Repairing the Cogs of Morrowind #14

Post » Fri May 27, 2011 6:51 am

This is a project to fix bugs in Morrowind that just aren't possible to do with scripting alone. It comes in the form of a patch to the Morrowind program.

The primary fix included is a large change to the savegame code to reduce the majority of crashes, corruption, and missing objects. It also makes the game properly respond to changes in your load list, making inserting and removing mods from your savegames a lot safer. There are many more smaller fixes that cover all areas of the game.

All fixes and gameplay changes included are optional, you can independently select which ones you want to use in the installer.

Morrowind Code Patch is fully compatible with UMP, MGE, MWSE and MWE. It should work with the Steam edition of Morrowind now. Also, improved Russian version compatibility.

Version 1.4 is out now.
Files: http://www.tesnexus.com/downloads/file.php?id=19510
The files are also available on http://www.fliggerty.com/phpBB3/viewtopic.php?f=53&t=1008.

New features in 1.4:
- Steam support (hope it works)
- MCP Version appears on the title screen.
- Calendar fix changes in 1.3 were reverted due to even more compatibility issues.
- Rare inventory bugs. Fixes issues with inventory updates when:
Using potions via quickslot; when you used the last potion in a stack the icon would remain, clicking on it could crash the game.
Soul trap; when another NPC used soultrap and captured a soul, your inventory display would be overwritten by the NPCs.
- Spellmaking changes
Allows you to use a spell effect more than once when making spells.
Allows you to change area effect spell cost modifier.
- NPC item use AI
NPC potion drinking is limited to once every 5-6 seconds game time.
NPCs now drink magicka potions if their magicka goes below 50%.
- Dispel no longer (invisibly) stacks with itself if you keep casting it.
- Creatures can cause armour damage where they didn't before.
- Blind effect no longer gives the PC an attack bonus instead of a penalty.
- Variable spell magnitude fix now applies to the rest of the restore spells.
- Hand to hand damage now varies with strength. It is equivalent to original Morrowind damage at 40 str and increases up to 2.5x at 100 str.
- Mercantile fix. Disposition effect is back to normal, instead the deviation from base price from all skills and effects is reduced by 50%.
- Arrow enchanting. Allows ammunition and throwing weapons to be enchanted.
- Gloss map fix. Allows gloss maps to work. Stops Morrowind from removing the gloss map entry when loading NIFs.
- Menu button width. Allows double width main menu buttons.


See the previous threads to see how this came about:
Repairing those Cogs http://www.gamesas.com/bgsforums/index.php?showtopic=1013291 http://www.gamesas.com/bgsforums/index.php?showtopic=1009430 http://www.gamesas.com/bgsforums/index.php?showtopic=978076 http://www.gamesas.com/bgsforums/index.php?showtopic=942375 http://www.gamesas.com/bgsforums/index.php?showtopic=925813 http://www.gamesas.com/bgsforums/index.php?showtopic=911149 http://www.gamesas.com/bgsforums/index.php?showtopic=894276 http://www.gamesas.com/bgsforums/index.php?showtopic=889153 http://www.gamesas.com/bgsforums/index.php?showtopic=885299 http://www.gamesas.com/bgsforums/index.php?showtopic=883753 http://www.gamesas.com/bgsforums/index.php?showtopic=881267 http://www.gamesas.com/bgsforums/index.php?showtopic=879297 http://www.gamesas.com/bgsforums/index.php?showtopic=874465

---------------------------------------

Bug tracker
based on the Morrowind/MCP bug list, compiled from the "Repairing the Cogs ..." threads, thanks to Mordicus for the initial compliation.

