Repairing the Cogs of Morrowind No. 18

Post » Thu Aug 19, 2010 3:17 am

The testing cycle time to reproduce this error is pretty quick, only three or four repetitions, less than 30 seconds.

Just ran 15 load cycles on a copy of one save game, and 9 load cycles on copy of an exterior save before it crashed. 150ish mods, MGE etc, took 30 minutes. It crashed where it normally pauses at 25% initializing data, while copying some script variables, due to a page fault. The script engine is a giant **********, though a cause of many errors, it is also opaque as to its correct behaviour, which means finding out where the actual error occured will take a long time.

If you could take a nice sample of crash reports (crash address and registers from windows) it may be helpful to look through.

Hey Hrnchamd, I've got an animated cape working. There are a few bugs in the beta, you're probably aware of most of them, but do you want me to list the ones I noticed?

I'll get the cape animation fixed up, the animation I'm testing with is pretty crappy, it was just generated quickly with some ragdoll constraints and reactor in max.
After that I'll send you the animation and test mesh. I'll try and get it to you tomorrow.

Tell me about any bugs that prevent you working with animations effectively.
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Roberto Gaeta
 
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Post » Wed Aug 18, 2010 10:01 pm

I have no complaints so far then. I suspect if there will be a problem, it'll be with the arms or the head, but I haven't got the resources or time to test this area yet.
Is there any particular area you want testing with new bones though? And do you want me to send you the cape animation, or wont it make a difference either way?
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Suzie Dalziel
 
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Post » Wed Aug 18, 2010 12:18 pm

I'll try to release a new beta, then we can look at smoothness, looping and animation mixing.
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louise fortin
 
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Post » Wed Aug 18, 2010 6:26 pm

Dirnae, testing new bones is of cause important, but IMHO what is really crucial is to test the new functionality of PlayGroup/LoopGroup function with intensive scripting e.g. sequences of idles: for in instance sitting on a chair scripts - Idle9 (approaching a chair) -> Idle8 (sitting down on it) -> Idle7 (sitting and doing something) -> Idle6 (standing up), etc.
I am busy (RL) at the moment and have no time to test that myself.

The dream patch could be the use of any idle number, not only 3,4,5,6,7,8,9.

:)
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LuBiE LoU
 
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Post » Wed Aug 18, 2010 7:04 pm

Just ran 15 load cycles on a copy of one save game, and 9 load cycles on copy of an exterior save before it crashed. 150ish mods, MGE etc, took 30 minutes. It crashed where it normally pauses at 25% initializing data, while copying some script variables, due to a page fault. The script engine is a giant **********, though a cause of many errors, it is also opaque as to its correct behaviour, which means finding out where the actual error occured will take a long time.

If you could take a nice sample of crash reports (crash address and registers from windows) it may be helpful to look through.

Interesting that we take different numbers of load cycles to crash.

Ok, I'll collect some crash reports under different circumstances (including vanilla with only gamesas patches and zero mods, quick save vs. named save, etc.)
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cheryl wright
 
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Post » Wed Aug 18, 2010 5:51 pm

@Hrnchamd: That sounds great, looking forward to it.

snip


Don't misunderstand, I will test it, but I need to learn how to script such a sequence and make the animations first, it wont be a quick job like the cape.

Importance varies between person, and working new bones are much more important to me than fixed functions.
If we had more idles on the other hand, I'd be rushing to test it, the possibility of adding new animations such as sitting or sleeping would be great.
I'll test it, but ultimately testing new bone structures is of more interest to me atm, and smoothness is even higher. I think either you or Antere's are more fitted to the task.
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Izzy Coleman
 
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Post » Thu Aug 19, 2010 2:45 am

You may consider replacing the 20 sneak animations with custom ones, and using playgroup to see them. Idles are just named as they are, the numbers aren't an index, it's not any easier to change those.

Edit: What do people think of the over the shoulder camera these days. Is it playable or obnoxious? I never saw much feedback on it.
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My blood
 
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Post » Wed Aug 18, 2010 4:05 pm

You may consider replacing the 20 sneak animations with custom ones, and using playgroup to see them. Idles are just named as they are, the numbers aren't an index, it's not any easier to change those.

Edit: What do people think of the over the shoulder camera these days. Is it playable or obnoxious? I never saw much feedback on it.

I personally love it! However have not been running it since back then I was testing the whole grass bending as you move through it thingy. And it just looked really weird pushing grass with over the shoulder camera :P
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jesse villaneda
 
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Post » Wed Aug 18, 2010 2:30 pm

Edit: What do people think of the over the shoulder camera these days. Is it playable or obnoxious? I never saw much feedback on it.

