Repairing the Cogs of Morrowind #14

Post » Fri May 27, 2011 11:28 am

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7066 edits the rain mesh, perhaps testing could be done using it?
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Pete Schmitzer
 
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Post » Fri May 27, 2011 7:45 am

I'll release a beta tomorrow.

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?

Fixed most of the problems so it just works if you increase the rain/snow diameter. Now it's minimal fps impact if you're not under shelter, worst case is Vivec due to the collision poly count.
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jadie kell
 
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Post » Fri May 27, 2011 1:13 pm

I'll release a beta tomorrow.


Fixed most of the problems so it just works if you increase the rain/snow diameter. Now it's minimal fps impact if you're not under shelter, worst case is Vivec due to the collision poly count.

Alright =) That sounds like a good way to have tackled it. No need to cull rain when not under something =)
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Far'ed K.G.h.m
 
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Post » Fri May 27, 2011 3:15 pm

After a bit of testing, the FPS impact with the shadows isn't as bad as I was expecting. Still, I get around 5-13 fps, so it's bad enough. Everything looks sound, though the way the shadows cast is strange sometimes. I guess it must be because of the way the meshes are built because I notice it mostly with more complicated/larger meshes.

Any info on the other stuff I mentioned?
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Sian Ennis
 
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Post » Fri May 27, 2011 7:13 am

A quick question;
I have both Morrowind Code Patch and Morrowind Exe Optimizer. Now, are these compatible? MCP is necessary for a stable game, but what about Exe Optimizer? If it's useful too, what should be the order; which should come first?

Edit: Thank you Hrnchamd. I should have read the readme first :(
2nd Edit: Thank you Alexir. It seems MEO is rather experimental and needs to be tested thoroughly. Is there anyone here who tried it and got is flawlessly work?
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Laura Tempel
 
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Post » Fri May 27, 2011 10:40 am

It's in the MCP readme; run exe optimizer after applying the code patch.
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Amanda Leis
 
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Post » Fri May 27, 2011 5:30 am

You know if this works, you've just made Morrowind more technologically advanced than any game Bethesda has ever released.
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Queen
 
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Post » Fri May 27, 2011 7:21 am

You know if this works, you've just made Morrowind more technologically advanced than any game Bethesda has ever released.

Where are the shadows Bethesda? It is 2009 for god's sake. You are the only company without proper shadowing in their next-gen engines!
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vanuza
 
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Post » Fri May 27, 2011 7:05 am

Judassem
This may sound weird I know, but I had some troubles with exe optimiser. In my particular mod setup it was preventing some dialogue topics from appearing.. Had to revert back to unoptimized file and issue was solved. Just to warn you..
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Danielle Brown
 
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Post » Fri May 27, 2011 11:51 am

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

- Weather culling. Weather culling is lower impact than I thought, it does require a fast CPU though. It is an approximation, please report any noticable artifacts. (read the details, needs an ini edit)
- All particle effects should be working again, including arrows. I used the anti-bug plasma cannon a bit too freely last time.

New fixes:

- No more fall damage after casting waterwalk while swimming
- Fixed weird arrow firing angles for all races
- Training prices now priced on base values

I don't see shadows working efficiently without redoing every model with a clean shadow node, and it's too painful to debug without the source. Probably won't make it as an official release.
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Chris BEvan
 
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Post » Fri May 27, 2011 6:50 pm

http://www.tesnexus.com/downloads/file.php?id=26348
I don't see shadows working efficiently without redoing every model with a clean shadow node, and it's too painful to debug without the source. Probably won't make it as an official release.

Could shadows only be enabled for statics that have a shadow node? That would mean that the possibility to update meshes with a custom shadow node exists and it will also mean that anyone who makes new models can make use of this feature.

I guess the problem is that shadows right now are doubles in polygons.

Will go and test weather particles now.

I LOVE the naming, it get's me every time =) Haha.
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Keeley Stevens
 
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Post » Fri May 27, 2011 11:31 am

I LOVE the naming, it get's me every time =) Haha.

Reminds me of the level in Halo 2..

EDIT: Hrnchamd, how hard is it to add UI features etc. I'd really like more options in the options category, for instance, all we have in the graphics settings for brightness is "gamma", will we ever see this removed and separate "brightness" and "contrast" settings added?
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Epul Kedah
 
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Post » Fri May 27, 2011 9:33 am

Reminds me of the level in Halo 2..

EDIT: Hrnchamd, how hard is it to add UI features etc. I'd really like more options in the options category, for instance, all we have in the graphics settings for brightness is "gamma", will we ever see this removed and separate "brightness" and "contrast" settings added?

Why? a shader can do that.

Can confirm that rain works like a charm =) I took my first refuge under a huge mushroom where I then proceeded to put up my bedroll to sleep for the night. Brilliant!

From my experience so far I'd say it's around 5fps loss, that's on a really old laptop. I'm certain higher end processors and pc's can do much better. I'll definitely have it enabled =) Also when I hit creatures with weapons that have particle effects they seem to really follow the target, this looks really nice =)
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Sheeva
 
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Post » Fri May 27, 2011 11:51 am

Why? a shader can do that.

Because I want adjustable settings in the game. I don't want to have to keep opening and closing Morrowind.
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Star Dunkels Macmillan
 
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Post » Fri May 27, 2011 2:10 pm

Because I want adjustable settings in the game. I don't want to have to keep opening and closing Morrowind.

