Shelter from Magnus' Blaze 8

Post » Mon May 07, 2012 10:23 pm

Mordicus,

your problem looks very similar to a hardware fault to me. If you do experience other problems with your PC, please check the following:

1. Does your HDD make any strange scratching or vibrating noises (or, at least, louder than normal) while loading?
2. Do any other programs crash at random?
3. Are there any programs running in the background that may interfere? Exit any hardware monitors and utilities, FRAPS and other things that usually overlay something on screen, then try running Morrowind again.

I know all this probably sounds too generic, but I'm at a loss. First, in my experience, it takes a REAL effort to make NVidia drivers crash with nvdisp4.dll error. Second, I don't know anyone who'd experience worse performance with XE compared to the SVN build.
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Invasion's
 
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Post » Tue May 08, 2012 11:05 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.
Wow, you can view 30 exterior cells in one glimpse?! What are your system specifications, PirateLord?
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Valerie Marie
 
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Post » Tue May 08, 2012 10:37 am

Hrnchamd - is it possible to create a macro in MGE XE do take continuous screenshots?

If so then I wouldn't need to run Fraps at the same time

Currently I have Fraps set to take screenshots continuously at 1 second intervals - I can then use Bink to convert these to animation and force however many frames I want played per second to speed up or slow the result. though typically I size and edit them in GIMP and then use photostory to pan and zoom around as well as set transitions - oops sorry babbling.

Anyway at 1 second intervals I can get reasonably smooth video at 15 FPS when played back via Bink

So are you able to enable MGE XE to take continuous screenshots?

No worries if this is a low priority or not an option
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naome duncan
 
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Post » Mon May 07, 2012 11:46 pm

Mordicus,

your problem looks very similar to a hardware fault to me. If you do experience other problems with your PC, please check the following:

1. Does your HDD make any strange scratching or vibrating noises (or, at least, louder than normal) while loading?
2. Do any other programs crash at random?
3. Are there any programs running in the background that may interfere? Exit any hardware monitors and utilities, FRAPS and other things that usually overlay something on screen, then try running Morrowind again.
Thanks for your concern Wayfinder, but my HDD is fine and other programs or games do not crash randomly. This crash does only happen in a very particular circumstance, when starting a new game and going through the chargen process. If I load any saved game with MGE XE or if I start a new game with MGE SVN178, or with vanilla Morrowind, I do not experience this problem. It may be a combination of several factors (specific CGU or driver with mods/MGE), but the crash appears to be related to both 3d8d.dll and nv4_disp.dll.

BTW, I tested MGE XE with another desktop PC under Win7 64bits (Pentium Dual CPU 2.2Ghz, 4go RAM, Nvidia 9600GT), with only a very few mods installed but higher MGE XE setting (shaders, water reflection, etc.). Morrowind crashed a few times but I could not get any Morrowind error message or offset under Win7. Windows displays a message (is trying to resolve the problem...), but I could not get any report. I've checked MGE XE log and everything was fine. Is there a way to get more info about error under Win7?
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Kelsey Hall
 
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Post » Mon May 07, 2012 11:15 pm

Thanks for your concern Wayfinder, but my HDD is fine and other programs or games do not crash randomly. This crash does only happen in a very particular circumstance, when starting a new game and going through the chargen process. If I load any saved game with MGE XE or if I start a new game with MGE SVN178, or with vanilla Morrowind, I do not experience this problem. It may be a combination of several factors (specific CGU or driver with mods/MGE), but the crash appears to be related to both 3d8d.dll and nv4_disp.dll.

BTW, I tested MGE XE with another desktop PC under Win7 64bits (Pentium Dual CPU 2.2Ghz, 4go RAM, Nvidia 9600GT), with only a very few mods installed but higher MGE XE setting (shaders, water reflection, etc.). Morrowind crashed a few times but I could not get any Morrowind error message or offset under Win7. Windows displays a message (is trying to resolve the problem...), but I could not get any report. I've checked MGE XE log and everything was fine. Is there a way to get more info about error under Win7?

