Repairing the Cogs of Morrowind #14

Post » Fri May 27, 2011 6:07 pm

Ok, I understand, there's still lots of bugs in there...

I like the first best, are we supposed to be judging the arrow or the actual map though? Keeping that in mind, I'm judging the map's texture. Isn't the map's texture generated by a heightmap though? In the case of the map, can I request two things? The possibility for a 2048x2048 map texture, and an optional "no map exploration" option in the code patch, both so I can properly get http://www.gamesas.com/bgsforums/index.php?showtopic=1026493&hl= to work ingame.

About this, I think she means the spell "area" option in spellmaking to be raised to 100.

Can you do this stuff?
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Avril Louise
 
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Post » Fri May 27, 2011 9:53 am

No more new features please.

It will have to wait for another version.
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Javier Borjas
 
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Post » Fri May 27, 2011 5:42 pm

It will have to wait for another version.

Ok then. When will this be? :shrug:

I have no problem waiting, time flies like a jet plane for me, but I'm just wondering so I know about it when it happens. Perhaps you could send me a PM when/if you are about to add these features?

THanks for all the hard work Hrnchamd, you've really made many people and I's day many times. :)
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[Bounty][Ben]
 
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Post » Fri May 27, 2011 5:29 am

You need to copy the beta update to the Russian area. Copy the patch file from the mcpatch/0736... directory to the mcpatch/ecb3... directory.

It worked, thanks.

I like rain collision - almost no fps loss and working great. Except silt striders... :)
Shadows are causing heavy fps loss on my hardware. Not playable for me.
Didn't test all other changes yet.

Ok then. When will this be? :shrug:

I have no problem waiting, time flies like a jet plane for me, but I'm just wondering so I know about it when it happens. Perhaps you could send me a PM when/if you are about to add these features?

THanks for all the hard work Hrnchamd, you've really made many people and I's day many times. :)

I think the discussion for the new features will be continued when we will see MCP 1.5 full release.
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Romy Welsch
 
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Post » Fri May 27, 2011 6:29 pm

No more new features please. I need some testers to reproduce those bugs still in the bug tracker.

Map display. Which map do you prefer? http://www.tesnexus.com/downloads/images/26348-1-1250318238.jpg http://www.tesnexus.com/downloads/images/26348-2-1250318240.jpg



These all require too many code changes or are too niche. Except number 8, I have no idea what you actually mean.

As for the map, I am undecided. I think they both have appeal.

On the features, I meant increasing the maximum spell radius in the spellmaker to 100. For the rest, nobody else gives any opinions. I just put out ideas when they come. *shrugs* Well, if there is ever space left over in the .exe after the real bugs are fixed, I hope even the niche or difficult ones could possibly find a place. Thanks for letting me know what you have decided with them though.

As for the bugs that need confirming:

First person hands: Confirmed

Stealing from downed hostiles: Confirmed

Crash on cell transition: Couldn't get it to work.

Container GetItemCount: I'm not sure I completely understand this one, but taking 50 out of a stack of 100 of something, and then using "Take All", did not give me 150, which is how I understood that it worked.


The issue with Spell Absorption works for Reflect also.

I know this is a known issue, but guards don't attack or fine you for having summons in town. I think there is a mod to correct that, but I'm not sure how well it works.

About this, I think she means the spell "area" option in spellmaking to be raised to 100.

I would have you know that I am a male, though I do get confused for being a lady in reality because of my rather long hair. So, either my pseudonym sounds feminine, or you are stalking me from too far away to tell my gender.
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Greg Cavaliere
 
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Post » Fri May 27, 2011 9:16 am

I would have you know that I am a male, though I do get confused for being a lady in reality because of my rather long hair. So, either my pseudonym sounds feminine, or you are stalking me from too far away to tell my gender.

Oh, I thought I had put he, well, I know the answer now so nevermind all that.

On the internet there is no real way to tell someone's gender, so..
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Nicole Elocin
 
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Post » Fri May 27, 2011 10:54 am

Oh, I thought I had put he, well, I know the answer now so nevermind all that.

On the internet there is no real way to tell someone's gender, so..

It's true. No biggie though.
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Beat freak
 
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Post » Fri May 27, 2011 5:41 am

Camera drone http://www.tesnexus.com/downloads/images/26348-1-1250517064.jpg http://www.tesnexus.com/downloads/images/26348-2-1250517064.jpg

It's the third person camera, took about 10 minutes to find, hopefully MGE can integrate some commands for it. The third person aiming animation is still somewhat terrible for aiming, maybe I can include a tweak for it.

With the ToggleWater command, the game immediately turns the water back on if it thinks there is water in the cell. Not sure if it ever worked properly.

Not sure if I can make spell absorb/reflect roll once for the whole spell without breaking things. The spell effects hit separately because each effect has its own spell area. At the least I can make spell absorb not refund excess mana. There's not much more left I can fix in this game really, apart from crashes.
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Astargoth Rockin' Design
 
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Post » Fri May 27, 2011 11:56 am

Camera drone http://www.tesnexus.com/downloads/images/26348-1-1250517064.jpg http://www.tesnexus.com/downloads/images/26348-2-1250517064.jpg

It's the third person camera, took about 10 minutes to find, hopefully MGE can integrate some commands for it. The third person aiming animation is still somewhat terrible for aiming, maybe I can include a tweak for it.