New reported bugs (not fixed by MCP)

http://www.gamesas.com/bgsforums/index.php?showtopic=1013291&view=findpost&p=14761848 by Arsuru
(confirmed)
Spell absorption incorrectly rolls once per spell effect instead of once per spell, and can refund excessive mana.

http://www.gamesas.com/bgsforums/index.php?showtopic=1013291&view=findpost&p=14762992 by FuzedBox
(confirmed, fixed in next release)
When fired at an angle off the horizontal plane, arrows diverge from the aiming point upwards/downwards.

http://www.gamesas.com/bgsforums/index.php?showtopic=1013291&view=findpost&p=14755077 by Hrnchamd
(confirmed, fixed in next release)
Training price is calculated from fortified/drained skill level, it should be base skill level.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=14687709 by vtastek
(confirmed, partially fixed)
ToggleWater/TWA doesn't appear to do anything.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1014195&st=4 by Illuminiel
(confirmed)
Here's another http://www.gamesas.com/bgsforums/index.php?showtopic=1014195&st=4&# for MCP - before first save of a new game the gender of first person hands remains male.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=14660060 by Gozzolia
(confirmed, fixed in next release)
Casting water walking after jumping from a large height and landing in water causes fall damage as you cast the spell.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=13636497 by Alexxx
(not reproducible, confirmed)

Example 1: I have 5 snow wolf pelts and order a piece of armour requiring 2 pelts. I check my inventory and find that I still have 5. I drop them on the ground. When I reload I have 3 pelts in my inventory... No wonder that my encumbrance is 20-30 units below what it should be.

Example 2 (by Tyraa Rane): say I have 20 pieces of crab meat to give to one of the NPCs from Cutthroat's Minor Quest mod. I talk to him; he takes the crab meat. I click "goodbye" and open my inventory--the crab meat's still there. Go and talk to him again, pick up the quest again (you can do the quests ad infinitum if you want), and re-open my inventory...no more crab meat. It's almost as if the inventory isn't "refreshing" properly.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=14025184 by DavidB1111.
(not reproducible, not confirmed yet)

Create a monster that has summon Bonelord spells, or bonewalker, anything, and get it to cast the spell near a cell transition door. Now kill it, and before it finishes the death animation, which kills the summons, walk through the door. Bam, instant Crash to Desktop. With an error message. This is easy to do with BigMod 2 with the Uber Bonelords that summon bonelords.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=14008999 by Silverglade, Kirel.
(reproducible, confirmed)

In Morrowind weather changes don't register with the game until the transition from one type of weather to another is complete - if you enter an interior during this transition then the interior effects for the previous weather type will play. Also, weather changes don't register with the game in interior cells, so you may find you enter an interior while it's raining, hear the rain effect but leave to find it's now clear. As far as I know these are limitations of the game that would be ineffcient if not impossible to work around. Another consequence of this is that if you teleport from one interior to another the game won't register the exterior weather for the new cell, and you'll still hear the effects for the previous cell. Again, limitations of the game.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=13657725 by Mordicus
(with or without MCP, reproducible, confirmed)

If you are attacked by an hostile NPC (ie: dark brotherhood), knock him down and steal his stuff while a guard is near (since "Allow Stealing from KOed NPC" fix from MCP allow you to do this), the guard will consider you are robbing someone and will catch you.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=13684043 by Narfblat
(with or without MCP, not easily reproducible but confirmed)

If a summon spell ends after the player has left the cell, any abilities or diseases on the summoned creature remain in the game's memory, while the creature does not. When the player loads a save where this has occurrred, it gives errors like failed to load spell "brown rot", continue running executable? The player can click through the errors, and the message is not given on saves made afterward. The issue doesn't appear to cause further problems, but it's better to be safe than sorry.

References: http://www.gamesas.com/bgsforums/index.php?showtopic=831127

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=925813&view=findpost&p=13446765 by Lord Udedenkz
(hard to reproduce, confirmed by tetchy)

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.

Refs: http://www.gamesas.com/bgsforums/index.php?s=&showtopic=925813&view=findpost&p=13447118

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=925813&view=findpost&p=13480273 by BTB
(confirmed by Psyringe, not related to MGE)

Can this patch fix the fog of war issue? I'm talking about how the fog of war just randomly stops revealing itself as you walk along. You end up in these big black boxes of nothing, and then eventually a large chunk of map you've never been anywhere near shows up.

Psyringe: The problem you describe (local map turning black / fog of war not being lifted any more) is well known (and rather annoying). I don't know of any efforts to fix it. I can't tell whether it's fixable.