I'm afraid I don't know much about Morrowind's error reports. The one annoying thing which plagued me when I tried to make Morrowind work on my 64-bit Windows 7 was that Morrowind always crashed upon reaching a certain RAM limit. The higher your settings, the sooner the game will hit that limit and crash. It is easily solved by patching Morrowind.exe with the http://www.ntcore.com/4gb_patch.php patch which removes the restriction.

In fact, if it actually solves your problem, I think it may be worth adding the link to the patch into the 1st post or, better yet, incorporating it into MCP. I've used it many times with many different games and never noticed any issues (and it shouldn't break compatibility with 32-bit systems as well).
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Vickytoria Vasquez
 
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Post » Tue May 08, 2012 5:09 am


Is there a way to get more info about error under Win7?
Look in Event Viewer (Run... eventvwr) Windows Logs > Application

The Source you want is Application Error, so Filter based on that.

You should be able to identify the error based on data and time
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Russell Davies
 
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Post » Mon May 07, 2012 11:05 pm

Thanks Dragon32 (...and happy Dragon Year!)
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Danielle Brown
 
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Post » Tue May 08, 2012 9:32 am

Wow, you can view 30 exterior cells in one glimpse?! What are your system specifications, PirateLord?
Nothing too amazing. Wn XP, Duo Core 2.8 ghz, 2 gig ram, 512mb Nvidea GeForce 9800 GT.
I also have WoW on almost all Ultra settings, and Skyrim (medium settings I think, not tinkered too much with that, needs CK work drastically!), no problems at all.

You can see in these screenshots (Red Mountain development mod) how far I'm looking, but I'll reduce the distance as I don't need to see that far at ground level.
http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20030.jpg
http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20032.jpg
http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20039.jpg
http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20056.jpg

I did try out the exponential fog at 100 cells, that was painful, although I liked the effect, so will experiment with reduced cells and different exp values.


One thing I will say, which seems to be common in modern PC usage ("old timer" here), don't have anything else open when playing games. Every program that loads is less memory for your game. I've only got Dropbox in my startup, don't use messenger and I have the following items disabled in msconfig (advanced): DNA\btdna.exe (god knows what this is!), DivX Update, dumprep, Pando Networks Media Booster, Steam -silent (fking hate steam!), and UpdReg
My system is stable with those disabled, thought I'd post it, as it might help others. If you've never used msconfig, be careful, as you can screw up your system if you disable the wrong things. Internet research everything! That's my disclaimer if you kill your PC with my advice :P
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Anthony Diaz
 
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Post » Mon May 07, 2012 11:08 pm

Wtf.. I have 25 fps outside (8 cells) with Win 7 64-bit, Intel i5 2.8 ghz , 10 GB ram, 1024mb HD Radeon 6670.. more cells would kill my pc :tongue:

Btw.. how do you generate all those lights at distance? (from the previous pics)
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Miguel
 
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Post » Tue May 08, 2012 7:43 am

I have no idea what my fps is, I guess it's not ultra smooth, but it's playable.

"Distant Lights" is a mix of static overrides and some mesh improvements. I was going to release it as a "mod" once I'm happy with everything.
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Emilie Joseph
 
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Post » Tue May 08, 2012 11:01 am

Wtf.. I have 25 fps outside (8 cells) with Win 7 64-bit, Intel i5 2.8 ghz , 10 GB ram, 1024mb HD Radeon 6670.. more cells would kill my pc

I find that the number of cells being rendered is (relatively) inconsequential compared to the statics and shaders being rendered, and their relative complexity. For instance, I run a heavily customized static override file to ensure that all building parts are dealt with properly, that trees can be seen from far away, etc. And I generate statics with a minimum size of 0, etc. Brings my framerate down considerably (and shaders kick it down a bit more) but certainly still at a playable level. I'd rather lose a bit of framerate and avoid pop-in.
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Bambi
 
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Post » Tue May 08, 2012 10:35 am

I did a reinstall today, and managed to narrow down what's causing a recurring issue. When I start a new game, after the movie that plays I get a black screen that lasts up to about a minute before it fades in to Jiub. If I turn MGE off, the ship loads up immediately after the movie.
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Alyce Argabright
 
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Post » Tue May 08, 2012 1:57 am

I did a reinstall today, and managed to narrow down what's causing a recurring issue. When I start a new game, after the movie that plays I get a black screen that lasts up to about a minute before it fades in to Jiub. If I turn MGE off, the ship loads up immediately after the movie.
Yes me too, it has always do this with MGE XE.
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Allison Sizemore
 
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Post » Tue May 08, 2012 8:39 am

Managed to get video to play in the main menu background, and I've made it as simple as installing a bink file to the video directory.

