Shelter from Magnus' Blaze 4

Post » Sat May 28, 2011 9:29 am

http://img217.imageshack.us/img217/4947/morrowind20110210214721.jpg
http://img600.imageshack.us/img600/7521/morrowind20110210214812.jpg
http://img828.imageshack.us/img828/3996/morrowind20110210215201.jpg
http://img194.imageshack.us/img194/9278/morrowind20110210215216.jpg
http://img233.imageshack.us/img233/8015/morrowind20110210215303.jpg

These are vanilla textures, using your recommended shaders. It's beautiful!
Screenshots taken in and around Gargen Huul, WIP from the Velothi Mountains on the TR project.
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Ana
 
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Post » Sat May 28, 2011 12:07 pm

And sorry for the double post, but http://www.youtube.com/watch?v=QZLpo5Tv0ts

Also tr stuff...
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Karen anwyn Green
 
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Post » Sat May 28, 2011 6:13 pm

That's fine, because TR is awesome.
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Wane Peters
 
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Post » Sat May 28, 2011 1:20 pm

I'm experiencing random crashes, but only indoor (houses, caves...)
What bug-hunting info can I supply?



Does it only happen with MGE XE? Was there an action that triggered it? And, post the information from the more details (or similar) link in the crash reporting window.


I think I've nailed it down - game crashes only when AA is on, with AA off everything is fine.
But with AA on, both MGE and MGE XE crashed, no matter what level of AA was set.
AA was set in MGEXEgui.exe, not forced in drivers (Catalyst 11.1 on 4850).
Does this make any sense?
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Siobhan Thompson
 
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Post » Sat May 28, 2011 4:59 am

finally unpacked the bsa, and so, here are the trees http://swiss2.whosting.ch/Sanmonku/temp/tree_meshes.7z
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Lillian Cawfield
 
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Post » Sat May 28, 2011 11:02 am

finally unpacked the bsa, and so, here are the trees http://swiss2.whosting.ch/Sanmonku/temp/tree_meshes.7z

Thanks, you narrowed it down. There's one incompatible texture (snowy trees are DXT1a) and the other one is my problem. I can post a fixed texture for now, eventually the texture optimizer feature will catch it automatically.
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Brandon Wilson
 
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Post » Sat May 28, 2011 12:16 pm

Finally got it working, but my fps go down quite quickly :-(
Damn mods xD
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Rach B
 
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Post » Sat May 28, 2011 4:44 pm

saved the snow texture as DXT3 http://www7.pic-upload.de/11.02.11/nasknr32xzn7.jpg
this is just not a nice tree ^^ but at least its not black anymore :smile:
what's odd is, that there where original bloodmoon snow threes with the same problem, but already replaced them.
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GRAEME
 
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Post » Sat May 28, 2011 9:10 am

Hey, can someone maybe post their recommended .ini settings for lightning and stuff? =)
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Music Show
 
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Post » Sat May 28, 2011 4:26 pm

you should preferably fix the texture alpha to have sharper transitions.


Great thanks, "Posterize" in Photoshop will take care of that.
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Smokey
 
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Post » Sat May 28, 2011 12:08 pm

I've just installed MGE XE and I'm having problems. Whenever I click on 'load' to load a savegame, it crashes back to desktop without warning. If I start a new game, it works for a little while and then crashes a short while later. I haven't been able to work out exactly what triggers the crashes, but it mainly seems to happen under the following circumstances: when switching to third-person mode, when talking to NPCs, or after spending too long in menus.

My system info:

Win XP SP3
Latest version of DirectX 9.0c
Nvidia GeForce 8600GT (with latest drivers)


MgeXE.log on trying to load a game at startup:
Spoiler
MGE XE 0.8.11
MWSE dll injected
>> CreateD3DWrapper
-- CreateD3DWrapper calling Direct3DCreate9
<< CreateD3DWrapper
>> D3D Proxy CreateDevice
-- D3D Proxy Factory OK
<< D3D Proxy CreateDevice
>> CreateInputWrapper
<< CreateInputWrapper
-- Proxy Keyboard OK
-- Proxy Mouse OK


