Repairing the Cogs of Morrowind #24

Post » Mon May 16, 2011 11:36 pm

[*]Vanity camera lock. Vanity mode locks + camera tilt and distance unrestricted.

I love this, thanks! One small problem: When I move the camera to the sides my character still does the turning animation, as he would when you'd normally turn the camera in third person, but now without turning around.

Journal text colouring. Does it look better with the recommended settings?

Not sure. (http://i.imgur.com/dO4kr.jpg, http://i.imgur.com/3Jorx.jpg) I like the original pure black too but the greyness of the font with the recommended setting matches the colour of the topic links better.

I think I'm using a journal texture replacer though, so maybe I should check again without it.
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Amy Masters
 
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Post » Tue May 17, 2011 6:53 am

I love this, thanks! One small problem: When I move the camera to the sides my character still does the turning animation, as he would when you'd normally turn the camera in third person, but now without turning around.

Not sure. (http://i.imgur.com/dO4kr.jpg, http://i.imgur.com/3Jorx.jpg) I like the original pure black too but the greyness of the font with the recommended setting matches the colour of the topic links better.

Your character is still turning, keep moving the mouse in one direction. You will notice it better with forward motion. The journal text looks too grey for me, could someone come up with a better RGB colour for it?
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Ashley Tamen
 
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Post » Mon May 16, 2011 11:56 pm

Argonian clothing choice. Makes Argonian females prefer to wear male versions of armour and clothing. To avoid looking like a mammal.


Now that is awesome, thank you for making it. ^_^


Disable put away animation on unequip. Not heard anything about this yet, may be canned.


I've just used this today with a script that equipped and unequipped weapons on the player in mid-swing, and it all seemed to work perfectly. Even when the unequipping occured due to the weapon breaking.

I'd prefer if you kept this function as it allows for some cool new scripted combat options that were not possible to do before. :cool:
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Crystal Clarke
 
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Post » Tue May 17, 2011 9:30 am

[*]Scripted music uninterruptible. Prevents combat music from interrupting music played by the StreamMusic script command.


Seriously? Just like that? Wow! How did you do it?
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Britta Gronkowski
 
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Post » Tue May 17, 2011 7:58 am

Your character is still turning, keep moving the mouse in one direction. You will notice it better with forward motion. The journal text looks too grey for me, could someone come up with a better RGB colour for it?


This is what I've come up with:

color_journal_topic=26,18,12


http://adul.net/mw/mwjournal01.jpg, http://adul.net/mw/mwjournal02.jpg.


It's subtle but I think also realistic.
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des lynam
 
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Post » Tue May 17, 2011 9:23 am

this propably was asked before, but can u fix this:
when you use a shield spell, you need to unequip/equip a piece of clothing to get the armor rating added.

btw i for my part am happy with your recommended journal color.
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Kelli Wolfe
 
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Post » Tue May 17, 2011 2:50 am

Still needs testing
  • Disable put away animation on unequip. Not heard anything about this yet, may be canned.



Now that is awesome, thank you for making it. ^_^

I've just used this today with a script that equipped and unequipped weapons on the player in mid-swing, and it all seemed to work perfectly. Even when the unequipping occured due to the weapon breaking.

I'd prefer if you kept this function as it allows for some cool new scripted combat options that were not possible to do before. :cool:


I've also been using this patch as a fix for properly detecting when a player has gone over to fists. It doesn't seem to have any adverse affect on NPC AI when their weapons break (in that they still ran jerkily around doing random stuff :) ) I would also prefer if you kept it in as it also enables me to reliably detect when a player has switched to fists in a combat stance and, in the case of the mod I'm working on, it's used in the shield script to place a shield on the player's back (rather than just having it disappear). I've even put a 'Do you have the MCP 2 patch 'Disable put away animation on weapon unequip?' question in the config script for this purpose.

Edit: And I just remembered it's also useful when force equipping weapons without having to put in scripted delays. Without this fix you can get some weird behaviour, like the fists icon in the bottom-left of the HUD, but the weapon that was equipped appearing as normal when drawn.

Edit2: My spellchecker keeps removing U's from words that should have them. :)
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Myles
 
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Post » Tue May 17, 2011 2:22 am

Your character is still turning, keep moving the mouse in one direction. You will notice it better with forward motion. The journal text looks too grey for me, could someone come up with a better RGB colour for it?


