Repairing the Cogs of Morrowind #14

Post » Fri May 27, 2011 3:01 pm

well it is a beta afterall
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Shianne Donato
 
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Post » Fri May 27, 2011 11:18 am

Yes, I saw it. My statement still stands.

I guess I should have deleted the other strand then, then it wouldn't. The edit was meant to replace the point and idea before, but it was still there, so I guess your right. But anyways, let us continue with the discussion, what do you guys think of my idea with the collision activators?

@Lord Udedenkz- I don't think it's a waste of time at all, myself, I don't care about FPS, as long as I get the usual 5-12 FPS that I get, I'm fine, anything higher is a bonus. This is exactly why you can choose what you want to apply with the code patch, if you think that rain is a waste of time, don't use it.
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flora
 
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Post » Fri May 27, 2011 8:12 am

I'll be testing the 1.4 patch soon enough. I'll be sure to tell you if anything weird shows up.
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Ronald
 
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Post » Fri May 27, 2011 6:00 am

I think we should have a separate topic about the rain, tbh. Sure, hrnchamd might be able to do something on the code side about it, but I just don't feel like it's the appropriate place to talk shader, so I will post in the MGE thread about rain.



http://www.gamesas.com/bgsforums/index.php?showtopic=1027266

This is how it all started, ha ha. =]
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john page
 
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Post » Fri May 27, 2011 3:49 am

Yes, I saw it. My statement still stands.



Preliminary testing results for particle arrows:
* I can confirm what GhostNull reported - particles in 3rd person mode now track and align properly.

* area effect for poison arrows does not display.

* player-cast spell effects are broken - the initial effect for all spell types is displayed but does not animate; particle effects for shield remain in place at the location where spell was cast and do not follow the player, then remain in that location until spell duration ends (swirling particles for other spells types appears to animate correctly and follows the player); when a summoned creature duration expires, again the spell effect is displayed at the location of the summons but does not animate.

* potion bubble animations are working.

Noticed a loss of fps (~15%) with this test build over the previous without the shadows patch installed (just lighting group and particle fix).


The area effect for posion isn't limited to arrows, the player-cast version doesn't show up as well. An oddity, the area effect for poison may not show up, but fire, frost and shock effects do.

I can confirm that player-cast spell effects aren't working properly at tetchy described.

Not all of effects are particles though, some are nothing but meshes that are animated to grow and have alpha-controlled visibility.
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Mandy Muir
 
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Post » Fri May 27, 2011 4:06 pm

Hydrodynamics http://www.tesnexus.com/downloads/images/26348-1-1250031901.jpg http://www.tesnexus.com/downloads/images/26348-2-1250031902.jpg http://www.tesnexus.com/downloads/images/26348-3-1250031902.jpg
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Baby K(:
 
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Post » Fri May 27, 2011 3:44 pm

http://www.gamesas.com/bgsforums/index.php?showtopic=1027266

This is how it all started, ha ha. =]

This isn't how it's all started, many people (including myself, but I wasn't the first) have had this idea before you, were were all just waiting to find out a way for it to be done, and Hrmchamd has done it.

Hydrodynamics http://www.tesnexus.com/downloads/images/26348-1-1250031901.jpg http://www.tesnexus.com/downloads/images/26348-2-1250031902.jpg http://www.tesnexus.com/downloads/images/26348-3-1250031902.jpg

So then, how is it done? And how is it on FPS? Wondering if the same logics can be applied to snow/other particles, during an blizzard/ash/blight storm, I'd want to hide in a hole or something until the weather passed, or got passed the worst of it, would really improve immersion.

But really Hrnchamd, you've done so much that's stumped/limited modders for years, with the code patch, we are able to make mods possible that never were before. MCP is certainly as important as MGE, or MWSE, and for that, good job.
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Jessie Butterfield
 
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Post » Fri May 27, 2011 6:16 pm

Honestly, I don't say these words even close to enough. but WOW! You are like Santa Clause, but with new shiny things in your bag every day =) I'm constantly impressed by your progress.

No small feat!
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Nauty
 
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Post » Fri May 27, 2011 1:33 pm

Use enchanted editor to look how stolen items are stored. That's all the information I get to go on. It is thin.

Indeed...

Morrowind already does this. Quick test making a fire spell: 100pts/1sec is 50 magicka, 50pts/2sec is 37 magicka and 25pts/4sec is 31 magicka.

It doesn't seem to take this into account in the CS though.

I'm sorry to missed these recent events. Great news on all the lighting/particle issues and the rain. I will give you cake for the next release.

I'd like to point out that in the first post you forgot/dismissed some things I suggested in previous threads. I added some new stuff. I'm sure most of theses are impossible or improbable right now, I'd just like to know what you decided.

1. The ability to add area effect to cast-on-self spells.
2. Adding "on target" to summons.
3. Being affected by your own spells area of effect. Which makes me think...
4. "Area around caster" designation for spells.
5. Increasing rest slider.
6. Making NPCs recognize 0 magicka spells.
7. More accessory slots, for extra rings, amulets, etc..
.
.
.
8. I still vote for increasing the spell radius. At least to 100.