I don't really like it. I couldn't get used to it.
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Kristina Campbell
 
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Post » Thu Aug 19, 2010 1:39 am

The request to fix PlayGroup/LoopGroup was several times posted on the Forum by different members (this is not solely my wish). Sure, Dirnae, we are doing what is interesting for us. Sitting animations was just an example “taken” from TESCS Forum.

You may consider replacing the 20 sneak animations with custom ones. Idles are just named as they are, the numbers aren't an index, it's not any easier to change those.


Hrnchamd, Do I understand you correctly that it is very difficult (or not possible) to remove MW limitation/restriction on animation names and we are obliged to replace some of the originals? In the other words it is not possible to ADD totally new animations to the original list of names.
We cannot script PC animations at the moment, correct?

I have never seen NPCs in sneak mode (sneak animations) in the game and have no idea whether this can be achieved via scripting (e.g. for companions). So, you suggestion to use 20 sneak animation sequences names sounds very attractive.

Many thanks.

What do people think of the over the shoulder camera


I am fine with original first/third person views: no modifications are needed.

But I have another request: increase of quick-keys slots number (there are 10 as far as I recall now). Maybe via creating a copy of the original panel.
MWSE xKeyPressed function is not working for me. So, I am hooking scripts (equipped items/rings, spells) execution to quick-keys ( via GetSpellReadied, GetPCJumping, GetPCRunning to (only GetSpellReadied is working so far)). I am going to use at least 5 free quick key slots for my scripts and in the past mods users were complaining that I have occupied only one. Actually, this is also related to animations: those are à la Oblivion in-game player controlled NPC “position adjustment” scripts/keys (e.g. for correct sitting on a chair).
I have also seen on the Forum similar requests (more quick key slots).
:)
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Sammygirl
 
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Post » Thu Aug 19, 2010 4:10 am


Edit: What do people think of the over the shoulder camera these days. Is it playable or obnoxious? I never saw much feedback on it.



Personally, I love it, it makes playing in 3rd person possible for me, not that I do that often, but every now and then Vanity kicks in and I just need to stare at myself. :P
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Brandon Wilson
 
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Post » Thu Aug 19, 2010 1:42 am

I have never seen NPCs in sneak mode (sneak animations) in the game and have no idea whether this can be achieved via scripting (e.g. for companions). So, you suggestion to use 20 sneak animation sequences names sounds very attractive.

You can force an NPC to sneak. If you do the Fargoth hidden stash quest in Seyda Neen, you can watch him sneaking around.
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Shaylee Shaw
 
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Post » Wed Aug 18, 2010 1:35 pm

“You can force an NPC to sneak”. How?
He-he, I was not able to initiate Fargoth hidden stash quest, this quest was not working for me.
Anyhow, that’s good to know. Hence it would be necessary to take that in consideration when replacing original sneak animations.

:)
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Ezekiel Macallister
 
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Post » Wed Aug 18, 2010 12:06 pm

ForceSneak on the NPC you want to sneak. To clear it, the command is ClearForceSneak. From the MWSFD:

ForceSneak
ClearForceSneak
"Actor_ID"->ForceSneak

GetForceSneak ( returns Boolean/short)
If ( "actor_ID"->GetForceSneak == 1 )

The ForceSneak command puts the Actor in sneak mode, all movement will be performed in sneaking. ClearForceSneak terminates ForceSneak mode. Unfortunately there does not seem to be a corresponding command to force running (added with Tribunal). GetForceSneak returns one if ForceSneak mode is active on the calling Actor. Check the LookoutScript script for an example.

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Janette Segura
 
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Post » Wed Aug 18, 2010 4:34 pm

Maybe in the next version of this mod you could add some 32x32 icon support for the UI? Potion tooltips, the spell menu and I think the selected spell menu (Near healthbar) don't really work too well with icons that big... Either it defaults or it is cut-off slightly.
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Brooke Turner
 
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Post » Wed Aug 18, 2010 1:59 pm

I love the over-the-shoulder cam. ^^" Its one of the things I have begun to love about a lot of 1st person shooters. I don't play many mind you, but the ones I do play I tend to enjoy things much better with an over-the-shoulder cam.

I find it weird to play without it now. I actually didn't think I'd have any use for it at first but I quickly changed my mind after using it for a few minutes.

xP I keep checking back to see what the animation changes might bring.

Thanks for all the hard work everyone. :) Testers included.
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Naazhe Perezz
 
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Post » Wed Aug 18, 2010 4:18 pm

Thank you for clarification, Jac. So, the game engine does not do that automatically and unless I do not intend to use the above mentioned by you sneak scripting functions it is safe to replace all sneak animations of a particular custom NPC for not related custom sequences.

:(
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Elena Alina
 
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Post » Thu Aug 19, 2010 3:12 am

Yes, NPCs do not sneak automatically unless scripted to do so. So replacing the sneak animations would only affect any NPC scripted to sneak, which only includes Fargoth and companions who sneak when you do.
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James Wilson
 
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Post » Thu Aug 19, 2010 1:17 am

- Toggle sneak. Sneak key toggles sneak mode on or off.
- Unrestrict menu size. Allows stats menu and magic menu to be resized without limit.