To be honest I like just the plain black. I know it "pops" a bit, but with your new UI clarity and better UI font, I just like how well defined it is.
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Tamara Dost
 
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Post » Tue May 17, 2011 1:43 pm

Enchanted item use causes the HUD spell icon to fade in as the cooldown cools down.

Looks great, works perfect.
A very nice idea!

I also love the Argonian clothing fix.

Thanks!
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marina
 
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Post » Tue May 17, 2011 12:57 am

this propably was asked before, but can u fix this:
when you use a shield spell, you need to unequip/equip a piece of clothing to get the armor rating added.

btw i for my part am happy with your recommended journal color.

ah, thats why i havent seen any effect from Barrier Spells. omg.
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Janette Segura
 
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Post » Tue May 17, 2011 3:07 am

[*]Disable put away animation on unequip. Not heard anything about this yet, may be canned.
I like it, and think it can ease scripted equip/unequip
[*]Journal text colouring. Does it look better with the recommended settings?
I like it, anyway I think it depends also on texture replacer used so important thing is that it is easily customizable from the .ini. As alternative I also tried picking for the text the same RGB color of the original Options Next Close journal links.
The beta feature list is getting really long now. I would like to make a real release soon, if the testing all gets done.
So this will be my last request, I promise... :bolt:
Would it be possible to extend the "slowfall on companions" fix to generally avoid possible overflow on cellchange of any constant effects spells applied on NPCs/creatures?
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Marcia Renton
 
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Post » Tue May 17, 2011 12:57 am

ah, thats why i havent seen any effect from Barrier Spells. omg.

yes yes ... it only took me 9 years to notice that i use shield spells without any effect :facepalm:

i love the fading icon for enchatned item thats very nice looking and important for gameplay!
i think you have enough of all the suggestions you get, but i need to ask:

- wether you could slightly change the spell effect icons too (warcraft like clockwise cooldown-animation, or same fading as always BUT it should start from the beginning of the timer not just 5 seconds before spell wears off - this would realy look nice and help alot)
- its possible for you to add autosave on traveling? this will help anyone who ist not tapping f5 every 2 minutes

sry for all these suggestions, you having enough to do i think...

edit: very minor problem: after an alchemy session you need to open any container to get you potions to stack up - if thats not easy to fix then nevermind it.
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Pants
 
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Post » Tue May 17, 2011 12:12 am

i just reequipped armor (light hat) with shield effect on, and AR didnt change.

edit: i stand corrected, it did change. And im stupid. This post is pointless now. So i use the opportunity to thank Hrnchamd for his awesome work and mad coding skillz. :)
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tiffany Royal
 
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Post » Tue May 17, 2011 2:54 pm

Swift casting works well, and I have no conflicts with the M key. I've only run into two mods that needed adjusting and that was CM Partners 2.x and Mel's teleport mod. Both easy fixes and both work if using the spell ready hotkey before fixing.

I wasn't thrilled with the potion weight change, but after playing with it I realized it really isn't all that big change in gameplay. Potion weights seem natural now when doing alchemy. No problems with the name bug either. You have no idea how happy I am about that name bug being fixed.

No side-effects from the loud sound fix and it seems to be working perfectly. :) I did have the loud sound issue when buying/selling a lot (I like to sell stacks as singles for the few extra gold) and its finally been squashed.

I don't have a way to test the waterlevel fix, but nothing has gone awfully wrong with my game from using it. Nothing out of place, no extra ctds or anything.

I actually have no issues with the UI fix. Or at least, the problems caused by the shaders over the menus are so small that I don't notice them.

Slowfall companion fix is working wonders. :) I have not had any accidental companion deaths in a long time thanks to this. ^^

Pickpocket rewrite will take some more time to test. I've gotten so used to never ever ever pickpocketing because of the broken-ness that I never try anymore. What times I did try though on commoners worked well. Will need more time to test myself though.
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louise fortin
 
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Post » Tue May 17, 2011 12:48 am

I haven't been following these topics closely, so I don't know whether this issue was discussed already, sorry if it was: the CellChanged function isn't triggered by Position/PositionCell and travel services. Is it possible to fix it?
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Kellymarie Heppell
 
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Post » Tue May 17, 2011 5:17 am

To be honest I like just the plain black. I know it "pops" a bit, but with your new UI clarity and better UI font, I just like how well defined it is.