Since it's been brought up again, I'd also like to see a change to fortify health/fatigue/magicka. Maybe it's not a bug, but it's odd the way it works.

That said, I shall go test what I can. I don't know how my computer will hold up. High Detail Shadows causes a big hit for me normally.

@ starwarsguy9875: I suggested the ability to add scripts to statics some time ago. Nobody seemed to see the potential for it that I did... I guess Search and Replace is the best thing to do right now. What I would really like to see is scripts attached directly to spells.
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Kate Murrell
 
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Post » Fri May 27, 2011 9:24 am

Honestly, I don't say these words even close to enough. but WOW! You are like Santa Clause, but with new shiny things in your bag every day =) I'm constantly impressed by your progress.

No small feat!

I think it's like solving a jigsaw puzzle(disassembling), near the end things tend to get easier.

Hrnchamd, being there(Heaven? Hell?) and such, what's with all this fps loss? 800x600-min view distance-60 fps-in seyda neen for a 2.8 and 8800gts is really bad.(And my computer, I tweaked the living hell out of it.) Is it the frame based scripting engine, if possible feed it with fake frames, doesn't that work? I don't know. It breaks my heart seeing those talented modders working on 8-10 FPS.(IV1:&And I don't wanna change my MB for a new CPU? IV2:Hey, shut up!)
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megan gleeson
 
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Post » Fri May 27, 2011 10:05 am

It breaks my heart seeing those talented modders working on 8-10 FPS.(IV1:&And I don't wanna change my MB for a new CPU? IV2:Hey, shut up!)

It does? Myself I don't have a problem with it, the only problem I have is when my freinds come over and drive me up the wall by constantly mentioning it. :P

The thing is, I don't even play the game much, and I didn't do a good job of making all my mods run together, I just kinda squished 'em all in, without thinking. If I sctually tried to get my Morrowind running well, then I probably could get it running with a decent FPS (decent as in 20-30, as apposed to 5-12).

So that sums most of it up, as I said, I don't really play the game much, (and most other modders I've spoken to don't either) so I don't care. :shrug:
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Hot
 
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Post » Fri May 27, 2011 10:58 am

This isn't how it's all started, many people (including myself, but I wasn't the first) have had this idea before you, were were all just waiting to find out a way for it to be done, and Hrmchamd has done it.



Oh, no. I didn't mean to steal credit for the idea. I just meant to make a note that that topic was already there and there was no need to make a new one. I see how it sounded like that and I apologize for making it seem like I was trying to take credit for someone else's good idea.
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Sxc-Mary
 
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Post » Fri May 27, 2011 3:34 pm

Aside from the obvious, which of the new additions is the culprit for the lower FPS (so people like me who struggle for FPS would know what not to apply)?

Although, I am hopeful that something else (like the loading fix which sped up loading significantly) will be found... :)

Also, I think that anything that can be and everything eventually, should be offloaded from the inefficient Morrowind engine to MGE because MGE utilized the GPU and, if necessary, can -probably- be programmed to run on a separate core. That is until OpenMW finishes.
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Aaron Clark
 
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Post » Fri May 27, 2011 6:19 am

http://www.gamesas.com/bgsforums/index.php?showtopic=1026266&view=findpost&p=14869285

pretty please?
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Kanaoka
 
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Post » Fri May 27, 2011 8:27 am

So then, how is it done? And how is it on FPS? Wondering if the same logics can be applied to snow/other particles, during an blizzard/ash/blight storm, I'd want to hide in a hole or something until the weather passed, or got passed the worst of it, would really improve immersion.

Rain mostly travels in a straight line, cast a ray from where it spawns and record where it should land. It's better than a raycast per particle per frame, but there are still a lot of problems. The weather system wraps around as you walk through it, so rain spawned behind you can be moved in front; the rain spawns a set distance above you, so it can fall out of buildings if the raycast starts inside it.

The fps hit depends a lot on your weather settings, it gets worse as you increase the max. raindrops. Raycasting is heavy on the CPU and Morrowind is so unoptimized. Estimate 5-20fps loss so far in a thunderstorm (650-6500 particles), it will probably improve with better particle management.
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herrade
 
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Post » Fri May 27, 2011 11:42 am

Rain mostly travels in a straight line, cast a ray from where it spawns and record where it should land. It's better than a raycast per particle per frame, but there are still a lot of problems. The weather system wraps around as you walk through it, so rain spawned behind you can be moved in front; the rain spawns a set distance above you, so it can fall out of buildings if the raycast starts inside it.

The fps hit depends a lot on your weather settings, it gets worse as you increase the max. raindrops. Raycasting is heavy on the CPU and Morrowind is so unoptimized. Estimate 5-20fps loss so far in a thunderstorm (650-6500 particles), it will probably improve with better particle management.

You can edit almost all of these things with the model. You could even change it from a set of planes each with it's own map, into a few uvmapped planes with alpha. Depending on the density of drops on that plane, it would be a trivial matter on how many you add in the .INI file. Also the spawnpoint/offset could probably be moved higher up. Given it's possibel to extend the length of which it falls.
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Crystal Clear
 
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Post » Fri May 27, 2011 6:14 am

The fps drop I mentioned in my last test post turned out to be due to other factors unrelated to latest MCP test build. That post has been revised.