Refs: http://www.gamesas.com/bgsforums/index.php?s=&showtopic=925813&view=findpost&p=13481629 (and following posts), http://www.gamesas.com/bgsforums/index.php?s=&showtopic=925813&view=findpost&p=13488871.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=925813&view=findpost&p=13491552 by Surgo
(not confirmed)

The "Take All" button on containers has a bug where if you use it, the container's GetItemCount function will return the number of that item that existed in the container before the player used Take All. It will continue to return this value for all future function calls.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=13744090 by Arsuru
(not confirmed)

It seems that curses that damage an attribute can be cured with a restore attribute effect. This breaks curses added by mods. Maybe this is why curses and the remove curse effect are not in the game? Can it be made so that a curse can only be removed with the remove curse effect?

----------------------------

MCP related bugs or not completely fixed by MCP

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=14681409 by sandric
(confirmed, fixed in next release)
There is a bug with main menu buttons after patching. If you will try to enter options, or click on Load, and cancel after that, then the menu will be just in halph of its size.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=13700017 by fragonard
(confirmed by Psyringe and others)

I've had a problem with Madd Leveler and the code patch: Fortify intelligence doesn't wear off normally; sometimes it starts to drop and then stays at a high level and sometimes it goes negative. This has happened in two separate games. I have used Madd leveler for years so I assume it's a conflict with the code patch, perhaps the restore attribute changes.

Temporary solution: disable the "Restore Attributes" fix in the MCP setup

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=978076&view=findpost&p=14260252 by Shanjaq
(not confirmed, but may be linked to others bugs reported with inventory)

Mercantile Bug in Patched EXE: High Disposition cause purchase of 15 items return only 5 items to player inventory. Purchase of 25 returns 10. Example: bought 15 Spore Pods from the breton alchemist in Caldera Mage's Guild, only 5 actually in inventory after completing transaction.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=925813&view=findpost&p=13447685 by Mordicus
(not confirmed)

I noticed something that may be a bug... When fighting H2H with a guard, knocking him down and then stealing him (knocked out NPCs bug fixed), a journal often appears in the inventory and can be stolen many times (as if the journal was "regenerating"). Thus I could steal 8 Journals on a guard in Mournhold, and also to another imperial guard in Seyda Nyhin. I am using MWE and the mod "Enhanced Stealth" but it does not appear to be linked. Could someone try to reproduce this bug and check if it's coming from my mod configuration? Is it a bug or just something related to way the engine is handling the guard class?

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=925813&view=findpost&p=13452035 by Arsuru
(known issue)

I've found another issue with the transparent clothes fix. In addition to breaking the enchanted item glow when removed and leaving the enchanted item glow fix enabled, the enchanted item glow fix seems to work when disabled as long as the transparent clothes fix is enabled.

----------------------

Bugs that won't be fixed for various reasons

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=13636633 by bjam, cyran0, etc.
(reproducible, confirmed)

Such as cellupdate (broken), CellChange (not always working, particularly fails with teleportation).

References: http://www.uesp.net/wiki/Tes3Mod:CellUpdate
Resolution: Too time-consuming to work on.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=14049845 by abg
(reproducible, confirmed, found by Emma too)

bug 1: NPCs quickly loose the benefit of magical items with constant effects. If they keep a magic item on them (a ring, etc.), the equipped item has no more magic effect on them. It is very easy to check. For example, add an magic item to your NPC:
AddItem, "Montain spirit", 1
(this artefact is an armor with a constant magical shield effect, so easy to notice either it is active or not)
Then, go for a walk with your NPC companion, sooner or later, his armor will loose the shield effect. It is not only a visual flaw, and the same bug occurs with different magical items. It is hard to determine how and when exactly the bug occurs, but it is not connected with the 72 hours "bug" (not really a bug). For more info, see http://forums.elricm.com/emma/viewtopic.php?t=515.

bug 2: NPCs do not use magical items which are not fully charged (at 100%). To check this, add an item:
AddItem, "cruel sparkbolt ring", 1
Then, start a fight. Your companion will use the ring only once, although it has many others charges. So he won't use it any more, excepted if the item is fully recharged.

bug 3: Magical items carried by NPCs do never regenerate. Even after 24h, a magical ring used a few times will keep its status bar unfilled.

bug 4: NPCs have suicidal tendencies: they will use on them any magical item with negative effects! To provoke this bug:
AddItem, "amulet of 6th house", 1
And then start a fight. The Amulet of 6th House drains the fatigue of the wearer.

bug 5: Many magical effects (like spells) are totally ignored by the AI. A list of those unused magical effects could be established, it's not easy, but some have been identified: spells like restore health, conjuration, etc. The same bug occurs with Bloodmoon conjuration spells, they are never used by NPCs (while NPCs use Morrowind conjuration spells).

