatar
Mike Plumley
 
Posts: 3392
Joined: Wed Sep 05, 2007 10:45 pm

Post » Tue May 17, 2011 8:41 am

hello,

my posting is concerning the almalexia spellcasting in combination with the morrowind codepatch 2.0 beta.
i've already posted in the almalexia spellcasting topic, so here just a quote from there:

i really like the spellcasting, it's so much better than vanilla.
a minute ago i tested it with the MCP beta, and all in all this promises to become just a marvelous combination. however, i discovered some issues:

1.) when you hold the tab-button to look at your character from the angle you like and start the animation, the game switches view to "from behind" for a short moment, then returning to the angle you picked (minor issue)

2.) the neck of the actor behaves weird during the animation (see screenshots). what causes this? note that the actor is quasi naked, so this may be hidden when using (proper) armor.

3.) with a shield attached to the casting hand, you will get serious clipping issues (again, see screenshots).

[img]http://img46.imageshack.us/img46/914/necku.jpg[/img]

[img]http://img84.imageshack.us/img84/2705/neckshield.jpg[/img]


edit2:
little update already; when a torch is drawn during animation, the torch hand is fixed and won't do the casting circle movement (no screenshot added)


i thought it would fit in this thread as well
i'm not sure about the camera-angle thing anymore, could also be happening in vanilla game
User avatar
Britney Lopez
 
Posts: 3469
Joined: Fri Feb 09, 2007 5:22 pm

Post » Tue May 17, 2011 2:27 am

http://www.tesnexus.com/downloads/file.php?id=26348

Changes
  • Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini.
  • Polish keyboard support. Now corrects ? in console font.
  • Polish character corrections. Corrects dialogue font ó and ? (they normally display as O and é) when used with Better Dialogue Font Polish version (coming soon).
  • Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures.


Still needs testing
  • Disable put away animation on unequip.
  • Service refusal filtering.
  • Loud interface sounds fix. How many people actually have problems with loud inventory sounds without this?



I'm still trying to implement the potion nerf but it's starting to feel like I'm not getting anywhere with understanding spell effect expiry.
User avatar
Chris Guerin
 
Posts: 3395
Joined: Thu May 10, 2007 2:44 pm

Post » Tue May 17, 2011 7:31 am

Detect Life spell. YES!!!!

I notice the loud inventory sound occasionally. But not too often. I probably won't get a chance to test this out for you, but the new features sound sweet as usual :)
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Tue May 17, 2011 12:57 pm

Hrnchamd, If you don't mind your potion-limit requiring a mod, you might be able to make a potion-count that increases with each potion the player drinks. The modder would decide how many potions becomes dangerous, how long before more potions can be drank, etc. Whether or not this is even possible depends on many things, one of which being whether you can detect player-drinking alone, rather than all potion drinking. We don't want the player dying because his ally drank one too many potions. :)

A thought on casting without equipping: creatures have been known to cast spells from enchanted items. A prime example is the Wraith of Sul-Senipul, a ghost-type creature which carries and casts from a bow that damages agility. Maybe the way they cast without being able to equip can work for the player too. This could allow amulet casting while a CE amulet is equipped, though it would probably also let the player cast from armor and weapons without equipping.(which would be immersion-breaking in many instances)
User avatar
!beef
 
Posts: 3497
Joined: Wed Aug 16, 2006 4:41 pm

Post » Mon May 16, 2011 11:28 pm

  • Loud interface sounds fix. How many people actually have problems with loud inventory sounds without this?




I have problems with this occasionally. It really only happens when you don't have the sound set to max settings in the menu. Unfortunately, the bug then renders the sound menu useless as you not only get loud sounds, they pop out of a quieter environment thus making them more startling and annoying (and in the case of some of the sounds, headache inducing).
User avatar
jess hughes
 
Posts: 3382
Joined: Tue Oct 24, 2006 8:10 pm

Post » Tue May 17, 2011 6:08 am

Hrnchamd, If you don't mind your potion-limit requiring a mod, you might be able to make a potion-count that increases with each potion the player drinks.

A thought on casting without equipping: creatures have been known to cast spells from enchanted items. A prime example is the Wraith of Sul-Senipul, a ghost-type creature which carries and casts from a bow that damages agility. Maybe the way they cast without being able to equip can work for the player too. This could allow amulet casting while a CE amulet is equipped, though it would probably also let the player cast from armor and weapons without equipping.(which would be immersion-breaking in many instances)

I'm finding it difficult to tell when a potion expires because of the unified way all effects are handled. Tracking count can't be saved in savegames so in general it could break badly, and using it as a restriction metric felt pretty arbitrary in Oblivion. I'm not going that route.

Enchanted items have to be equipped to cast anything, for all actors. The ghost doesn't have a CE bow to equip at the same time as its regular bow. Two amulet slots aren't impossible, but there is too much inventory code to revise.


