Shelter from Magnus' Blaze 8

Post » Tue May 08, 2012 9:50 am

If there are any plans to include that modified water.fx version as an option it has a bad reaction with v 0.9.7.

>> Distant Land init shader
!! XE Main shader error
!! Shader errors: XE Water.fx(51,48): warning X3206: implicit truncation of vector type
XE Water.fx(215,12): warning X3206: implicit truncation of vector type
XE Water.fx(385,43): warning X3206: implicit truncation of vector type
XE Shadow.fx(102,19): warning X3205: conversion from larger type to smaller, possible loss of data
C:\Games\Morrowind\Data files\shaders\XE Main.fx(105,13): warning X3205: conversion from larger type to smaller, possible loss of data
C:\Games\Morrowind\Data files\shaders\XE Main.fx(113,20): warning X3205: conversion from larger type to smaller, possible loss of data
C:\Games\Morrowind\Data files\shaders\XE Main.fx(116,18): warning X3205: conversion from larger type to smaller, possible loss of data
C:\Games\Morrowind\Data files\shaders\XE Main.fx(124,19): warning X3205: conversion from larger type to smaller, possible loss of data
C:\Games\Morrowind\Data files\shaders\XE Main.fx(476,24): error X3004: undeclared identifier 'CausticsVS'

-- HUD release
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Trevor Bostwick
 
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Post » Tue May 08, 2012 6:43 am

Just thought I'd post the results of showing light sources at distance. Turns out the original models are already 100% emissive. I guess I didn't need to do this, but I took a copy of all the lanterns, and added dist, so they are the same models, not lower res ones. Didn't affect my FPS.

Warning - night shots! You might not see anything depending on your monitor :D

http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20048.jpg
http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20049.jpg
http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20050.jpg
http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20051.jpg

All in all, I'm happy with the results, seeing a scattering of bright lights in the far distance at night really adds to the immersion. Even though they don't actually light anything up, it still feels better to me.
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Emmi Coolahan
 
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Post » Tue May 08, 2012 7:33 am

Just wanted to report that the alternate combat controls are working fine (in the latest version) with the arrow keys used for movement. Thanks for fixing that.
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Becky Palmer
 
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Post » Tue May 08, 2012 1:24 am

Just thought I'd post the results of showing light sources at distance. Turns out the original models are already 100% emissive. I guess I didn't need to do this, but I took a copy of all the lanterns, and added dist, so they are the same models, not lower res ones. Didn't affect my FPS.

Warning - night shots! You might not see anything depending on your monitor :biggrin:

http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20048.jpg
http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20049.jpg
http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20050.jpg
http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20051.jpg

All in all, I'm happy with the results, seeing a scattering of bright lights in the far distance at night really adds to the immersion. Even though they don't actually light anything up, it still feels better to me.

Agreed. Does a lot for the immersion!
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Josee Leach
 
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Post » Tue May 08, 2012 3:58 am

The standard method for anti-aliasing is multisampling. Super-sample is very slow, you should only use it for screenshots. I checked the catalyst drivers and found what you're talking about; it's possible to patch the game so that the cursor doesn't disappear with adaptive AA. It may take a while to figure it out.

Ahh... yes I did slow down to 7 FPS in Balmora with super sample and quickly readjusted to multi-sample

I have noticed Vurt's grass in West Gash and particularly in Ald-Ruhn looks a bit gluey from a distance even with 8x AA and 16x Anistropic - it looks fine when I am right on top of it but walking away it loses the fineness of each individual blade

Um... I may be just noticing things a lot more than usual but is that how it normally appears to everyone else?

I've turned the shaders off and on and definitely prefer the grass with the shaders on so I don't think that is making the difference - just wondering what makes them appear gluey when not up close?

Also have been watching my FPS with MGE XE running - my CPU is not overclocked at present and just runs at 2800 it's a AMD Phemon II 1050T six core - I know Beth games are very CPU intensive but I thought MGE moves all it's work to the GPU is that right?

FPS for me seems to be a consistent 20 outside in both Balmora and Ald-Ruhn with all the shaders active ( no double ups on bloom or SSAO) - I have noticed that having the high quality fog and atmosphere does not give me an FPS hit at all - and I really, really like that effect!

If I toggle shaders I get up to 31 FPS in Ald-Ruhn - 20 FPS doesn't cause me any problems however I am interested in learning which shaders cause the big hit and why
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Katie Samuel
 
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Post » Mon May 07, 2012 8:27 pm

Also have been watching my FPS with MGE XE running - my CPU is not overclocked at present and just runs at 2800 it's a AMD Phemon II 1050T six core - I know Beth games are very CPU intensive but I thought MGE moves all it's work to the GPU is that right?