Resolution: These are all design flaws which are very difficult to repair. Considered too time-consuming to work on.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=13975143 by john.moonsugar, Openmindsuffer, etc.
(visible, confirmed)

NPCs heads and bodies flickering, doors disappearing and reappearing. When close to a body of water, sometimes the dry land nearby keeps showing water. And many similar effects.

Refs: http://www.gamesas.com/bgsforums/index.php?showtopic=916934, http://www.gamesas.com/bgsforums/index.php?showtopic=964470, http://www.gamesas.com/bgsforums/index.php?showtopic=967104, http://www.gamesas.com/bgsforums/index.php?showtopic=903481.

Resolution: The problem appears to be a "z-buffer" clipping issue. Sometimes called Z-buffer fighting. You may be able to solve the problem if your driver configuration allows you to set the "Depth Buffer Bit Depth" from 16 to 24 or even 32.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=13657725 by Mordicus
(easy to check in the TESCS and in game)

- taking OUT/AWAY an axe uses the same sound ID then taking OUT/AWAY a bow (it's very easy to hear in game) - both weapons should have different ID.
- there is no sound ID for taking OUT/AWAY axes: MW plays the sound for blunt weapons (and the sound for Blunt weapons are nammed "AxeOUT" and "AxeAWAY" - there should be 2 different ID for each weapon (out/away) and 2 different sounds for each weapon too (axeOUT/AWAY and bluntOUT/AWAY).
- taking OUT/AWAY throwing weapons (darts, daggers, etc.) uses the blunt sound ID and wav that for blund weapons (should have a specific ID and sound, the job was probably not finished...)
If new ID are added, that would be easy to create and add new sounds.

Resolution: Features that require extra data need updates all the way down the toolchain. Too difficult.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=925813&view=findpost&p=13597069 by Arkngt
(confirmed by UESP Wiki)

The way it's set up is both suicidal and seems illogical:
Fortify Health M points for D seconds
Temporarily raises the target's Health by M points for D seconds. After the spell expires, their Health will be restored to its former value, minus any damage received while the spell was active.

This effect has an unfortunate bug which can make it very dangerous to use in large doses. When the spell is active, your natural health is lowered first when you are damaged. As soon as it expires, the amount of health you added is then subtracted from whatever you have at that time, regardless of how much damage you have taken. Thus you should be very careful not to cast any spell or use any item which more than doubles your natural Health maximum. If you do so, and then take more than your natural Health value in damage before the spell runs out, you will drop dead as soon as it expires.

Refs: http://www.uesp.net/wiki/Morrowind:Fortify_Health on UESP Wiki, http://www.gamesas.com/bgsforums/index.php?s=&showtopic=925813&view=findpost&p=13597655
Resolution: Works like all other fortify effects, not classified as a bug. Maybe it should be turned into a Fortify Maximum Health spell.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=925813&view=findpost&p=13634768 by lostminstrel
(hardly reproducible, not confirmed yet)

[/i]explanation elided[/i]
Resolution: Cannot fix due to systemic issues with spell effects.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=911149&view=findpost&p=13360633 by Arsuru
(confirmed, reproducible, unfixable)

Merchants will take all of an item from your inventory with the same ID as the item stolen from them. Fliggerty had an idea that seems like it could work. There is also the issue with placing a non-stolen item into a container with ownership, and then it counts as stolen when you take it out again.

Refs: http://www.gamesas.com/bgsforums/index.php?showtopic=942375&st=160&p=14116788&#entry14116788.
Resolution:Very hard to fix while remaining compatible with game saves.