Aah, but it's possible!

People have been linking shaders to ingame morrowind commands since linora's underwater mod!
I think even hotkeys for changing is possible!
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nath
 
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Post » Fri May 27, 2011 7:27 am

Aah, but it's possible!

People have been linking shaders to ingame morrowind commands since linora's underwater mod!
I think even hotkeys for changing is possible!

Really? If so could someone make the MGE UI editable in the game? I'd love to be able to toggle on and off shaders and adjust my distant land and stuff without having to exit in and out of the game. :)
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Monique Cameron
 
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Post » Fri May 27, 2011 4:40 am

Really? If so could someone make the MGE UI editable in the game? I'd love to be able to toggle on and off shaders and adjust my distant land and stuff without having to exit in and out of the game. :)

A bit more difficult. Some things can already be done in the macro's like toggling hw shaders on/off. Toggling between shaders & their load order is difficult because of the way shaders created. Adjusting distant land, I'm not sure. Essentially this should be possible, might need a little loadtime between each change tho. As I previously mentioned you can already toggle stuff like grass and distant statics.

There is a decrease/increase view in the macro editor in MGE, I do not know if it's for Morrowind or distant land.

let's keep this discussion in MGE thread tho.

Sorry Hrnchamd.
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Emmie Cate
 
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Post » Fri May 27, 2011 2:49 am

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


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.

These all require too many code changes or are too niche. Except number 8, I have no idea what you actually mean.
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Nicole Elocin
 
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Post » Fri May 27, 2011 10:47 am

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.

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.
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Nuno Castro
 
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Post » Fri May 27, 2011 4:30 pm

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


Version X, as the 'blurriness' of the explored area fits in with the rest of the map.
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vanuza
 
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Post » Fri May 27, 2011 7:35 am

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

- Weather culling. Weather culling is lower impact than I thought, it does require a fast CPU though. It is an approximation, please report any noticable artifacts. (read the details, needs an ini edit)
- All particle effects should be working again, including arrows. I used the anti-bug plasma cannon a bit too freely last time.

New fixes:

- No more fall damage after casting waterwalk while swimming
- Fixed weird arrow firing angles for all races
- Training prices now priced on base values

Testing results:
* Weather culling - very nice; doesn't always immediately cull rain/snow, seems to occur more often when weather changes from non-rain/snow to rain/snow and player is already in a sheltered location (noticed this standing under archways in seyda neen and fort frostmoth ); some raindrops continue to fall in vivec canton ramps, but the effect is welcome - makes it appear that some water is leaking or dripping down from the levels above.

* Particle effects - confirmed, all spell effects (with and without particles) working as expected; arrows/weapons retain the fix. :thumbsup:

New fixes
* Waterwalk fall damage - verified fixed; falling from a sufficient height onto water while waterwalk is in effect will still kill the player (as it should).

* Arrow firing angles - verified fixed; tried firing arrows from identical angles with and without the patch, and noticed a much more consistent location relative to the crosshair with the patch.

* Training prices - verified fixed; fortify and drain skill modifiers do not affect training prices.


When testing the training prices, I noticed a problem with overlapping effects that drain and fortify the same skill - the skill is foobar upon drain spell's end of duration if the drain skill's magnitude is greater than the base value while fortified.
e.g:
marksman skill: 5 (base)

cast drain marksman skill -10 , duration 10 secs
marksman skill: 0 (current / red)

cast fortify marksman skill +10 , duration 10 secs
marksman skill: 10 (current / white)

drain marksman expires first
marksman skill remains at 10 (white)

When fortify marksman expires, marksman skill is at 0 (red); should be 5 (tan).
The casting order for drain/fortify must be in this order to reproduce bug.

another example:
marksman skill: 50 (base)

cast fortify marksman skill +100 , duration 10 secs
marksman skill: 150 (current / white)

cast drain marksman skill -100 , duration 5 secs
marksman skill: 100 (current / white)

drain marksman expires first
marksman skill remains at 100 (white)

When fortify marksman expires, marksman skill is at 0 (red); should be 50 (tan).
The casting order for drain/fortify actually doesn't matter in this example - the result is the same.

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

I'll see what I can do. -_-

Map display. Which map do you prefer?

Y - nice and crisp location icons. If that's the zoomed-in map, it now matches better the sharpness of the regular map. :nod:

This is coming along splendidly, Hrnchamd! :foodndrink:
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Kate Norris
 
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Post » Fri May 27, 2011 6:37 pm

It's the same kind of bug as restore/drain attributes, but making a copy of all the skills is a bit more complex, so it's on low priority.
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Maria Leon
 
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Post » Fri May 27, 2011 2:56 am

Hello, Hrnchamd!

Russian version is tested only briefly yet, but it seems light changes are working, but rain and shadows are not. Tested on original English version too(all is working), so it is Russian version incompatibility, it seems, not my old hardware. I will make additional tests and PM you if I will find more info.

By the way, Silt Striders are still not working as a refuge from rain, :) That was my dream... :lol:
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Jason White
 
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Post » Fri May 27, 2011 6:21 pm

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.
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Hayley O'Gara
 
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Post » Fri May 27, 2011 8:22 am

I also like the 'Y' map for it's crispness.

sieboldii
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Travis
 
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