I have problems with this occasionally. It really only happens when you don't have the sound set to max settings in the menu. Unfortunately, the bug then renders the sound menu useless as you not only get loud sounds, they pop out of a quieter environment thus making them more startling and annoying (and in the case of some of the sounds, headache inducing).

You gave me an idea. Run Morrowind as admin and move the master and effects sliders down to 95%. Then check in-game situations that would trigger that bug.
User avatar
laila hassan
 
Posts: 3476
Joined: Mon Oct 09, 2006 2:53 pm

Post » Tue May 17, 2011 1:40 pm

I'm pretty sure I solved the loud sound problem by changing sound to software mode.
Might be worth giving that a try if you're having problems.
User avatar
Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Tue May 17, 2011 11:09 am

It may be something to do with the volume storage in the registry.
User avatar
Wayne Cole
 
Posts: 3369
Joined: Sat May 26, 2007 5:22 am

Post » Tue May 17, 2011 12:38 pm

As for the sound, I have a werid bug when Hardware Acceleration is on - when going near NPC's, their greeting sounds gets pitch altered - eg. I turn left - they like chipmunks, when go right , the pitch gets low. In software mode the problem is not existent. Is there any performance difference between hardware acceleration and software mode?
User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Tue May 17, 2011 7:12 am

As for the sound, I have a werid bug when Hardware Acceleration is on - when going near NPC's, their greeting sounds gets pitch altered - eg. I turn left - they like chipmunks, when go right , the pitch gets low. In software mode the problem is not existent. Is there any performance difference between hardware acceleration and software mode?

It's been reported a lot, but there is no way for me to reproduce it. It could be a driver bug or anything anywhere. It's not a hardware acceleration button, it's 3d sound positioning. Hardware mode lets the sound card calculate 3d sound attenuation, software does simple panning in software instead.
User avatar
Sami Blackburn
 
Posts: 3306
Joined: Tue Jun 20, 2006 7:56 am

Post » Tue May 17, 2011 8:53 am

So it must be something with 3d sound positioning. I have only a integrated Realtec sound card with up-to-date drivers and UA fix for Windows XP. If I could manage to get a real sound card, I will post if the problem persists.
User avatar
Adam
 
Posts: 3446
Joined: Sat Jun 02, 2007 2:56 pm

Post » Tue May 17, 2011 6:45 am

3D sound heavily screws with the audio on my pc, same doppler effects as others are getting and certain ambient sounds appear to build in volume, the low electric type hum in dwemer ruins becomes deafening after a few minutes, I'd be surprised if anyone with a modern computer can still use the 3D mode properly.
User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Tue May 17, 2011 2:53 pm

Question: After a long hiatus from Morrowind I have returned and recently upgraded my morrowind.exe (from a fresh untouched backed-up copy I keep in reserve for MCP updates) to 1.9. Since then I've noticed a number of problems that have crept in that never happened before.

For starters - and most obvious - is a corruption of the inventory (paper doll) screen:
[img]http://img691.imageshack.us/i/screenshot0pg.jpg/[/img]

The corrupt goes away after removing a piece of armor/clothing. However it does come back eventually without rhyme or reason.

I also noticed that the local map was corrupted/distorted (this is one picture - as you can see by the highlighted seam - however in an earlier game the map was showing water where there was nothing but dry land): [img]http://img141.imageshack.us/i/screenshot1j.jpg/[/img]

And finally, I've noticed the game now has a tendency to crash to desktop whenever I am forced to reload after being killed. It doesn't happen consistently but happens frequent enough that it's become a concern.

Three things to note:

  • This problem appears to occur when I run it at full resolution for my widescreen monitor: 1920x1200. When I run it at 1280x800 there is no visual corruption of the map or of the inventory screen (CTDs still occur however).
  • Also I am running this on a clean install of Morrowind that has no mods present, just the GOTY esms.
  • Other than MCP 1.9, the only other thing I've done to the .exe afterwards is Timeslip's SSE2 optimization and removal of disc checks. For the record:these latter patches have never given me an issue in the past.


Can anyone corroborate these problems? Also Is there a "known issues" log for MCP?

Thanks in advance!

MMM
User avatar
Jason King
 
Posts: 3382
Joined: Tue Jul 17, 2007 2:05 pm

Post » Tue May 17, 2011 5:39 am

For starters - and most obvious - is a corruption of the inventory (paper doll) screen:

The corrupt goes away after removing a piece of armor/clothing. However it does come back eventually without rhyme or reason.

