Shelter from Magnus' Blaze 8

Post » Tue May 08, 2012 2:39 am

-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?
Could you post your mgeXE.log from after the purple objects have appeared? I don't think seams can be cured in general, because rendering more than a handful of lights per object gets very expensive. It may be possible to patch the renderer to select the set of lights that minimizes seams.

If anyone gets white statics, could you post the nif file for that static or where to download it.
User avatar
Michael Russ
 
Posts: 3380
Joined: Thu Jul 05, 2007 3:33 am

Post » Tue May 08, 2012 3:00 am

Link to Taddeus's rocks ( these turn white for me when using the new lighting system ) -> http://www.gamesas.com/topic/1255955-wiprel-on-the-rocks/
User avatar
Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am

Post » Tue May 08, 2012 10:44 am

Could you post your mgeXE.log from after the purple objects have appeared?
Here is a log from a session where the purple objects appeared for you to look at.

http://pastebin.com/raw.php?i=paBBXVDD
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hannaH
 
Posts: 3513
Joined: Tue Aug 15, 2006 4:50 am

Post » Tue May 08, 2012 5:21 am

Hrnchamd, I'm having an issue importing my settings. I'm using the clear water settings in my ini file, but when I upgraded to one of the previous versions of XE, those settings were lost (I get very cloudy water) and the import settings button is greyed out (so is the export). Is there way to force it to import my ini settings again? Thanks.
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Thomas LEON
 
Posts: 3420
Joined: Mon Nov 26, 2007 8:01 am

Post » Tue May 08, 2012 8:51 am

A http://tes.nexusmods.com/downloads/download.php?id=88714 for white bumpmapped objects.


Here is a log from a session where the purple objects appeared for you to look at.
Damn, it doesn't report any error messages, it just starts failing to compile anything after a couple of shaders. Try the patch but I don't know what the hell causes that.

Hrnchamd, I'm having an issue importing my settings. I'm using the clear water settings in my ini file, but when I upgraded to one of the previous versions of XE, those settings were lost (I get very cloudy water) and the import settings button is greyed out (so is the export). Is there way to force it to import my ini settings again? Thanks.
The import/export function in MGEgui was badly designed, it copied the whole morrowind.ini which could obliterate your load list and game related settings.

Distant land always controls underwater fog. For clearer vision underwater, turn off auto distances and set below water fog to -0.2 start, 0.6 end.
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Taylor Thompson
 
Posts: 3350
Joined: Fri Nov 16, 2007 5:19 am

Post » Tue May 08, 2012 1:00 am

Thanks for the quick response, Hrnchamd. I'll try that out. I miss my clear water...
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Campbell
 
Posts: 3262
Joined: Tue Jun 05, 2007 8:54 am

Post » Tue May 08, 2012 1:57 am

couple of minor issues:
- since 0.9.8 having os language different than english prevents mge xe from setting "Language Autodetect" to "English (default)" - leaving it blank instead, thus clicking Shader setup or DLGW causes crash. So you need to adjust it manually:
- since 0.9.7 water waves are http://youtu.be/RpT633mkpFM when walking forward to the water (also stepping backward). Walking aside is ok.

edit: Now i see that font size 10 wasn't a good idea. People below are reporting an issue that been described and solution given a couple posts above.
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Jessie Rae Brouillette
 
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Post » Tue May 08, 2012 11:13 am

Why wrote so little?
It's a bug topic so it's normal to describes bugs to Hrnchamd ;)
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kelly thomson
 
Posts: 3380
Joined: Thu Jun 22, 2006 12:18 pm

Post » Tue May 08, 2012 11:11 am

Well I donno why but I just thought that till my char goes purple and has 4 ears all other bugs are minor ones and should be treated correspondingly :yes:
edit:grammar
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lolly13
 
Posts: 3349
Joined: Tue Jul 25, 2006 11:36 am

Post » Tue May 08, 2012 6:41 am

In 0.9.8 i can no longer go into the shader setup, i get an Unhandled Exception with those details:

