Shelter from Magnus' Blaze 3

Post » Fri May 13, 2011 11:44 am

The underwater shader is just amazing.

http://img152.imageshack.us/f/mgescreenshot2.jpg/

http://img143.imageshack.us/f/mgescreenshot3.jpg/ This turned out a little darker than i expected. Looks great in game.

I've been using this saved game to test various things the past few days, and every time I loaded the game, the reflections were screwed up. The reflections are working now so thanks a lot for fixing them.

The map is indeed showing water.

Fog and soft bloom are playing well with each other now.

This release is pretty great.

Shader Chain:
HDR
SSAO HQ
DoF
SunShafts
Under Water
Bloom Soft
HLSL BleachByPass
HLSL Vignette
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jeremey wisor
 
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Post » Fri May 13, 2011 10:38 pm

Does hair clip with 3.8.2? It's one of those things that the engine does. The boat in Seyda Neen needs to be added to your statics exception list, see the main MGE thread for how it works.


No, it never has. Its not doing it right now, either. I backed out to 186 again as I only load XE for testing purposes until there are some big MWSE features added in....neither of Improved Teleport or Ownership Indicator work with it and I don't see playing the game without either again (especially Imp Teleport...companions disappearing all the time is annoying).

The clipping only happens in 3rd person while at the surface, as the head bobs up and down on the waterline.
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Lily
 
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Post » Fri May 13, 2011 8:43 pm

Hi. I think ive just run into a bug with the race menu, which you can see in this pic: http://www.tesnexus.com/imageshare/image.php?id=78832

The menu is invisible besides the head, but you can still press the buttons and exit it, and the class and birthsign menus arent effected. I disabled the shaders but that diddnt fix it while toggling distant land causes a ctd when exiting the prison boat. If i install mge 178 over the top of XE the race menu appears as normal.

This is a new install, the only mods being mcp and the unnoficial morroiwnd patch. Previously i used mge XE 0.7.2 with only general stability problems caused by mge 178, leading to me reinstalling the game. Any help would be much appreciated. Thanks
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Brentleah Jeffs
 
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Post » Sat May 14, 2011 2:20 am

Will the Celshader ...er..shader work with this when it's done. Not sure if the shaders all need rewritten to work or not?

Regardless, AMAZING work. With this and MCP, you have ensured you place in the Pantheon of Morrowind Mod Gods!


Edit: fixed punctuation
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Claire Vaux
 
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Post » Fri May 13, 2011 6:07 pm

Reporting on 1.8.6.

Fixed button labels in macro editor/remapper due to text rendering change. Macro'd keys are now a pleasant black text on light blue instead of black text on darker green.

Much better.

Screenshot enable checkbox now works like others since the screenshot code is patched.

Perfect and much faster than before. It makes sense to edit the tooltip for "Allow screenshots", though.

Shaders
Bloom Soft finally fixed not to bloom fog. I actually read all of the code this time.

Extensively tested. Confirmed.

Water bugging out should be fixed. Water is now drawn when Morrowind water is pattern matched. This also makes water show in the local map again.

Confirmed, works pefectly.

Underwater refraction of above surface increased.
Underwater transition is moved to match the centre of the viewport instead of when water reaches the top of it.

Just excellent.

Please check if water is bugging out any more, if Bloom Soft works properly, and if there are no quirks in menu mode. The scene is fully updated when you click, but I don't know if that becomes a problem.

I can't say anything about menu mode, as it never lagged for me.

Some random observations.
1. New underwater effect speeds up while swimming, which looks unnatural.
2. The "Enable alt combat controls" option doesn't work in XE. I don't know if it's intentional.
3. Distant Land generation crashes with OutOfMemoryException whenever I choose relatively high settings. It never happened before, and I'm quite sure I haven't installed any new plugins or replacers recently.
4. SSAO HQ isn't strong enough for my tastes. 48 samples and 1.8 overall strength seem to improve it somewhat, though it still feels different from the non-XE version.
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Alexis Estrada
 
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Post » Fri May 13, 2011 4:22 pm

I don't yet have time to do a very thorough report, but I did give 0.8.6 a quick run and noticed a few things.


1. Screenshot button works natively as you said.
2. Underwater effects, as Wayfinder mentioned, look unnatural when you start moving or stop moving. Additionally, through my framerate remained high, the "animation" seemed to jitter a bit. The transition to underwater looks good now, though.
3. Is MW/MGE blending broken in the current revisions? I was having really, really weird pop-out/in effects, when I realized that I couldn't perceive any blending. I don't have it set to be off by default.
4. I can confirm the issue of the race selection menu disappearing.
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lexy
 
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Post » Fri May 13, 2011 4:25 pm

No, it never has. Its not doing it right now, either. I backed out to 186 again as I only load XE for testing purposes until there are some big MWSE features added in....neither of Improved Teleport or Ownership Indicator work with it and I don't see playing the game without either again (especially Imp Teleport...companions disappearing all the time is annoying).