----------------------

Features that could (only) be added by MCP & Suggestions

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=925813&view=findpost&p=13535753 by Mr. Swiveller

The Morrowind engine uses the _land_default texture for both land tiles and the world map. It is possible to increase the resolution of this texture from the default 256 x 256 to 512 x 512 or higher. The texture will then be displayed correctly in-game, yet the world map will cease to function properly - the location pointer gets 'stuck', making it impossible to use the map for navigation (the 'local' map continues to work properly). My West Gash texture pack is among the mods guilty of introducing a high-res replacer for _land_default (I was not aware of this bug, if that is indeed what it is, until a few months ago).

Would it be possible to modify the executable in such a way that high-res versions of _land_default are fully supported?

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=14011544 by Dragon32, Gez.
(confirmed)

The createmaps function is quite dumb. It loads all interior cells, even though it doesn't make maps for them... adding an interior cell check and skipping any interiors might be a nice idea.

Refs: on http://www.tamriel-rebuilt.org/forum/viewtopic.php?t=21341 forum.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=925813&view=findpost&p=13625469 by Psyringe

It's well known that dialogue topics can conflict with each other if they are a subphrase or superphrase of another topic. The symptom of the conflict is usually that a topic doesn't get highlighted and is not available in conversation although it should, because it is "shadowed" by another topic. This often breaks quests, but it may well be that the broken quests are just the tip of the iceberg, because shadowed non-crucial topics might simply go unnoticed. However, as a forum search for "AddTopic" shows, the problem of broken quests due to such overlapping topics is rather prevalent...

The usual remedy is to either (for users) to "AddTopic" the missing topic so that the conversation can continue as planned, or (for modders) to add the respective "AddTopic" command to the dialogue that should trigger this topic, to make sure it gets added to the player even if it gets shadowed by another topic. Neither method is optimal. The first method requires knowledge of the exact topic to add, something that is hard to find out for the inexperienced user (and often still tedious for the experienced ones). The second method relies on the discipline of the modders to always employ it, and it also has the disadvantage that the topic still doesn't get highlighted in the conversation, so the user has to look at his (perhaps rather long) list of available topics to find it.

[...]
Read the whole post http://www.gamesas.com/bgsforums/index.php?s=&showtopic=925813&view=findpost&p=13625469.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=13834068 By Laugan
(reproducible, confirmed)

I'm working on a bug&balance fixing project and found one bug very annoying. I fixed work of the traps, trap spells and use of the probes. After my fixes, traps are working as expected. Thief classes can use probes to disarm traps, warriors can try to survive, mages can set off traps from distance using telekinesis. Many traps use area effects to deal damage if you have only weak telekinesis, so you must have strong spell to avoid damage. That how it must work, but it's not working that way. Area effect of traps is broken completely. It does not deal damage even if you are in half-meter before trap and the worst mage can avoid all traps in the game by using 10 point telekinesis. It is a very annoying bug. Is there a way to fix it?

Arsuru: Traps must be set on touch to hurt anything. I get errors about invalid traps if I set them to target or self. Odd note: you can set area to 0 and still be affected. Also, only the PC can be touched I think, as any NPC I put in the way was unharmed, unless the area was large enough to hit the PC as well. In that case it can be seen as a crime if the trap kills the NPC. I think the problem with the area effect not working when triggered from a distance must be because the touch spell finds no target. It is the same as if the PC casts a touch spell with an area effect but misses their target.

Refs: http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=13900332

http://www.gamesas.com/bgsforums/index.php?showtopic=1009853 by GooglyBoogly
Soulgems, when filled, have prices which are unbalanced (scales with soul squared) and strangely souls captured in larger soulgems are worth a lot more. http://www.gamesas.com/bgsforums/index.php?showtopic=1009853
User avatar
u gone see
 
Posts: 3388
Joined: Tue Oct 02, 2007 2:53 pm

Post » Fri May 27, 2011 6:20 am

You have really outdone yourself! At every corner there seems to be a new innovation. And i'd like to extend further thanks to you and all your hard work on this! Mark my word, its' a true marvel! Especially recent developments!
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Emily Jones
 
Posts: 3425
Joined: Mon Jul 17, 2006 3:33 pm

Post » Fri May 27, 2011 5:24 pm

You have really outdone yourself! At every corner there seems to be a new innovation. And i'd like to extend further thanks to you and all your hard work on this! Mark my word, its' a true marvel! Especially recent developments!