With the ToggleWater command, the game immediately turns the water back on if it thinks there is water in the cell. Not sure if it ever worked properly.

Not sure if I can make spell absorb/reflect roll once for the whole spell without breaking things. The spell effects hit separately because each effect has its own spell area. At the least I can make spell absorb not refund excess mana. There's not much more left I can fix in this game really, apart from crashes.

Is that "Over The Shoulder" Camera? If it is then I must say you are my hero =) (Again, and again). I've been wanting OTS view for the longest time. Yeah, your undoubtedly epic journey through the lands of hex is coming to an end, as for bugs that is. You are one helluva programmer my friend!

Cheers =)
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Megan Stabler
 
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Post » Fri May 27, 2011 3:40 am

Camera drone http://www.tesnexus.com/downloads/images/26348-1-1250517064.jpg http://www.tesnexus.com/downloads/images/26348-2-1250517064.jpg

It's the third person camera, took about 10 minutes to find, hopefully MGE can integrate some commands for it. The third person aiming animation is still somewhat terrible for aiming, maybe I can include a tweak for it.

With the ToggleWater command, the game immediately turns the water back on if it thinks there is water in the cell. Not sure if it ever worked properly.

Not sure if I can make spell absorb/reflect roll once for the whole spell without breaking things. The spell effects hit separately because each effect has its own spell area. At the least I can make spell absorb not refund excess mana. There's not much more left I can fix in this game really, apart from crashes.


Stick around for a while and see what other problems the community can dig up. I doubt this project is quite finished yet.
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Cathrin Hummel
 
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Post » Fri May 27, 2011 7:18 pm

Camera drone http://www.tesnexus.com/downloads/images/26348-1-1250517064.jpg http://www.tesnexus.com/downloads/images/26348-2-1250517064.jpg

It's the third person camera, took about 10 minutes to find, hopefully MGE can integrate some commands for it. The third person aiming animation is still somewhat terrible for aiming, maybe I can include a tweak for it.

With the ToggleWater command, the game immediately turns the water back on if it thinks there is water in the cell. Not sure if it ever worked properly.

Not sure if I can make spell absorb/reflect roll once for the whole spell without breaking things. The spell effects hit separately because each effect has its own spell area. At the least I can make spell absorb not refund excess mana. There's not much more left I can fix in this game really, apart from crashes.

You hate the word impossible, don't ya? :P

I am 100% sure twa was working a couple of months ago. http://www.gamesas.com/bgsforums/index.php?s=&showtopic=979357&view=findpost&p=14249083.
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Lloyd Muldowney
 
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Post » Fri May 27, 2011 7:25 am

There's not much more left I can fix in this game really, apart from crashes.

You've already performed heroic wonders!
If you want a challenge (we assume it'll be difficult), remember Axel's request for additional bones that the game will recognize?
At present the game will only animate certain named bones even if the Nif and keyframe file contain others. (IIRC, the current list of bones is available on Psychodog)
Possible?
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Sherry Speakman
 
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Post » Fri May 27, 2011 3:38 pm

You've already performed heroic wonders!
If you want a challenge (we assume it'll be difficult), remember Axel's request for additional bones that the game will recognize?
At present the game will only animate certain named bones even if the Nif and keyframe file contain others. (IIRC, the current list of bones is available on Psychodog)
Possible?

I know he stated no more requests outside of bugs, but... Pretty please?

Creatures can presumably use almost any bone names(I think), so maybe one could cross-link it into that "free form" list instead?
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+++CAZZY
 
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Post » Fri May 27, 2011 4:01 am

All testers, report for http://www.tesnexus.com/downloads/file.php?id=26348




The health bar only tracks damage you do, it doesn't even remember the last thing you hit. Making it actually work will require a lot of code.


Yes I really like it, but credit goes to Yuko for the pattern. The weather? 1.5 is just bumping into the code segment limit, so not at the moment.


WHERE IN OBLIVION DID SHADOWS COME FROM IN MY MORROWIND? Also, does the Gamebryo version Morrowind uses support Shadow maps instead of ugly fugly shadow volumes?
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Natalie Harvey
 
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Post » Fri May 27, 2011 5:56 am

I am 100% sure twa was working a couple of months ago.

I was going thru some of the outstanding bugs in the tracker and looked into TWA - here's what I found:
* stock MW v1.6.0.1820 >> with or without pixel shaded water - sending togglewater or TWA command from console in-game has no discernible impact on visuals; console does return 'water -> On' / 'water -> Off' message.

Did tests with and without MCP, MGE, EXE Optimizer, FPS Optimizer - same results.