Improved Teleport should work with it? It doesn't specify any special MWSE features in the readme.


The menu is invisible besides the head, but you can still press the buttons and exit it, and the class and birthsign menus arent effected. I disabled the shaders but that diddnt fix it while toggling distant land causes a ctd when exiting the prison boat. If i install mge 178 over the top of XE the race menu appears as normal.

Thanks for checking, it's the background caching just added for a smoother menu mode, I forgot to add a check for the race menu special case. It will be updated soon.


Some random observations.
1. New underwater effect speeds up while swimming, which looks unnatural.
2. The "Enable alt combat controls" option doesn't work in XE. I don't know if it's intentional.
3. Distant Land generation crashes with OutOfMemoryException whenever I choose relatively high settings. It never happened before, and I'm quite sure I haven't installed any new plugins or replacers recently.
4. SSAO HQ isn't strong enough for my tastes. 48 samples and 1.8 overall strength seem to improve it somewhat, though it still feels different from the non-XE version.

The underwater needs lots of work in general, it's hard to render volumetric textures. The Distant Land generator is still using the same code as 178, I'll have to check if there's been any fixes since then. The original SSAO HQ settings are 16 samples and 2.0 strength, it should look the same if you set that.


3. Is MW/MGE blending broken in the current revisions? I was having really, really weird pop-out/in effects, when I realized that I couldn't perceive any blending. I don't have it set to be off by default.

I have changed that recently while moving the water rendering around, it's likely to be that.
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Benito Martinez
 
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Post » Fri May 13, 2011 9:54 pm

A quick test of this 0.8.6 version

OK
The number version are correct now.
The water bug showing the horizon on top of the environment in the 0.8.5 version has been exterminated now.
On Soft Bloom the level of brightness of far mountains its decreased drastically. It looks really nice.
Underwater effects are nice. Needs a more flowing animation.There are some little jumps now. Not really important in my book.

MINUS
The solar sphere its a bit more grey now. The version 0.8.4 looks perfect for me showing a yellow solar disc when looking at it. Its dependent of any texture? We can change that to suit our tastes? But well in general de solar lightning seems more greyish.
Definitely the macro editor don't work for me, (only the screenshot function). I lost the zoom function, I'm really sad. I'm doing something wrong?

In general terms some problems arise with the new versions of the MGE XE. Basically all looks so gorgeous than I buyed the Vodunius Nuccius house. Now my girlfriend Its angry cause she don't like the swamps.

460GTX 260.99 Q9300 M Enhanced FPSOpt 1.96
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Carlos Rojas
 
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Post » Fri May 13, 2011 11:28 am

Improved Teleport should work with it? It doesn't specify any special MWSE features in the readme.


The "Companion Teleport" spell from Imp Teleport works fine with my 3.8 rev 186 build (it, it brings up the box with the choices for listing who is in the list, summon etc etc) and the box was not appearing in the XE build as of last night.

I'll take another look at it this afternoon along with the hair clipping. I'm going to load the hair clipping up with a different race to see if it has something to do with the custom race I'm using in the game in question (plausible).

The boat in Seyda Neen needs to be added to your statics exception list, see the main MGE thread for how it works.


This doesn't make any sense to me as statics exceptions have to do with Distant Lands, and the boat is actually not there....ie, I can swim over to where it is supposed to be, and be in water exactly where the boat should be. The shadows from said boat are still being projected though. I think I'm missing something here.
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Tania Bunic
 
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Post » Fri May 13, 2011 10:05 pm

The solar sphere its a bit more grey now. The version 0.8.4 looks perfect for me showing a yellow solar disc when looking at it. Its dependent of any texture? We can change that to suit our tastes? But well in general de solar lightning seems more greyish.
Definitely the macro editor don't work for me, (only the screenshot function). I lost the zoom function, I'm really sad. I'm doing something wrong?

In general terms some problems arise with the new versions of the MGE XE. Basically all looks so gorgeous than I buyed the Vodunius Nuccius house. Now my girlfriend Its angry cause she don't like the swamps.

It's the sunshaft shader that improves Sol, I turned off drawing the extra sundisc because it seems to blind people by default if they haven't installed an extra texture (sun flash from the original sunshafts package). You may turn it back on with the shader editor, edit sunshafts and change the sundisc line:
#define sundisc 1
I was looking for the code to turn off Morrowind's sun glare automatically, but there were bugs that needed fixing.