MgeXE.log on crash after starting a new game:
Spoiler
MGE XE 0.8.11
MWSE dll injected
>> CreateD3DWrapper
-- CreateD3DWrapper calling Direct3DCreate9
<< CreateD3DWrapper
>> D3D Proxy CreateDevice
-- D3D Proxy Factory OK
<< D3D Proxy CreateDevice
>> CreateInputWrapper
<< CreateInputWrapper
-- Proxy Keyboard OK
-- Proxy Mouse OK
>> Distant Land init
>> Distant Land init shader
-- Shader compiled OK
-- Shadow map shader compiled OK
-- Depth shader compiled OK
>> Distant Land init post shaders
>> Post Process shader init
-- Post shader Data Files\shaders\XEshaders\Bloom Fine.fx loaded
-- Post shader Data Files\shaders\XEshaders\HDR.fx loaded
-- Shader chain indicates HDR On
<< Post Process shader init
>> Distant Land init depth
>> Distant Land init shadow
>> Distant Land init water
>> Distant Land init world
>> Landscape Load
-- Landscape textures loaded
<< Landscape Load
>> Distant Land init statics
-- Distant Land finished loading distant statics
>> Distant Land init fog
<< Distant Land init


Here's my mod list. I tried to uncheck all the MGE HUD mods, but I may have forgotten some of them.
Spoiler
[Game Files]
GameFile0=Bloodmoon Landscape Overhaul 1.0.esm
GameFile1=Bloodmoon.esm
GameFile2=Hilgya the Seamstress.esm
GameFile3=Imp Guard anticlone.esm
GameFile4=Morrowind Patch v1.6.4.esm
GameFile5=Morrowind.esm
GameFile6=MW_Children_1_0.esm
GameFile7=Texture Fix 1.8.esm
GameFile8=Tribunal.esm
GameFile9=AV_female_armor.esp
GameFile10=AV_fem_armor_Trib.esp
GameFile11=AV_fem_shirts.esp
GameFile12=Better Bodies.esp
GameFile13=Better Clothes_v1.1.esp
GameFile14=BetterClothesForTB.esp
GameFile15=BetterClothes_Patch.esp
GameFile16=Better_Lords_Mail_AV.esp
GameFile17=BLLDV_ALL.esp
GameFile18=Book Jackets - Bloodmoon.esp
GameFile19=Book Jackets - Morrowind.esp
GameFile20=Book Jackets - Tribunal.esp
GameFile21=Clean Better Daedric.esp
GameFile22=Complete Armor Joints.esp
GameFile23=correctUV Ore Replacer 1.0.esp
GameFile24=DaedricSignposts.esp
GameFile25=Dagger of Symmachus.esp
GameFile26=db_attack_fixed.esp
GameFile27=Flora Glow 1.0.esp
GameFile28=FollowMe.esp
GameFile29=Helms Of Sight 2.0.ESP
GameFile30=Hilgya the Seamstress Expansion 1.esp
GameFile31=IceNioLivRobeReplacerALL.esp
GameFile32=Illuminated Windows - Bloodmoon.esp
GameFile33=Illuminated Windows.esp
GameFile34=indybank-NoHouses.esp
GameFile35=JustStore.esp
GameFile36=Key Replacer Trib & BM.esp
GameFile37=k_sneakattack.esp
GameFile38=k_weather.esp
GameFile39=LadyD_Reduced_Commentary.esp
GameFile40=Louis_BeautyShop_v1.5.esp
GameFile41=More Better Clothes.ESP
GameFile42=New Argonian Bodies - Clean.esp
GameFile43=New Khajiit Bodies - Clean.esp
GameFile44=No More Ashstorms.esp
GameFile45=OB_Style Quivers And Bows_CAJ.esp
GameFile46=Oriental weapons pack.esp
GameFile47=Quick Char.esp
GameFile48=raceheightweightadj.esp
GameFile49=Reduced enchantment costs.esp
GameFile50=Scissors & Thimbles Merge.esp
GameFile51=SirLuthor-Tools.esp
GameFile52=SpzInteriorDaylight.esp
GameFile53=TheForgottenShields - Artifacts_VN.esp
GameFile54=TyrMagickaRegen.ESP
GameFile55=UAR_EbonyHelms_v2.esp
GameFile56=UniqueFinery_NoRobe.esp
GameFile57=Unique_creeper_richer.esp
GameFile58=Unofficial_Expansion_for_Louis'_BeautyShop.esp
GameFile59=UQFsMasterFacePack.esp
GameFile60=Westly_Presents_FCOT.esp


Forgot to mention: disabling MGE via the MGEXEGui fixes the crashing problem - but obviously rather destroys the point of using it in the first place. :mellow:
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Noely Ulloa
 
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Post » Sat May 28, 2011 8:07 am