You people and your subtlety =P.



v1.4's been working great, thanks for everything so far and looking forward to the next version!
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Laura Elizabeth
 
Posts: 3454
Joined: Wed Oct 11, 2006 7:34 pm

Post » Fri May 27, 2011 5:53 pm

You people and your subtlety =P.



v1.4's been working great, thanks for everything so far and looking forward to the next version!

Oh.. I did that for the release thread for Hexagonica as well, which I intend to get back to. I had some puzzles for release that were very challenging =)

OnTopic:
Yes, 1.4 seems all good so far =)
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courtnay
 
Posts: 3412
Joined: Sun Nov 05, 2006 8:49 pm

Post » Fri May 27, 2011 8:10 am

Slightly off topic, but well, I wanted to say, Hrmchamd, your new avatar is awesome!

On topic: So, how difficult would it be to add new weather? I could try making some INI values and textures for a new weather type, and give them to you, so you could try to add it to the game. :shrug:
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mishionary
 
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Post » Fri May 27, 2011 9:54 am

Hrnchamd denies any and all allegations


Ah Denial, isn't that a river in Egypt?:P BTW, thanks for this update, its great! :D
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Michael Korkia
 
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Post » Fri May 27, 2011 3:59 am

This seems to have been skiped over in the last thread so...

I think I have a small bug. The Enemey health bars don't update to damage from any damage besides player attacks.

To test this, take any companion and find a rat. Punch the rat then watch the Yellow Health bar as your companion attacks. Your enemy may die and you will still have a full yellow bar.
(this happens with any creature and with any attack, but the punch is unlikely to kill anything and the rat will die quickly.)
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RUby DIaz
 
Posts: 3383
Joined: Wed Nov 29, 2006 8:18 am

Post » Fri May 27, 2011 5:22 am

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



I think I have a small bug. The Enemey health bars don't update to damage from any damage besides player attacks.

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.

Slightly off topic, but well, I wanted to say, Hrmchamd, your new avatar is awesome!

On topic: So, how difficult would it be to add new weather? I could try making some INI values and textures for a new weather type, and give them to you, so you could try to add it to the game. :shrug:

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.
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josh evans
 
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Post » Fri May 27, 2011 2:32 pm

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.

That's what I thought, but didn't want to say anything. I've noticed the same thing, but it never bothered me.

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.

Any chance we can have a sneak preview of what's to come or have you posted that on TESNexus already?
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Ben sutton
 
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Post » Fri May 27, 2011 10:04 am

awesome.

EDIT: Although, sorry gotta ask, hows the performance?
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Crystal Clear
 
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Post » Fri May 27, 2011 5:15 am

Oh.. I did that for the release thread for Hexagonica as well, which I intend to get back to. I had some puzzles for release that were very challenging =)

OnTopic:
Yes, 1.4 seems all good so far =)

:D - more hexagonic?

ontopic, thanks for this :) - i use it in every install now. Also thanks for the detail bugs section - its helped me identify problems i with one of my mods that i thought was my fault - turns out its the game engines
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Joe Alvarado
 
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Post » Fri May 27, 2011 4:46 pm

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

Those lazers fried my brain. :shocking:
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Sylvia Luciani
 
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Joined: Sun Feb 11, 2007 2:31 am

Post » Fri May 27, 2011 6:08 pm

awesome.

EDIT: Although, sorry gotta ask, hows the performance?

As far as I can tell, there's no fps hit; it plays like the unpatched version but with more bugfixes. :D
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Ashley Tamen
 
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Post » Fri May 27, 2011 9:24 am

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





Snap.




I tried this with a clean install and I appear to get some CTDs pretty quickly, but not before seeing the fruits of your labor! Is there a reason that I don't see a player shadow, or is that just a setting I failed to change somewhere?