Yes, the zoom function isn't working at the moment, the original code didn't set the zoom baseline properly, I should mark that in the post.
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Kim Bradley
 
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Post » Fri May 13, 2011 3:45 pm

This doesn't make any sense to me as statics exceptions have to do with Distant Lands, and the boat is actually not there....ie, I can swim over to where it is supposed to be, and be in water exactly where the boat should be. The shadows from said boat are still being projected though. I think I'm missing something here.
The boat IS there. Or it was. When you generate distant land, MGE goes through and finds all of your statics that are enabled by default and makes copies of them that get drawn where in vanilla morrowind there is fog. The reflections in the water aren't reflections of the true scene, they are reflections of distant land.

The boat gets generated with everything else because the game has it set to be there by default and only later takes it away. There is no way for MGE to know that the game has taken the boat away. Therefor, the boat is still in distant land since you generated it (since you didn't mark it as an exception).

To better understand what I am telling you, you might want to try putting some distance between you and the dock at seyda neen without losing sight of it. You should see the boat magically re-appear, and when you get closer it will disappear again.
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Kevin Jay
 
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Post » Fri May 13, 2011 12:47 pm

The boat IS there. Or it was. When you generate distant land, MGE goes through and finds all of your statics that are enabled by default and makes copies of them that get drawn where in vanilla morrowind there is fog. The reflections in the water aren't reflections of the true scene, they are reflections of distant land.

The boat gets generated with everything else because the game has it set to be there by default and only later takes it away. There is no way for MGE to know that the game has taken the boat away. Therefor, the boat is still in distant land since you generated it (since you didn't mark it as an exception).

To better understand what I am telling you, you might want to try putting some distance between you and the dock at seyda neen without losing sight of it. You should see the boat magically re-appear, and when you get closer it will disappear again.


I guess I'm not being clear. The boat should really still be there as I haven't done Siege at Firemoth yet. Hmmm. Now you've got me wondering if that mod is somehow disabled...I'll have to check that (it would explain the boat going missing). Your distance comment is true, the boat is there at distance, and goes away once the MW engine renders....my issue is that the boat is disappearing at all (it should still be there).
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мistrєss
 
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Post » Sat May 14, 2011 1:08 am

I guess I'm not being clear. The boat should really still be there as I haven't done Siege at Firemoth yet. Hmmm. Now you've got me wondering if that mod is somehow disabled...I'll have to check that (it would explain the boat going missing). Your distance comment is true, the boat is there at distance, and goes away once the MW engine renders....my issue is that the boat is disappearing at all (it should still be there).
If I remember correctly, the siege at firemoth boat docks someplace else. Or it doesn't appear until you start the quest.
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Sherry Speakman
 
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Post » Fri May 13, 2011 11:08 pm

Alright, got some testing in.

Hair clipping happens for both my custom and standard races in 3.8 186, but not nearly as often. I swam around for 15 minuets with both, saw it happen 3 times on 186. It happened constantly in XE. So something with the water level is messing with the head hair model.

I am also seeing 2 types of hair clipping, the first is when the entire (long) hair is not seen below the waterline, and the other, the entire wig disappears. It only happens in 3rd person while swimming fast. It seems it happens when the game engine wants to flip back and forth between above and below water views.

As for the boat.... It seems to have disappeared in newer save games and not earlier ones....so I must have done something to trigger it leaving. :(

Update - Companion Teleport from Imp Teleport definitely does nothing in XE. Works fine in any other version. OK, all my other versions didn't have the latest MCP build. The Imp Teleport issue is entirely the fault of swift casting, not XE. It works with the hotkey '0' bringing up the hands on screen...so this thing must be coded to look for the ready casting state. I've PMed cdcooley about it...hopefully he can fix it.
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A Lo RIkIton'ton
 
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Post » Fri May 13, 2011 6:45 pm

. The game turns off lighting information once everything it could ever draw is out of view, so the brightness is off.

MGE seems to do a little trick to keep the colouring right, if not the sun direction. None of it is commented, sigh, I will have to find out how it worked. It will go back in.


In general terms some problems arise with the new versions of the MGE XE. Basically all looks so gorgeous than I buyed the Vodunius Nuccius house. Now my girlfriend Its angry cause she don't like the swamps.

Missed that edit. Maybe you can move up to Suran? There are leafy trees around there to decorate your house with shade, and the water is clearer, better night life.