From what I can tell, TWA command has never worked. <_<
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Alina loves Alexandra
 
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Post » Fri May 27, 2011 5:27 pm

I was going thru some of the outstanding bugs in the tracker and looked into TWA - here's what I found:
* stock MW v1.6.0.1820 >> with or without pixel shaded water - sending togglewater or TWA command from console in-game has no discernible impact on visuals; console does return 'water -> On' / 'water -> Off' message.

Did tests with and without MCP, MGE, EXE Optimizer, FPS Optimizer - same results.

From what I can tell, TWA command has never worked. <_<

My memory isn't good. But I remember I did disable the ripples(non pixel shaded water's). I am not crazy. Well, maybe a little :nuts:
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Big mike
 
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Post » Fri May 27, 2011 5:06 am

To disable water though, couldn't you just hook some transparent textures to it?

Don't mind me though, you guys will probably make me look dumb with your crazy programmer explanations... :unsure:
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sarah simon-rogaume
 
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Post » Fri May 27, 2011 12:56 pm

To disable water though, couldn't you just hook some transparent textures to it?

Don't mind me though, you guys will probably make me look dumb with your crazy programmer explanations... :unsure:

Sure there might be different fixes to this, but the real issue is the command, it is broken when it shouldn't.
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Spooky Angel
 
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Post » Fri May 27, 2011 8:48 am

Camera drone http://www.tesnexus.com/downloads/images/26348-1-1250517064.jpg http://www.tesnexus.com/downloads/images/26348-2-1250517064.jpg

It's the third person camera, took about 10 minutes to find, hopefully MGE can integrate some commands for it. The third person aiming animation is still somewhat terrible for aiming, maybe I can include a tweak for it.

With the ToggleWater command, the game immediately turns the water back on if it thinks there is water in the cell. Not sure if it ever worked properly.

Not sure if I can make spell absorb/reflect roll once for the whole spell without breaking things. The spell effects hit separately because each effect has its own spell area. At the least I can make spell absorb not refund excess mana. There's not much more left I can fix in this game really, apart from crashes.

Wow, I keep getting surprises with every new post from you.

I didn't even think of spell area... >.<

Well, then you can move onto features. Or how about the CS? I assume you would have to make changes to Morrowind to accept changes to the CS though. Or do you even want to continue?
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Lavender Brown
 
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Post » Fri May 27, 2011 5:34 pm

Well, then you can move onto features. Or how about the CS? I assume you would have to make changes to Morrowind to accept changes to the CS though. Or do you even want to continue?

Hrnchamd has already said he's not working on new features at the moment, but personally, I'd love to have a patch tied to both the CS and the game itself, then we could do all sorts of things...
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Anthony Santillan
 
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Post » Fri May 27, 2011 2:12 pm

Hrnchamd has already said he's not working on new features at the moment, but personally, I'd love to have a patch tied to both the CS and the game itself, then we could do all sorts of things...

Well, he has been doing features with all that fancy camera work. I know he's not doing features now, I was just saying that for when he is done with current bugs. It's been awhile now that we have been smashing bug after bug, and I have the same feeling as Hrnchamd when he says there isn't much left to fix. I just was just wondering what his plans are for the project once fixable bugs are fixed. If there is sufficient room left, then there are many features that could be added, assuming he wants to work on it. There was talk of a CS patch long ago.
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Danger Mouse
 
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Post » Fri May 27, 2011 8:00 am

Well, he has been doing features with all that fancy camera work. I know he's not doing features now, I was just saying that for when he is done with current bugs. It's been awhile now that we have been smashing bug after bug, and I have the same feeling as Hrnchamd when he says there isn't much left to fix. I just was just wondering what his plans are for the project once fixable bugs are fixed. If there is sufficient room left, then there are many features that could be added, assuming he wants to work on it. There was talk of a CS patch long ago.

There is still plenty to fix, look at the first post.
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Daramis McGee
 
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Post » Fri May 27, 2011 7:35 am

There is still plenty to fix, look at the first post.

Ok, aside from that. We all know about those. I said after current bugs are fixed. There must not be many more bugs that are known with as long as this game has been around.
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Jonathan Egan
 
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Post » Fri May 27, 2011 2:31 pm

Ok, aside from that. We all know about those. I said after current bugs are fixed. There must not be many more bugs that are known with as long as this game has been around.

That would be a while though.
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Roberta Obrien
 
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Post » Fri May 27, 2011 6:27 pm

There's not much more left I can fix in this game really, apart from crashes.

Do you mean that you may improve a little bit more Morrowind stability? Or there is nothing to do against engine crashes?

What you've already done is fantastic, Hrnchamd, and new additions like "third person aiming" are also very nice.

The last fixes seems to be ok. Concerning maps, X or Y, it's hard to say... both looks good enough.

About the shadow fix, being far from my desktop PC, I could only test it on my poor laptop (Intel graphic chipset), with MGE (svn 113) enabled but IVD is not supported (no pixel shader). I do not see much difference, except there are some shadows around the buildings, but NPC's have no more body shadow. But the graphic chip is bad (it generates many clipping), so it's hard to make clear if the shadows are rendered properly or not (http://img229.yfrog.com/img229/3376/mgescreenshot14.jpg).
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Tiffany Carter
 
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