Hrnchamd - is it possible to create a macro in MGE XE do take continuous screenshots?
The screenshot taking function in MGE XE halts the game for 0.5-2 seconds while it processes the picture, it's not fast enough to run what you want. Fraps runs in another background thread which lets it work better in your situation.

Thanks for your concern Wayfinder, but my HDD is fine and other programs or games do not crash randomly. This crash does only happen in a very particular circumstance, when starting a new game and going through the chargen process. If I load any saved game with MGE XE or if I start a new game with MGE SVN178, or with vanilla Morrowind, I do not experience this problem. It may be a combination of several factors (specific CGU or driver with mods/MGE), but the crash appears to be related to both 3d8d.dll and nv4_disp.dll.
It's definitely my fault if standard MGE works. Still looking into it, it may be something to do with the model changing when you confirm your race.

I did a reinstall today, and managed to narrow down what's causing a recurring issue. When I start a new game, after the movie that plays I get a black screen that lasts up to about a minute before it fades in to Jiub. If I turn MGE off, the ship loads up immediately after the movie.
It's loading the whole distant world at the start, so it can appear as soon as you leave the boat, rather than pausing a long time at the hatch.
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Ownie Zuliana
 
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Post » Mon May 07, 2012 7:48 pm

The screenshot taking function in MGE XE halts the game for 0.5-2 seconds while it processes the picture, it's not fast enough to run what you want. Fraps runs in another background thread which lets it work better in your situation.

Ah... no problem - thanks for the explanation

It's loading the whole distant world at the start, so it can appear as soon as you leave the boat, rather than pausing a long time at the hatch.

I like what you did as the extra time waking up on the boat fits with the storyline
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Joe Alvarado
 
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Post » Tue May 08, 2012 10:48 am

It's loading the whole distant world at the start, so it can appear as soon as you leave the boat, rather than pausing a long time at the hatch.

That explains it, thank you. I thought it was a bug I'd somehow managed to introduce to my game.
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Bloomer
 
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Post » Mon May 07, 2012 10:35 pm

Managed to get video to play in the main menu background, and I've made as simple as installing a bink file to the video directory.
Wow great, just splendid! MGE XE assumed direct control of binkw32.dll probably :biggrin:
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Chrissie Pillinger
 
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Post » Mon May 07, 2012 7:04 pm

Managed to get video to play in the main menu background, and I've made as simple as installing a bink file to the video directory.

Amazing friend!
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Tanika O'Connell
 
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Post » Tue May 08, 2012 7:24 am

Hi Hrnchamd,
and wow! you got me dumbfounded again. I just playtested MGE 0.9.7 for a while, default settings, and yeah! awesome! :icecream:

There's one thing I wanted to ask, though;
[img]http://image-upload.de/image/BOMkAn/8d4d4d7728.jpg[/img]

Looks like if a *.nif shadows itself, the entire vertices get shadowed; and quiite strongly at that.
Has anyone else experienced this behaviour?
Is there anything I can do to get rid of these artifacts?
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Ben sutton
 
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Post » Mon May 07, 2012 11:43 pm

It's a hair nif problem, Hrnchamd have already explain how to fix this (via a 3D program).
=>
http://www.gamesas.com/topic/1331642-alienor-hair-mod-problem-with-glow-maps-maybe/page__fromsearch__1
^^
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Carys
 
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Post » Tue May 08, 2012 7:36 am

EDIT: Already answered, nvm
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Rach B
 