OK, all my other versions didn't have the latest MCP build. The Imp Teleport issue is entirely the fault of swift casting, not XE. It works with the hotkey '0' bringing up the hands on screen...so this thing must be coded to look for the ready casting state. I've PMed cdcooley about it...hopefully he can fix it.

Even simple changes can break things, it's all enough to drive a man crazy. Will crosspost this on the MCP thread.
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(G-yen)
 
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Post » Fri May 13, 2011 3:38 pm

0.8.7 released

Shaders
SSAO Fast problems with serious overdarkening is now fixed.
Sunshaft shader has sun disc rendering back on by default.
Underwater effects now takes weather into account.

XE
Added scattering exponential fog, enabled by default. Saturation and blueness rebalanced, though the effect is dependent on the draw distance.
Sky rendering code revised to replace Morrowind sky rendering. It is now possible to move the skybox around.
Sun lighting should stay correct when you move high enough that only distant land is visible.
Near fog approximation for exp. fog mode improved, should look better in heavy fog.
Race menu rendering fixed.
Fix for doing MW/MGE blending when water plane is not rendered added. Not sure if this is the same bug as reported.


Fog scattering/blue colour shift is on by default with exp. fog. If you wish to turn it off, edit shaders/XE Common.fx and remove the #define USE_SCATTERING line.

Thanks for the scatter shader phal! I got a huge fogstorm and hilarious glowing scattering water. Everyone else, don't trust any shaders written by phal. :happy:
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Marnesia Steele
 
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Post » Sat May 14, 2011 1:46 am

0.8.7 released

Nice!
Downloading... I'll test it out :)
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Elina
 
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Post » Fri May 13, 2011 7:28 pm

You're quick with the updates. Nice.
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Dagan Wilkin
 
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Post » Sat May 14, 2011 1:23 am

I'll pull it down and play with it tonight.

Any progress on the mouse sensitivity for high resolution menu modes? Your 0.8.6 change didn't seem to do anything.
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Melanie Steinberg
 
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Post » Fri May 13, 2011 1:48 pm

I'll pull it down and play with it tonight.

Any progress on the mouse sensitivity for high resolution menu modes? Your 0.8.6 change didn't seem to do anything.

for me it worked great, i have good responsible mouse in menus scince 0.8.6. (i play at 1920x1200)
iam also very happy with the transition from under to above water and cant wait to test that lighgtning from high thing!
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Killer McCracken
 
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Post » Fri May 13, 2011 1:24 pm

for me it worked great, i have good responsible mouse in menus scince 0.8.6. (i play at 1920x1200)
iam also very happy with the transition from under to above water and cant wait to test that lighgtning from high thing!



I'm at 1680x1050 and its still painfully slow, with 0.8.7. I'd say if you doubled the speed, it might approach my onscreen speed. If I start at the far left and try to mouse all the way across the screen, I still have to lift the mouse at the end of my mousepad, and almost again before I get to the far right side. Granted, its better than without. If I run the game without FPS opt on my 186svn, I actually do have to lift the mouse a second time to go entirely left to right. So its definitely faster than before, but its still crazy unresponsive for me.

What video card are you using? I'm using the latest nVidia drivers.

The worse part of the mouse sensitivity issue with Morrowind is that Windows likes to inherit it after you exit the game for about 1-2 minutes (probably a service polling time).
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Klaire
 
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Post » Fri May 13, 2011 11:08 am

The exponential fog looks pretty great. I've got above water fog start at 1 and end at 3 with exponential fog set at 4, and really makes morrowind look foreboding and dank (the way I like it). But it's not drawing the skybox when exponential fog is on.
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Emily Martell
 
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Post » Fri May 13, 2011 6:59 pm

Any progress on the mouse sensitivity for high resolution menu modes? Your 0.8.6 change didn't seem to do anything.

Like I said, it might be best for MCP in case another MGE version comes out you prefer. I guess it might be easier just coding in MGE though...
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Carlos Rojas
 
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Post » Fri May 13, 2011 11:57 pm

Looks like you forgot to include the updated shader files in the archive. They're all the same as 0.8.6.

Also, race menu confirmed fixed, and I've had no issues with cursor sluggishness since the previous version. (ATI 5670, latest drivers, Win7 x64, 1680x1050 FWIW.)
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louise hamilton
 
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Post » Fri May 13, 2011 9:20 pm

Could you add the possibility of being able to withdraw one or more shaders of the list of the “active shaders”? :bowdown:
Because it is something which always aggravated me, that when I make a bad handling and that I twice have same the shader or a shader that I didn't want to put, in the list of the “active shaders”, and well I was all to erase for replacing the shaders well that I wanted in this list.
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Matthew Warren
 
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