It's the difference between signage and book fonts, really black text is heavy and slows the ability to scan lines because the eye catches on high contrast edges.


ah, thats why i havent seen any effect from Barrier Spells. omg.

No no no. It's just the inventory text that doesn't update, the armour rating always worked.


Would it be possible to extend the "slowfall on companions" fix to generally avoid possible overflow on cellchange of any constant effects spells applied on NPCs/creatures?

These are unrelated. Whatever bug with constant effect on companions, it's not an overflow and it doesn't happen on every cell change, it's something else, but I don't want to run thousands of tests to find the cause.


- wether you could slightly change the spell effect icons too (warcraft like clockwise cooldown-animation, or same fading as always BUT it should start from the beginning of the timer not just 5 seconds before spell wears off - this would realy look nice and help alot)

This is just going to remind people of Warcraft every time they play. It's distracting to see multiple spell icons updating all the time, you have to look in the corner so much that it pulls focus from the actual view. It's not an improvement.


I haven't been following these topics closely, so I don't know whether this issue was discussed already, sorry if it was: the CellChanged function isn't triggered by Position/PositionCell and travel services. Is it possible to fix it?

I don't think I can change the script system to fix this. It's setting CellChanged but scripts aren't executing until the next frame when it's cleared. It's defined to only appear for one frame, it could break a lot of scripts if I ever change its behaviour.
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Sakura Haruno
 
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Post » Tue May 17, 2011 12:45 am

Just tested the new hi-def cutscene support, works well with 1280x720p video, with no lag either, and in the past cutscenes always lagged for no reason for me. Just a request though, could you bump up the supported resolution to a max of 2048x1080? The current patch doesn't work with 1080p video, as the game will ctd upon it's approach.
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SamanthaLove
 
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Post » Tue May 17, 2011 1:15 am

Software decoding at 1080p is really slow. There's a texture constraint to have power of two dimensions and I don't want to encourage making 1080p video that won't run at full framerate.
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e.Double
 
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Post » Tue May 17, 2011 12:32 pm

Software decoding at 1080p is really slow. There's a texture constraint to have power of two dimensions and I don't want to encourage making 1080p video that won't run at full framerate.

So should I just format the videos to a different size then? Will any size below 2048x1024 work? What if I just resized them to 1920x1024?
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Kelvin
 
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Post » Tue May 17, 2011 3:20 pm

It'll work, but you will limit the amount of people who can watch the video properly because their computers aren't up to it. It's probably going to be better encoding at 720p with a higher bitrate than with 1080p.
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JLG
 
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Post » Tue May 17, 2011 3:21 pm

It'll work, but you will limit the amount of people who can watch the video properly because their computers aren't up to it. It's probably going to be better encoding at 720p with a higher bitrate than with 1080p.

I could always just distribute multiple resolutions, I just don't like 720p that much because it doesn't look that sharp on my 1440x900 resolution monitor. Plus 1080p makes a big difference when I view it on my 1080p TV. :P

Anyways, thanks for that feature, I really am VERY happy you included it. :hugs:
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OnlyDumazzapplyhere
 
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Post » Tue May 17, 2011 10:00 am

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

Changes
  • Scripted music uninterruptible. Prevents combat music from interrupting music played by the StreamMusic script command.
  • Argonian clothing choice. Makes Argonian females prefer to wear male versions of armour and clothing. To avoid looking like a mammal.
  • Vanity camera lock. Vanity mode locks + camera tilt and distance unrestricted.
  • Alchemy potion weight rebalance. Manually moved to its own patch option.
  • Enchanted item rebalance. Enchanted item use causes the HUD spell icon to fade in as the cooldown cools down.


Still needs testing
  • Disable put away animation on unequip. Not heard anything about this yet, may be canned.
  • Journal text colouring. Does it look better with the recommended settings?


The beta feature list is getting really long now. I would like to make a real release soon, if the testing all gets done.

@Hrnchamd
Some testing results for select features:
* Vanity camera lock - verified; vanity mode locks after holding down the mapped toggle view key a little longer than just tapping; viewing PC from below can end up clipping far below the ground because of the unrestricted distance - maybe restrict distance to bottom of player's feet.

* Enchanted item use HUD icon fade-in - verified; timing looks correct for all item use failure indicators before fade-in completes; nice effect, especially when using a texture replacer for the enchanted item background.