Spoiler

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at MGEgui.Localization.LocalizationInterface.Apply(Form form, Localization localization)
at MGEgui.Localization.LocalizationInterface.Apply(Form form)
at MGEgui.ShaderActive..ctor()
at MGEgui.MainForm.bShaderEd_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5448 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
MGEXEgui
Assembly Version: 0.9.0.0
Win32 Version: 0.9
CodeBase: file:///C:/games/Morrowind/MGEXEgui.exe
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5447 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5446 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
SlimDX
Assembly Version: 2.0.9.42
Win32 Version:
CodeBase: file:///C:/games/Morrowind/SlimDX.DLL
----------------------------------------
msvcm90
Assembly Version: 9.0.30729.6161
Win32 Version: 9.00.30729.6161
CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.6161_none_50934f2ebcb7eb57/msvcm90.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:





When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


I tried deleting MGE.ini to get a newly generated one, but the same error occurs.
User avatar
Neko Jenny
 
Posts: 3409
Joined: Thu Jun 22, 2006 4:29 am

Post » Tue May 08, 2012 2:05 am

In 0.9.8 i can no longer go into the shader setup, i get an Unhandled Exception with those details:

Spoiler

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at MGEgui.Localization.LocalizationInterface.Apply(Form form, Localization localization)
at MGEgui.Localization.LocalizationInterface.Apply(Form form)
at MGEgui.ShaderActive..ctor()
at MGEgui.MainForm.bShaderEd_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5448 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
MGEXEgui
Assembly Version: 0.9.0.0
Win32 Version: 0.9
CodeBase: file:///C:/games/Morrowind/MGEXEgui.exe
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5447 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5446 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
SlimDX
Assembly Version: 2.0.9.42
Win32 Version:
CodeBase: file:///C:/games/Morrowind/SlimDX.DLL
----------------------------------------
msvcm90
Assembly Version: 9.0.30729.6161
Win32 Version: 9.00.30729.6161
CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.6161_none_50934f2ebcb7eb57/msvcm90.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:





When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


I tried deleting MGE.ini to get a newly generated one, but the same error occurs.
I have this problem, too. For me it's related not only with the shader setup, but with all button in the Graphics, Distant Land and Config tabs (shader setup, distant land generation, weather, select screen). The buttons in the In-Game tab (macro editor, key remapper) work fine, though. A few examples below.

This happens with Select Sreen:
Spoiler

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at MGEgui.Localization.LocalizationInterface.Apply(Form form, Localization localization)
at MGEgui.Localization.LocalizationInterface.Apply(Form form)
at MGEgui.ResolutionForm..ctor()
at MGEgui.ResolutionForm.ShowDialog(Point& p, Boolean Windowed)
at MGEgui.MainForm.bCalcResolution_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5448 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
MGEXEgui
Assembly Version: 0.9.0.0
Win32 Version: 0.9
CodeBase: file:///D:/Bethesda%20Softworks/Morrowind/MGEXEgui.exe
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5447 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5446 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
SlimDX
Assembly Version: 2.0.9.42
Win32 Version:
CodeBase: file:///D:/Bethesda%20Softworks/Morrowind/SlimDX.DLL
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
msvcm90
Assembly Version: 9.0.30729.6161
Win32 Version: 9.00.30729.6161
CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.6161_none_50934f2ebcb7eb57/msvcm90.dll
----------------------------------------

This with the Distant land generation:
Spoiler

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at MGEgui.Localization.LocalizationInterface.Apply(Form form, Localization localization)
at MGEgui.Localization.LocalizationInterface.Apply(Form form)
at MGEgui.DistantLand.DistantLandForm..ctor(Boolean exists)
at MGEgui.MainForm.bDistantLandWizard_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5448 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
MGEXEgui
Assembly Version: 0.9.0.0
Win32 Version: 0.9
CodeBase: file:///D:/Bethesda%20Softworks/Morrowind/MGEXEgui.exe
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5447 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5446 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
SlimDX
Assembly Version: 2.0.9.42
Win32 Version:
CodeBase: file:///D:/Bethesda%20Softworks/Morrowind/SlimDX.DLL
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
msvcm90
Assembly Version: 9.0.30729.6161
Win32 Version: 9.00.30729.6161
CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.6161_none_50934f2ebcb7eb57/msvcm90.dll
----------------------------------------