Will try to do some shadow tests next.
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carrie roche
 
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Post » Fri May 27, 2011 1:37 pm

Arctic Test Lab http://www.tesnexus.com/downloads/images/26348-1-1250167019.jpg http://www.tesnexus.com/downloads/images/26348-2-1250167019.jpg http://www.tesnexus.com/downloads/images/26348-3-1250167019.jpg http://www.tesnexus.com/downloads/images/26348-4-1250167019.jpg
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Emily abigail Villarreal
 
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Post » Fri May 27, 2011 3:00 am

Arctic Test Lab http://www.tesnexus.com/downloads/images/26348-1-1250167019.jpg http://www.tesnexus.com/downloads/images/26348-2-1250167019.jpg http://www.tesnexus.com/downloads/images/26348-3-1250167019.jpg http://www.tesnexus.com/downloads/images/26348-4-1250167019.jpg

Brilliant! Will you be doing the same for Ashstorms, Blightstorms, and Blizzards too?
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GRAEME
 
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Post » Fri May 27, 2011 6:25 am

Well, i dont know if somone mentioned this but, it is possible that MCP could fix showing up env maps on skinned armor/clothing meshes?
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Tamara Primo
 
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Post » Fri May 27, 2011 6:53 am

Jump While Someone is Talking, Their Voices Squeak While You Are In the Air. Not sure if present in software accelerated mode, but something triggers this during the jump. That also happens near creatures - basically any sound generator will increase in pitch and speed when you jump. I think it has to do with being positioned above the sound source.[/b]

This also happens a lot for me when I have high speed; with high speed just running past a sound will cause its pitch to increase. I thought I'd mention it, as it might mean being above the sound source isn't the only cause.

It's a doppler effect thing with hardware accelerated sound, but I can't reproduce it on my computer. It could be bad drivers or a config dependent thing.

Hrnchamd, being there(Heaven? Hell?) and such, what's with all this fps loss? 800x600-min view distance-60 fps-in seyda neen for a 2.8 and 8800gts is really bad.(And my computer, I tweaked the living hell out of it.) Is it the frame based scripting engine, if possible feed it with fake frames, doesn't that work? I don't know. It breaks my heart seeing those talented modders working on 8-10 FPS.(IV1:&And I don't wanna change my MB for a new CPU? IV2:Hey, shut up!)

Morrowind code doesn't have efficient data structures for many things. There are far too many linked lists, one of the worst performing structures for general use. The way objects are organized and rendered doesn't help performance either.

Brilliant! Will you be doing the same for Ashstorms, Blightstorms, and Blizzards too?

Nope, the particles track the ground which makes it more complicated to implement. I want to get back to fixing bugs.

Well, i dont know if somone mentioned this but, it is possible that MCP could fix showing up env maps on skinned armor/clothing meshes?

Probably could.
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Dina Boudreau
 
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Post » Fri May 27, 2011 1:05 pm

Is there a way to find out why the volume sometimes doubles in combat? Like when you get hit a few times in a row? The armor sound is way loud!
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joseluis perez
 
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Post » Fri May 27, 2011 10:55 am

Is there a way to find out why the volume sometimes doubles in combat? Like when you get hit a few times in a row? The armor sound is way loud!

That is an issue with the actual audio file, try normalizing it to a lower volume, if you know how.
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Danger Mouse
 
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Post » Fri May 27, 2011 6:04 am

A minor bug I'd like fixed: The order of the enchanted items in the magic menu changes; sometimes they are in alphabetical order, and sometimes they in item-type order(but alphabetically within item type). If possible, I'd appreciate if the fix can be set either way; alphabetical sorting is nice for players that create a themed set of different item types, while item-type arrangement is nice for those who want all scrolls, rings, amulets in their own groups.

As a side note, TESNexus hasn't been working for me lately, so I haven't been able to see the screens of new lighting and rain. Is TESNexus having off-and-on problems like UESP was having, or is it something with my computer/ISP? (I have cleared temporary internet files; haven't cleared cookies but will try it if I know it's on my end.)
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Dona BlackHeart
 
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Post » Fri May 27, 2011 1:53 pm

It's a doppler effect thing with hardware accelerated sound, but I can't reproduce it on my computer. It could be bad drivers or a config dependent thing.


Morrowind code doesn't have efficient data structures for many things. There are far too many linked lists, one of the worst performing structures for general use. The way objects are organized and rendered doesn't help performance either.


Nope, the particles track the ground which makes it more complicated to implement. I want to get back to fixing bugs.


Probably could.

This stuff still looks damn good to me =)

http://www.tesnexus.com/downloads/images/26348-1-1250167019.jpg

Also, should I try to make some rainmesh changed to see if placing the mesh higher above player will solve your problem with rainspawn? this will probably need you have to make the length of which the rain is falling a bit longer?
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Nice one
 
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