I also noticed that the local map was corrupted/distorted (this is one picture - as you can see by the highlighted seam - however in an earlier game the map was showing water where there was nothing but dry land)

The known and confirmed issues are listed in the FAQ in the readme. These problems you're having are both to do with render targets. MCP affects some material properties through the transparent items in inventory fix, but there's nothing else that should do that. Does SSE optimizer log any feedback? You'll have to fully isolate what causes it. First uninstall MCP with the uninstall button, and test if it works, then install MCP without running SSE optimizer afterwards and test, then do a binary search on the patch list.
User avatar
Alexis Acevedo
 
Posts: 3330
Joined: Sat Oct 27, 2007 8:58 pm

Post » Tue May 17, 2011 9:49 am

Hi, I'm having some trouble knowing whether or not patches have really been applied. I'm using v 1.9 and have the following patches checked and the message box said it was successful:

Rain/snow collision - but rain is still falling through concrete overhangs such as the one over the door of the mages guild in Balmora.
Increase light falloff range - I'm seeing no difference in having this one checked or not checked.
Lighting Fixes Group: specifically - "Dynamic actor light update. Moving actors are relit for every frame they are in motion, but it did not take the player's light into account. Caused moving actors to flicker in towns, and actors in caves to be unlit despite the player holding a torch." - It's checked and applied, but I'm still seeing the strobe effect from hald-held torches.

On the other hand, "toggle sneak" works just fine.

Any assistance would be greatly appreciated.
User avatar
Strawberry
 
Posts: 3446
Joined: Thu Jul 05, 2007 11:08 am

Post » Mon May 16, 2011 11:45 pm

1.) when you hold the tab-button to look at your character from the angle you like and start the animation, the game switches view to "from behind" for a short moment, then returning to the angle you picked (minor issue)

2.) the neck of the actor behaves weird during the animation (see screenshots). what causes this? note that the actor is quasi naked, so this may be hidden when using (proper) armor.

3.) with a shield attached to the casting hand, you will get serious clipping issues (again, see screenshots).

edit2:
little update already; when a torch is drawn during animation, the torch hand is fixed and won't do the casting circle movement (no screenshot added)

Can't confirm 1, it doesn't happen when I use the animation mod. The torch is supposed to work like that from vanilla, the torch holding animation for the left arm has priority over other animations.


Hi, I'm having some trouble knowing whether or not patches have really been applied. I'm using v 1.9 and have the following patches checked and the message box said it was successful:

Rain/snow collision - but rain is still falling through concrete overhangs such as the one over the door of the mages guild in Balmora.
Increase light falloff range - I'm seeing no difference in having this one checked or not checked.
Lighting Fixes Group: specifically - "Dynamic actor light update. Moving actors are relit for every frame they are in motion, but it did not take the player's light into account. Caused moving actors to flicker in towns, and actors in caves to be unlit despite the player holding a torch." - It's checked and applied, but I'm still seeing the strobe effect from hald-held torches.

On the other hand, "toggle sneak" works just fine.

Any assistance would be greatly appreciated.

Check the MCP version in the bottom left corner of Morrowind, and check the file modification date on Morrowind.exe, it should be the same time as you clicked apply patch. With rain collision, rain may clip through thin overhangs because rain particles have a volume, the best place to check is under large coverings like any bridge, a Vivec canton, Gnisis dock or similar.

Increase light falloff shouldn't make any difference except seam reduction in the best case, and a bit less lighting pop-in for torchlit objects. It may be causing more problems than it fixes when used with lighting mods, I suggest turning it off.
User avatar
Brandon Bernardi
 
Posts: 3481
Joined: Tue Sep 25, 2007 9:06 am

Post » Tue May 17, 2011 6:11 am

DO any of you guys know how to reverse timeslips morrowind optimizer? I am trying to install the new version for those sweet features.
User avatar
Katie Louise Ingram
 
Posts: 3437
Joined: Sat Nov 18, 2006 2:10 am

Post » Tue May 17, 2011 1:31 am

Thanks for the reply, Hrnchamd, but the version ingame is correct and so is the date on morrowind.exe. As I said in my post, it makes no difference whether any of the above patches are checked and applied or not. The issues I'm having remain.
User avatar
Manuel rivera
 
Posts: 3395
Joined: Mon Sep 10, 2007 4:12 pm

Post » Mon May 16, 2011 11:49 pm

If you've used MCP before, it should have created a backup of the original .exe file. I believe you can sinply switch to the new patch, run it, then run timeslip's optimizer again if you want it.
User avatar
Laurenn Doylee
 
Posts: 3427
Joined: Sun Dec 03, 2006 11:48 am

Post » Tue May 17, 2011 6:48 am

http://www.gamesas.com/index.php?/topic/1164860-screwed-up-my-ingame-map/

could u take a look at this hrmchad?
it's caused by MCP, so u might know whats going on?
User avatar
Eileen Müller
 
Posts: 3366
Joined: Fri Apr 13, 2007 9:06 am

PreviousNext

Return to III - Morrowind

cron