Hey thanks a lot for all the hard work. The restricted menu size on the stats bar was annoying as hell. Also the toggle sneak is a really nice change.
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Heather Stewart
 
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Post » Wed Aug 18, 2010 2:14 pm

Edit: What do people think of the over the shoulder camera these days. Is it playable or obnoxious? I never saw much feedback on it.

I didn't really play the game for a year or so, so I don't care, but since new betas of MGE can change the 3rd person camera position by a script, then if someone doesn't like the default over shoulder placement, can tweak it by an MWSE script writing to MGEpipe, but of course it needs the MGE to be used (even without Distant Land, if someone asks).
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u gone see
 
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Post » Wed Aug 18, 2010 10:41 pm

Edit: What do people think of the over the shoulder camera these days. Is it playable or obnoxious? I never saw much feedback on it.

I've been using it ever since it was added and I quite like it. Then again I do play most of the game in first person.
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Javier Borjas
 
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Post » Wed Aug 18, 2010 8:56 pm

Hrnchamd, Do I understand you correctly that it is very difficult (or not possible) to remove MW limitation/restriction on animation names and we are obliged to replace some of the originals? In the other words it is not possible to ADD totally new animations to the original list of names. We cannot script PC animations at the moment, correct?

The script engine only recognizes hard coded names as far as I know, it's difficult. PC animation is controlled separately, I don't know much about it.

But I have another request: increase of quick-keys slots number (there are 10 as far as I recall now). Maybe via creating a copy of the original panel.
MWSE xKeyPressed function is not working for me. So, I am hooking scripts (equipped items/rings, spells) execution to quick-keys ( via GetSpellReadied, GetPCJumping, GetPCRunning to (only GetSpellReadied is working so far)). I am going to use at least 5 free quick key slots for my scripts and in the past mods users were complaining that I have occupied only one. Actually, this is also related to animations: those are à la Oblivion in-game player controlled NPC “position adjustment” scripts/keys (e.g. for correct sitting on a chair).
I have also seen on the Forum similar requests (more quick key slots).

I've been working on this before. The real problem is saving the quick keys to save files and loading them again, while making it compatible with unpatched saves. The panel is just the visual part. There is a fixed memory area for quick keys; to add more slots I have to change every piece of code that involves quick keys.

Maybe in the next version of this mod you could add some 32x32 icon support for the UI? Potion tooltips, the spell menu and I think the selected spell menu (Near healthbar) don't really work too well with icons that big... Either it defaults or it is cut-off slightly.

It would need a redesign for all the areas in the surrounding UI for proportions, spacing and borders. Low priority.
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Lewis Morel
 
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Post » Wed Aug 18, 2010 8:59 pm

Greetings everyone, and thank you Hrnchamd for yet another release of this great mod.

I would like to submit a bug report. When I came across this bug initially, I did not think it was important enough to be included in MCP, but I have since seen it reported by a couple of other people(http://www.uesp.net/wiki/Morrowind:Level#Bugs at the bottom of the page, and http://www.gamesas.com/index.php?/topic/1082396-unable-to-get-100-strength-with-5x-multiplier-and-strength-currently-at-95/?quot;) and seeing as MCP has started fixing cosmetic issues, I thought this gameplay bug too needed mentioning.

The links should provide plenty of information about the bug but in summary; it prevents the player from increasing certain attributes at the next level-up if the increased attribute would reach or exceed 100 points. As a workaround; if you manage your skill gains and attribute multipliers carefully, you can increase the attribute to under 100 points, and then increase it to 100 points at the following level-up(which appears to work normally), thus completing the process in two steps. However this complicates the game somewhat, as if you do it this way you have to play carefully to avoid bringing the multiplier to a number that would break the next level-up as described above. So I think it needs a proper fix.

Personally I encountered this bug in the GOTY edition of Morrowind with Tribunal and Bloodmoon installed, at version 1.6.1820 of the game. I did not have any mods installed except MCP and the Unofficial Patch. Unfortunately I do not have a save available at this moment displaying the bug.
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mishionary
 
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Post » Thu Aug 19, 2010 2:28 am


- Inventory bugs. Now also fixes an issue with items sticking in inventory when they were supposed to removed by a quest or script.

...I love you
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Angela Woods
 
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Post » Wed Aug 18, 2010 4:02 pm

What about make the inventory icons larger in size?

http://www.gamesas.com/index.php?/topic/1092079-wipz-icon-replacer/

It would be cool get those icons at higher resolution as 48x48 or maybe 64x64, rich in detail and colorful.

Best Regards.
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Anthony Santillan
 
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