I've noticed that my GPU is indeed working much harder. The CPU doesn't seem to be bothered much.
Near the water the dynamic ripples seem to put the GPU to work, same with FoV. Really love both effects but the noise from my gpu is getting a bit loud so I might disable FoV to see what happens. Running i7 2600k @ stock clocks + factory overclocked MSI 6970 Lightning 2gb.

My game runs silky smooth though, great fps all around @ 1080p, FPS will drops to about 10-15 in Vivec but that's really not a problem considering I've never had more than 5-6 fps there on my old rig. Had to run to the Temple looking down to get anywhere! :smile:

Hoping to install the latest MGE XE build over the weekend.
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Shelby McDonald
 
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Post » Tue May 08, 2012 7:08 am

Was playing around with the emmisve on other meshes (windows), getting some good results at night http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20052.jpg http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20057.jpg
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Sammykins
 
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Post » Tue May 08, 2012 1:44 am

Wow that looks really good PL!
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katie TWAVA
 
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Post » Tue May 08, 2012 10:03 am

Good work Hrnchamd. Latest version works a charm, I get better performance and the fact that it doesnt need MGE is a bonus.

Only thing im not keen on is the waves. In older versions of MGE the water works fine, but with this the water seems to twitch when I move.

Apart from that though, it's all good. Keep up the good work.
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kirsty williams
 
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Post » Tue May 08, 2012 8:58 am

Good work Hrnchamd. Latest version works a charm, I get better performance and the fact that it doesnt need MGE is a bonus.

Only thing im not keen on is the waves. In older versions of MGE the water works fine, but with this the water seems to twitch when I move.

Apart from that though, it's all good. Keep up the good work.
Yeah I also found the twitching thing to be pretty distracting.
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Frank Firefly
 
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Post » Tue May 08, 2012 6:28 am

I can't get it to work. I installed the software prequisites: Direct9, Visual C++ Redist and as for DotNetFX, Windows 7 obviously tells me I already have it installed. Yet, it still only provides me with the standard Windows 7 crash message. The log only says a quite bewildering :

MGE XE 0.9.7
Error: MGE is not configured. MGE will be disabled for this session.

I don't quite know what might be wrong. The Windows and the drivers are always up-to-date. It's logged in the Windows Error report tool, but I didn't found it to be very useful.
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Darian Ennels
 
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Post » Mon May 07, 2012 9:31 pm

Um, I think you need to run the game once before starting the MGE gui. This sets the resolution, I believe. Then again, I could be misremembering . . .
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xxLindsAffec
 
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Post » Tue May 08, 2012 2:03 am

Hello, thanks for your hard work with MGE XE.
My problem is only the fact the Ebonheart Castle doesn′t show at distant land. It′s only with me or anyone has the same issue? I can see Vivec from the east bridge on Bitter Coast to Ascadian Island, I can see the Unique Tree from Vurt Bitter Coast plugins at the beach and I see the Mount where Ebonheart stays but to see itself I need stay at the distance where stay the Food of the Gods Restaurant of NOM mod.

I checked this a few times, can't seem to find any usual problems. It is probably because of a mod. You will have to run the distant land generator in MGEXEgui again, and start removing mods that change Ebonheart from the mod selection until it works.

But Morrowind meshes has bump line, isnt this possible to use it as normal map?

The normal map is the easy part. Tangent frames are mesh data like normals, Morrowind doesn't supply these. Without it, normals don't line up with the object and you can't use tiling textures.

I've turned the shaders off and on and definitely prefer the grass with the shaders on so I don't think that is making the difference - just wondering what makes them appear gluey when not up close?

Also have been watching my FPS with MGE XE running - my CPU is not overclocked at present and just runs at 2800 it's a AMD Phemon II 1050T six core - I know Beth games are very CPU intensive but I thought MGE moves all it's work to the GPU is that right?

Grass looks a bit gluey far away because of the grass mipmaps, which smooths the texture at a distance, including the alpha, to avoid aliasing. Standard mipmaps aren't totally suited to grass, a custom mipmap or adaptive AA should fix that. MGE doesn't do much work by itself, but it causes the driver to use up CPU managing and dispatching all the extra objects to the GPU.
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Len swann
 
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Post » Tue May 08, 2012 9:02 am

Um, I think you need to run the game once before starting the MGE gui. This sets the resolution, I believe. Then again, I could be misremembering . . .

Already done to no avail. I followed Knots guide to Morrowind modding, where I dutyfully started the game from time to time to ensure it was still working.
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Marguerite Dabrin
 
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Post » Mon May 07, 2012 9:09 pm

For some of those programs, even if Windows tells you it's already installed or a more recent version is installed, you still need to d/l and install the version in the readme.
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sam
 
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Post » Tue May 08, 2012 4:30 am

Yup, maybe, but how to do it when it is precisely the Windows .NET 2 installer which I've downloaded following the provided links who tells me that?
And that's perfectly understandable as my Windows already has .NET 3.4 and .NET 4 installed: with those two, I have every version. There don't seem to be redistribuable packages like Direct X...