This with Report max AA (the first row is somewhat different):
Spoiler

************** Exception Text **************
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at MGEgui.MainForm.bViewCaps_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5448 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
MGEXEgui
Assembly Version: 0.9.0.0
Win32 Version: 0.9
CodeBase: file:///D:/Bethesda%20Softworks/Morrowind/MGEXEgui.exe
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5447 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5446 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
SlimDX
Assembly Version: 2.0.9.42
Win32 Version:
CodeBase: file:///D:/Bethesda%20Softworks/Morrowind/SlimDX.DLL
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
msvcm90
Assembly Version: 9.0.30729.6161
Win32 Version: 9.00.30729.6161
CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.6161_none_50934f2ebcb7eb57/msvcm90.dll
----------------------------------------
User avatar
Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Tue May 08, 2012 7:35 am

A http://tes.nexusmods.com/downloads/download.php?id=88714 for white bumpmapped objects.
I encountered some strange issues with this. First, when loading a save, the init process hung. I had to kill MW via task manager. Starting a new game, the entire screen was light grey so I was not able to see anything but some light sources. The upper left corner displayed an MGE XE serious error, but the MGE XE.log did not have details about it.

When I installed the old d3d8.dll again, I got the same problems. Then I installed the entire MGE XE 0.9.8 package again which solved the problem.
User avatar
Jerry Cox
 
Posts: 3409
Joined: Wed Oct 10, 2007 1:21 pm

Post » Tue May 08, 2012 10:44 am

I have this problem, too. For me it's related not only with the shader setup, but with all button in the Graphics, Distant Land and Config tabs (shader setup, distant land generation, weather, select screen). The buttons in the In-Game tab (macro editor, key remapper) work fine, though. A few examples below.

yes, i just noticed Shader Setup wasnt the only instance where this happens.
User avatar
Rachie Stout
 
Posts: 3480
Joined: Sun Jun 25, 2006 2:19 pm

Post » Tue May 08, 2012 9:28 am

I encounter the same issues now. But it started only a few minutes ago, after playing the game. The distant land wizard has worked after I installed 0.9.8 package, see my last post about it. Now I cannot setup shaders and distant land anymore.
User avatar
Sarah Kim
 
Posts: 3407
Joined: Tue Aug 29, 2006 2:24 pm

Post » Tue May 08, 2012 8:00 am

Apologies everyone, redownload 0.9.8 for a fix for MGEXEgui (it includes the lighting patch too). I rewrote a lot of the localization code for translators, except the default language selection didn't work out right. Sometimes you test the wrong thing, it looked okay before.
User avatar
trisha punch
 
Posts: 3410
Joined: Thu Jul 13, 2006 5:38 am

Post » Tue May 08, 2012 2:30 am

Apologies everyone, redownload 0.9.8 for a fix for MGEXEgui (it includes the lighting patch too). I rewrote a lot of the localization code for translators, except the default language selection didn't work out right. Sometimes you test the wrong thing, it looked okay before.
so the re-upped 0.9.8 also comes with the beta patch?

EDIT: Nvm.
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Tue May 08, 2012 9:03 am

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

Brilliant work, enjoying 0.9.8 very much. I have not had opportunity to do much testing or run any numbers comparison for grass/rendering efficiency vs 0.9.7 but wanted to give some quick feedback.

- The dynamic lighting works as described, and I'd like to play with the settings a bit but the default tuning looks good. Nights in Balmora look great.