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Post » Tue May 08, 2012 7:17 am

http://tes.nexusmods.com/downloads/file.php?id=41102

- Adjusted culling code to improve CPU usage for distant land and grass.
- You can play bink videos as a replacement for the main menu background. Rename the bink to menu_background.bik and place it in Data Files/video. As a test example you can copy mw_menu.bik from the Morrowind CD.
- Some bugfixes for reloading from fullscreen Alt-Tab.
- Some HDR and SSAO shader quality adjustments.
- Big localization update. Almost all of MGEXEgui is localizable (distant land generator, shader setup, resolution options). Only exception is the input editors, I need to figure out how to access the keyboard layout without causing a mess. See mge3/template.lng.
- New dynamic lighting (fixed function emu) feature added for beta test. Replaces the standard vertex lighting with a shader generator that generates per-pixel lighting shaders. This is still somewhat slow compared to fixed function.

The lighting effect improvements vary depending on the overall lighting setup in each cell, some work better than others. Beta testing the lighting requires changes to your settings.

You must set your In-game > Dynamic lighting coefficients to (5.4, 0, 0.27). It is adjustable, but the linear coefficient will be ignored. Bind the 'toggle lighting mode' function in the macro editor to a key. You may notice dark spots in some cells, these are negative lights placed in the world. I'll have to figure out how to work with them. When the shader generator fails, objects will turn a default purple. Please post your mgeXE.log if you see that occurring.
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Amy Masters
 
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Post » Tue May 08, 2012 9:27 am

Very exciting update, Hrn.

I have tried the new dynamic lighting system with the cofficients you suggested. As expected by the 'beta' nature of the thing, it was quite buggy...

-NPC rendering seems to be quite broken by the new system; certain body parts on certain actors become untextured (purple or pink, too color blind to tell) and float at the posistion of the NPC; not all body parts are effected, and which parts are depends on the NPC, possibly having to do with what they are wearing. The body parts that float often float at strange angles rather than the angle you would expect, especially horizontal.

-Some statics are completely lit up, some are even completely white. Most statics look fine, though.

Last, a question. Could this new lighting system eventually cure lighting seams?
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Fanny Rouyé
 
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Post » Tue May 08, 2012 9:42 am

http://tes.nexusmods.com/downloads/file.php?id=41102 - Adjusted culling code to improve CPU usage for distant land and grass. - You can play bink videos as a replacement for the main menu background. Rename the bink to menu_background.bik and place it in Data Files/video. As a test example you can copy mw_menu.bik from the Morrowind CD. - Some bugfixes for reloading from fullscreen Alt-Tab. - Some HDR and SSAO shader quality adjustments. - Big localization update. Almost all of MGEXEgui is localizable (distant land generator, shader setup, resolution options). Only exception is the input editors, I need to figure out how to access the keyboard layout without causing a mess. See mge3/template.lng. - New dynamic lighting (fixed function emu) feature added for beta test. Replaces the standard vertex lighting with a shader generator that generates per-pixel lighting shaders. This is still somewhat slow compared to fixed function. The lighting effect improvements vary depending on the overall lighting setup in each cell, some work better than others. Beta testing the lighting requires changes to your settings. You must set your In-game > Dynamic lighting coefficients to (5.4, 0, 0.27). It is adjustable, but the linear coefficient will be ignored. Bind the 'toggle lighting mode' function in the macro editor to a key. You may notice dark spots in some cells, these are negative lights placed in the world. I'll have to figure out how to work with them.
Thanks to think about the other communities :banana:
Now I need to translate the others texts :ph34r:
XD
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Noraima Vega
 
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Post » Tue May 08, 2012 8:24 am

I gave the new lighting system a quick test. It does cause a bit of an FPS hit once activated but that's to be expected with improved graphics. Overall things look a million times better IMO :thanks: , but I ran into a single abnormality while playing. I was running around one of TR's citys when suddenly all of the rocks turned bright white with specs of normal coloring throughout. I'm using Taddeus's latest rocks btw but I'm not sure which ones in particular these happened to be. When I toggle the new lighting system off they look great, but with it on...not so much. But the weird thing is that they looked just fine for about 10 minutes of walking around with the new system turned *on*, but after those 10 minutes they suddenly turned white for no apparent reason.
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jaideep singh
 
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