I got it working. As MGE XE absolutely wants to start as admin, all I had to do was starting Morrowind as admin and changing the resolution.
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Rachel Briere
 
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Post » Tue May 08, 2012 5:35 am

Thats UAC for you.
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Chris Ellis
 
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Post » Tue May 08, 2012 7:11 am

I've had some problems with MGE not rendering trees in grazelnds so I swithched to XE. I must say, it looks AWESOME!
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LADONA
 
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Post » Mon May 07, 2012 7:15 pm

Tested MGE XE 0.9.7:

- the loading time of the first cell (prison-boat) is still abnormally long (around 1mn and 30 sec.), with intense HDD activity.

- The game is still crashing during the character generation process, but the crash/offset is now always the same. It happens with the 1st guard on the dock, just after closing the race window:

AppName: morrowind.exe AppVer: 1.6.0.1820 ModName: d3d8.dll
ModVer: 0.0.0.0 Offset: 0001283c
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Lynne Hinton
 
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Post » Tue May 08, 2012 8:41 am

I had a similar problem to Mordicus'. I had to load a saved game before the new game option would load properly. I have a test character so it wasn't a big issue, but having to load before starting a new is a bit annoying.
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Catharine Krupinski
 
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Post » Tue May 08, 2012 5:28 am

I checked this a few times, can't seem to find any usual problems. It is probably because of a mod. You will have to run the distant land generator in MGEXEgui again, and start removing mods that change Ebonheart from the mod selection until it works.

It was my fault. Just changed the Draw Distance for 13 cells and Ebonheart appears normally at distance. Thanks for the help.
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Steph
 
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Post » Mon May 07, 2012 8:11 pm

Tested MGE XE 0.9.7:

- the loading time of the first cell (prison-boat) is still abnormally long (around 1mn and 30 sec.), with intense HDD activity.

- The game is still crashing during the character generation process, but the crash/offset is now always the same. It happens with the 1st guard on the dock, just after closing the race window:

It's crashing at the same function as before, though it executes normally here no matter what I do. I've resorted to guessing what could go wrong. Test this http://www.tesnexus.com/downloads/download.php?id=88566 with chargen.
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Karl harris
 
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Post » Tue May 08, 2012 7:45 am

Does someone have an idea of the impact of the "drawing" distance on the performance? I began quite conservatively with the default 5 cells, for now, the game seems to be running near 20-30 fps in exteriors with a GeForce 560 Ti, a 3 GHz Core 2 Duo and enough memory to put the entire Morrowind directory in it. I'm a bit affraid to get a slideshow if I ramp up a bit the distance.

Also, isn't there some bugs with anisotropic filtering? Sometime, I've the feeling it's applied a bit too liberaly with very fuzzy characters and pieces of close setting who suddenly becomes more detailed.
That's a shader effect enabled in the MGE XE actually.
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Sam Parker
 
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Post » Tue May 08, 2012 12:14 am

It's crashing at the same function as before, though it executes normally here no matter what I do. I've resorted to guessing what could go wrong. Test this http://www.tesnexus.com/downloads/download.php?id=88566 with chargen.
Tested! I started a new game three times and Morrowind crashed during the chargen (always when quitting the race window menu). Each time it crashed with a different error message:

Crash 1:
AppName: morrowind.exe	 AppVer: 1.6.0.1820	 ModName: ntdll.dllModVer: 5.1.2600.6055	 Offset: 00010cce

Crash 2:
A rather unusual message window appeared:
Application errorInstruction at "0x7c920717" use memory address "0x00e2fa8d". Can't be "read".

Crash 3:
The game completely froze and windows crashed. I had a blue screen with nv4_disp error message with the following address:
STOP 0x000000EA (0x89393850, 0x8A60CCB8, 0xF78CECBC, 0x00000001)

Does someone have an idea of the impact of the "drawing" distance on the performance? I began quite conservatively with the default 5 cells, for now, the game seems to be running near 20-30 fps in exteriors with a GeForce 560 Ti, a 3 GHz Core 2 Duo and enough memory to put the entire Morrowind directory in it. I'm a bit affraid to get a slideshow if I ramp up a bit the distance.
I have a low end video card on my laptop and I can say that "distant draw" has almost no visible impact on the FPS (I often change it to 2, 6 or 11 for testing purpose; I never tried higher settings, though). Other settings like enabling/disabling shaders, enabling/disabling several distant statics options do cause major FPS drops.
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Celestine Stardust
 
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Post » Tue May 08, 2012 8:01 am

I've done 30 cells with no real noticable hit to performance, but I've been used to the game being a bit stuttery on my old rig, now on my new PC, and all the overhauls, it's still about the same. That's with various shaders and the real time shadows, and full reflection on the water, plus some small objects being placed at far distance.

I think though I'll set it to 15 cells once I'm ready to play, still experimenting.
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Danel
 
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