- When casting on-target spells, I notice large portions of the ground and nearby statics getting turned white as the projectile paths across/near them.

- A question about the new lighting system. With the old system, there is a limit of how many lights can affect the same objects (8, correct?) Light source quantity / spacing can be a bit tricky in terms of how lighting seams look, areas turning dark that should be lit up, etc. Does the new lighting system eliminate the limitation, and correctly account for all lights in a particular area?
User avatar
Niisha
 
Posts: 3393
Joined: Fri Sep 15, 2006 2:54 am

Post » Tue May 08, 2012 10:00 am

The problem with the gui is solved, thanks.
I've done a little testing and the new lighting looks great overall. I have found a couple of possible problems:

- Sometimes the terrain and the statics around happen to turn white when a spell projectile passes over them (as already reported by NMZmaster).

- Bump mapped objects (specifically my rocks) look different. The bump map becomes much more shiny.

- Days are much brighter, maybe a bit too much. This could be a matter of personal preference, though, and think can be adjusted using gamma correction.

Also, I have one more question: is it possible (not at this stage, only in theory) to have static objects show in the distant land only under certain conditions (only at night, only with rain, etc.)?
User avatar
Jerry Cox
 
Posts: 3409
Joined: Wed Oct 10, 2007 1:21 pm

Post » Mon May 07, 2012 7:45 pm

Great work on this, I'm getting a big performance boost as well which has me doubly happy! :D

No errors have stood out. If they do then like others I'll pop them in this thread.
User avatar
Maddy Paul
 
Posts: 3430
Joined: Wed Feb 14, 2007 4:20 pm

Post » Mon May 07, 2012 8:40 pm

I've uploaded a set of three meshes that start glitching out when the new lighting system is enabled.

http://www.mediafire.com/?5jump7s4x62v5mu

Note that these are not all of the meshes I have observed becoming 'purple'. Two of them are modded (the argonian skin and the bottle), one of them is vanilla content (the bonemold curiass). In the case of the curiass and argonian bodyparts, they display in the default posistion slightly above where their actors are. The bottle displays in the correct posistion but appears untextured.

Speaking to the overall quality of the lighting, I would say more expirimentation with different cofficients is in order.
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Kevan Olson
 
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Post » Mon May 07, 2012 8:59 pm

Do you guys play with AA enabled? It seems to cause a lot of flickering on the edges of some trees and objects.

Also, my load times GREATLY reduced since upgrading to this version, could it be something with my computer or something you changed?
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Sanctum
 
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Post » Mon May 07, 2012 7:56 pm

I have a general "problem" with distant land, vurts trees and night. In this http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20067.jpg, I get random bright pixels around vurts trees, they flicker as I move about. One of the BC trees ends up with a mass of neon green pixels all over it. Could this be a issue with the distant land mesh version of those trees, and/or the lower res texture being generated, or my graphics card?
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Jerry Jr. Ortiz
 
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Post » Mon May 07, 2012 9:11 pm

I have a general "problem" with distant land, vurts trees and night. In this http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20067.jpg, I get random bright pixels around vurts trees, they flicker as I move about. One of the BC trees ends up with a mass of neon green pixels all over it. Could this be a issue with the distant land mesh version of those trees, and/or the lower res texture being generated, or my graphics card?

Yeah i use his trees as well and the same thing happens, but sometimes it happens on other objects as well, It only happens with AA on.
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Emily Jones
 
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Post » Tue May 08, 2012 12:52 am

Are you two using reduced meshes? As in, less than 100% in the generator?
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Talitha Kukk
 
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Post » Tue May 08, 2012 2:51 am

I reported the
Yeah i use his trees as well and the same thing happens, but sometimes it happens on other objects as well, It only happens with AA on.

Yes, i also reported this a while back, my solution was to force Nvidia AA instead, maybe not ideal, i dont know if MGE XE AA is more performance friendly.

Knots: for me this happened with highest detail on meshes, it has something to do witht the AA..
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JUDY FIGHTS
 
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