I'll try to get back with more details soon.
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jessica breen
 
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Post » Fri May 27, 2011 9:14 am

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

Preliminary testing results:

All tests performed with all patches from v1.4 except 'Spellmaking max duration reduced' and 'Main menu button size'.
eGeForce 8800GT SC 512MB
WinXP32sp3

Lighting fixes group
* Light falloff - some odd lighting behavior in vivec cantons; lighting will abruptly end and suddenly light up near corners of canton levels / around exterior ramp entrances. Need to test some more with different [LightAttenuation] settings in Morrowind.ini (this test with quadratic, value=http://forums.bethsoft.com/index.php?/topic/1026266-repairing-the-cogs-of-morrowind-14/12.0, radiusmult=3.75)

* Land lighting - still getting edge cutoff in some areas, especially pelagiad (e.g. along northside of halfway tavern; area immediately west of fort entrance).

* Dynamic actor light update - appears to be fixed. :thumbsup:

* Excess player lighting - light level appears the same for both 1st and 3rd person mode; no over brightening. :thumbsup:

* Light mesh lighting - confirmed fixed; ground meshes for dropped lights now get lit by other lights in interiors. :thumbsup:
Particle effect scale fix
* Particle emitters - appears fixed for hand weapons; however, arrows with particle effects (i.e. Area Effect Arrows plugin) not lined up properly when moving, jumping, or crouching.

No CTDs or crashes while testing with these two groups. Improvements are definitely noticeable. B)


Bump/Reflect map local lighting fix and Shadowed statics [prototype] not yet tested.
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zoe
 
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Post » Fri May 27, 2011 5:12 pm

Report 1 about shadows:
(This is a Seyda Neen report.)
A medium play no ctds.
No FPS hit except within city limit. Small fps hit within city limits.
Only static object shadows are working, npc and creatures no more cast shadows.
-----------------------------------------------------------------------------------------------

Shadows visibility threshold is bound to object size not distance. Starting from smallest object the shadows start to disappear when moving away.
Another thing bind to above observation, while casting shadow, an object won't recieve shadows. The smallest object which loses its shadow, immediately displays the shadow it is receiving.

I will check light falloff and land lighting fixes with these settings now:
[LightAttenuation]UseConstant=1ConstantValue=http://forums.bethsoft.com/index.php?/topic/1026266-repairing-the-cogs-of-morrowind-14/0.191;UseLinear=1LinearMethod=1LinearValue=1.73LinearRadiusMult=1.0;UseQuadratic=1QuadraticMethod=2QuadraticValue=4.0QuadraticRadiusMult=1.0;OutQuadInLin=1


Edit: When will Lost start?
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Sarah MacLeod
 
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Joined: Tue Nov 07, 2006 1:39 am

Post » Fri May 27, 2011 2:49 am

Tested with Vanilla Morrowind + MGE & distantland, all fixes except Tamriel Rebuilt map fix and menu buttons resize:

The lighting fixes seem to work fine. Some of the obvious artifacts in my previous game is gone. However I have not tested it yet with my own light settings in the .INI so far only vanilla. As for shadows:
http://i29.tinypic.com/2my2bk8.jpg
http://i29.tinypic.com/rr8f4p.jpg
http://i25.tinypic.com/34gagrp.jpg
http://i30.tinypic.com/vo7pfr.jpg

I can also confirm tetchy's test about particle arrows/projectiles.

No crashes for maybe 15minutes of playing vanilla.
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xx_Jess_xx
 
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Joined: Thu Nov 30, 2006 12:01 pm

Post » Fri May 27, 2011 6:52 pm

I was wondering if this has ever been brought up. The scripts to add things to leveled lists are broken, if they're used the lists revert to vanilla only + whatever the list adds.

To add to this, it's just like having your merged leveled lists esp at the end of your load order, then adding one more mod that changes a leveled list after your merged leveled list esp.
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Laura Hicks
 
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Post » Fri May 27, 2011 12:15 pm

Now I'd love it if the edges on those shadows had soft edges.. oh my, but it already looks AMAZING. Really, this is stuff people were stumped at why they didn't work, the modding community never fails to fix, add, and make possible the features it wants!
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Minako
 
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Post » Fri May 27, 2011 1:26 pm

shadow report #2:
Shadows are rendered after fog(or fog affects them very little).
I saw a small flora as an exception to "The smallest object which looses its shadow, immediately displays the shadow it is receiving.", it never received any shadow.

Light falloff report #1:
No light cut off, Pelegiad, Caldera, Balmora, Seyda Neen and around their regions. Even Vivec has no cutoffs. But lights carried by player still won't lit Vivec base at corners as I reported earlier.