* Journal text coloring
Here's what I came up with - these ini values should be close if not the same as that used for the journal buttons:

color_journal_topic=55,40,30color_journal_topic_over=140,70,25color_journal_topic_pressed=255,248,185

Additionally, these link values could be updated to match and compliment the page text values:

color_journal_link=105,75,25color_journal_link_over=140,70,25color_journal_link_pressed=255,248,185


* Requested fixes - would it be possible to correct the usage of some of the other font colors and how they're used for coloring the status bars?
color_health is getting used for item charge bars shown in the item detail window that pops up on mouse-over - makes more sense that color_magic_fill should be used for that.

color_health is getting used for the weapon health bar that shows in the HUD under the active weapon icon - there is color_weapon_fill which doesn't appear to be utilized, but should be for the weapon health bar.

color_magic is getting used for resting / waiting bars - would be better to use color_misc for that (so it's still modifiable), or instead hardcode it to blue.

color_magic is getting used for the encumbrance bar in the inventory menu - makes more sense that color_fatigue should be used for that (so it's still modifiable), or instead hardcode it to blue.

The default color for color_misc appears to be the same as that used in the status bars for initializing data, game / cell loading, and remaining air underwater, but changing the value does not appear to influence the color of those bars - request that it affect those bars if possible.

The drowning status bar color appears to be hardcoded for red - request that the color_health value influence that if possible.

Making these changes would allow for more flexibility in user-modded color schemes, not to mention more intuitive and sensible color associations based on the ini value names. -_-


[edit] here's a couple few more:
color_magic is getting used for the disposition bar in the dialogue menu - would be better to use color_misc for that (so it's still modifiable), or instead hardcode it to blue.

color_magic is getting used for the encumbrance bar in companion share menu - would be better to use color_fatigue for that (so it's still modifiable), or instead hardcode it to blue.

color_health is getting used for the weapon health bar that shows in the repair menu - would be better to use color_weapon_fill for that.
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Lucie H
 
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Post » Tue May 17, 2011 5:01 am

* Journal text coloring
Here's what I came up with - these ini values should be close if not the same as that used for the journal buttons:

color_journal_topic=55,40,30color_journal_topic_over=140,70,25color_journal_topic_pressed=255,248,185

Additionally, these link values could be updated to match and compliment the page text values:

color_journal_link=105,75,25color_journal_link_over=140,70,25color_journal_link_pressed=255,248,185


Colouring is more than that, perceived colour depends on the local context. The button images have a halo of cooler blue or yellow and narrower strokes that make the colour workable, but it won't look so good on heavier book text. Why did you move links from blue to red? Your other suggestions are a bit too much work for me.


I want to incorporate auto-redating of the BSAs and ESMs into the patch process. Are there any side effects of redating incorrectly dated ESMs? The patch descriptions and readme needs revising too, would anyone like to contribute something they would like to see in the readme?
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Angus Poole
 
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Post » Tue May 17, 2011 2:27 pm

Colouring is more than that, perceived colour depends on the local context. The button images have a halo of cooler blue or yellow and narrower strokes that make the colour workable, but it won't look so good on heavier book text. Why did you move links from blue to red? Your other suggestions are a bit too much work for me.

My perception in regards to the journal when using the default journal page texture in conjunction with your better journal font looks fine with these color values. To each his own opinion, I guess. I'd suggest then taking the values those of us have offered and use them to get yourself near to the desired values your looking for - I think we've got then pretty close to that.

I moved the links to reddish brown to match with the journal buttons for consistency within the journal interface. It was just something for consideration.

I want to incorporate auto-redating of the BSAs and ESMs into the patch process. Are there any side effects of redating incorrectly dated ESMs? The patch descriptions and readme needs revising too, would anyone like to contribute something they would like to see in the readme?

I would think as long as the ESM positions are kept relative to each other there shouldn't be any problems - it's when redating causes them to switch order relative to each other that could cause issues. It's possible that if another ESM lands in the middle of the incorrectly dated ESMs and a save has been created with that order before redating them, that might cause issues after redating. However, wouldn't the reference re-indexing that MCP does on loading a save help skirt those issues?
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Amy Gibson
 
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Post » Tue May 17, 2011 10:41 am

In 1.9, the enchanted item cool down period extends to ALL enchanted items. So if I use one item, I have to wait the 4 seconds before I can use ANY enchanted item effect. That's annoying, IMHO.
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Anthony Rand
 
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