Edit: obsolete info removed.

PS. I encountered one cutoff in sadrith mora. It was barely visible. But for a second while a guard was passing away it appeared more distinct.

http://i51.photobucket.com/albums/f386/vtastek/morrowind/morrowindbug/MGE-Screenshot-3-1.jpg
http://i51.photobucket.com/albums/f386/vtastek/morrowind/morrowindbug/MGE-Screenshot-6-2.jpg

I have eyes of an eagle.
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R.I.p MOmmy
 
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Joined: Wed Sep 06, 2006 8:40 pm

Post » Fri May 27, 2011 10:47 am

PS. I tried to install TLM mod but the game froze in the save loading initializing bar(about 10%), a new game just freezes the game. No ctds just freezing. Other mods are working. (I tried both modular and complete versions of TLM.) Could it be simply it is taking too much time? I quited after 5 minutes waiting. (Could be something on my end, will check with none vanilla install and with more mods.)

Hmm, did you try if with http://planetelderscrolls.gamespy.com/View.php?view=mods.Detail&id=640 as well?
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phillip crookes
 
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Post » Fri May 27, 2011 7:44 am

Hmm, did you try if with http://planetelderscrolls.gamespy.com/View.php?view=mods.Detail&id=640 as well?

I am feeling stupid now. They are working both TLM and lights 300. Forget about this.
PS. I edit my last report.
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Mrs. Patton
 
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Post » Fri May 27, 2011 7:02 pm

I am feeling stupid now. They are working both TLM and lights 300. Forget about this.

Err... okay. :bigsmile:

While the visuals of having shadows for all sorts of stuff is great, I don't like how the shadows themselves look, they should be darker if more light is being blocked, and they should be softer/harder based on what type of object etc.

I must say though, what has been achieved right here recently with the graphics is amazingly awesome. How far can we push with the engine on graphics anyways? Could it be possible to program the engines rendering techniques and stuff with newer more efficient ones? The Elder Scrolls Morrowind is the greatest game in the history of the universe. away framerate like milkshakes, it's really bad at rendering things like Balmora, meanwhile another engine could render it with ease.
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El Goose
 
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Post » Fri May 27, 2011 3:55 am

A few suggestions:

- Vivec cantons never light properly because of the huge polygon size, in particular the ramps. Someone will have to make a properly tesselated mesh to fix this.

- Edge cutoff will still occur in areas where more than 8 lights overlap (including sunlight), because nearly all DirectX drivers are limited to 8 light sources.

- Stencil shadows only work properly with manifold shadow meshes, any holes in a mesh can cause artifacts.

- NPCs and creature shadows are intentionally disabled for now.

- Try turning off ThreadLoading temporarily if you experience crashes.



Shadows visibility threshold is bound to object size not distance. Starting from smallest object the shadows start to disappear when moving away.
Another thing bind to above observation, while casting shadow, an object won't recieve shadows. The smallest object which looses its shadow, immediately displays the shadow it is receiving.

Shadows are filtered by projected area, it does check distance (otherwise they wouldn't disappear when you move away) as well as size. I'm still trying to work out why shadow casters lose projected shadows.
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Donald Richards
 
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Joined: Sat Jun 30, 2007 3:59 am

Post » Fri May 27, 2011 9:12 am

A few suggestions:

- Vivec cantons never light properly because of the huge polygon size, in particular the ramps. Someone will have to make a properly tesselated mesh to fix this.

- Edge cutoff will still occur in areas where more than 8 lights overlap (including sunlight), because nearly all DirectX drivers are limited to 8 light sources.

- Stencil shadows only work properly with manifold shadow meshes, any holes in a mesh can cause artifacts.

- NPCs and creature shadows are intentionally disabled for now.

- Try turning off ThreadLoading temporarily if you experience crashes.




Shadows are filtered by projected area, it does check distance (otherwise they wouldn't disappear when you move away) as well as size. I'm still trying to work out why shadow casters lose projected shadows.

I think the size is not important for the equation, the area is already too small to make it work by sizes. Or move the border for small objects a little further.

PS. Is there a Vivec mod which has tessellated meshes?
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Kit Marsden
 
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