0.8.12 released

XE

- Far water refraction reintroduced by changing the whole MW/MGE blending system, water should be seamless at the Morrowind draw boundary.
There is a far water optimization shader which needs testing in different situations. Bind a key to cycle water reflection to toggle it on and off. With deep water in view, It may or may not affect fps by about 1-2 fps.
- Grass rendering updated to use less CPU, it also needs another fps comparison. Bind the toggle grass key to toggle the standard/instanced mode. Test in areas with a lot of grass visible, turn off shaders to avoid GPU limiting your system.
- Grass movement reduced for taller grass meshes.
- Distant land not appearing after a load door until you move your mouse should happen less.
- Adjust alpha test for distant alphas like trees. They shouldn't thin out so much in the distance, though it may not always be an improvement.
- Trees with alpha threshold zero shouldn't cause polygons to appear any more.
- Shadows underwater are closer to how they appear above water, instead of being too faint due to the underwater fogging.
- Distant land mesh appearing across small depressions in Morrowind's view distance should be absent now.
- Macro functions disable music and skip to next track now working.
- Alternate combat controls no longer stop player movement when mouse button is down.

Config

- Auto FOV button added that sets FOV based on aspect ratio.
- Distant land generator displays VRAM use of world textures.
- 8192 res normal option removed, it was using 340MB of VRAM.
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Darrell Fawcett
 
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Post » Sat May 28, 2011 5:54 am

Absolutely love this Hrchmand. Its really, really stunning.

I found one bug with something happening underwater. I have to snooze but tomorrow this time Ill have screenshots of what I see happening.
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Nathan Hunter
 
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Post » Sat May 28, 2011 5:55 am

Finally figured out what was causing my crashes: the mouse wheel! It was bound to 'move up/down 3rd PC camera' in the macro editor. Unbinding the keys fixed the crashing problem.
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Kelly Osbourne Kelly
 
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Post » Sat May 28, 2011 2:11 pm

Finally figured out what was causing my crashes: the mouse wheel! It was bound to 'move up/down 3rd PC camera' in the macro editor. Unbinding the keys fixed the crashing problem.

Ooooops. Someone reported it before, but I couldn't see why it would happen. Looks like I copied an old version of the macro function list without those last 6 functions when I started and never noticed. Thanks for tracking it down.
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Guinevere Wood
 
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Post » Sat May 28, 2011 10:56 am

http://www7.pic-upload.de/12.02.11/2q5q4yi85ub.jpg but not updated to 0.8.12 yet...
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Emma louise Wendelk
 
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Post » Sat May 28, 2011 8:41 pm

Since I noticed it occurs with MGE XE as well as 186, and I can only assume that it is a bug of some sort. When using Exponential Fog, the sky no longer reflects in the water(the sky color still seems to be reflecting, but the clouds, stars ect. don't) is there a way to fix this? Or is this a limitation with exponential fog?
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Channing
 
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Post » Sat May 28, 2011 3:25 pm

Since I noticed it occurs with MGE XE as well as 186, and I can only assume that it is a bug of some sort. When using Exponential Fog, the sky no longer reflects in the water(the sky color still seems to be reflecting, but the clouds, stars ect. don't) is there a way to fix this? Or is this a limitation with exponential fog?

MGE XE should reflect the sky properly, but I overdid it with the skydome reflection adjustment and it clipped away the sky. I'll release an update for it soon, as well as a fix for the ice on Lake Fjalding.
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IsAiah AkA figgy
 
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Post » Sat May 28, 2011 6:27 am


- Grass rendering updated to use less CPU, it also needs another fps comparison. Bind the toggle grass key to toggle the standard/instanced mode. Test in areas with a lot of grass visible, turn off shaders to avoid GPU limiting your system.



Just tested this on a grassy hill in the Bitter Coast, gives me +1 FPS running on an i7 920 with NVidia 285.
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Zach Hunter
 
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Post » Sat May 28, 2011 6:56 am

overall i don't think the CPU load is the problem :D
is it possible that the grass isn't affected by AO ?
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NIloufar Emporio
 
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Post » Sat May 28, 2011 8:45 pm

Hrnchamd you may want to take a look at this: http://www.youtube.com/watch?v=O3L_UAgS9Vo

Focus on the tree on the left side of the screen at beginning of vid, seems to be happening at MW draw distance border. The rest of the vid shows a rather significant distant land bug. I did regen meshes and textures. Ultra high mesh detail, very high had same problem.
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Laura Wilson
 
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Post » Sat May 28, 2011 5:52 am

0.8.13 released

XE

- Water / distant land clipping tuned to avoid z-fighting artifacts. They were showing up on hillsides a bit.
- Water reflections stabilized.
- Skydome reflection fixed. Stars should reflect at night again.
- Distant land drawing turned off underwater to avoid unnecessary pop-in.
- Third person camera control macros fixed.
- Updated mesh for Lake Fjalding included.


Water clipping isn't quite right yet. Still, please check if grass/water rendering methods from the last release do anything for you.



http://www7.pic-upload.de/12.02.11/2q5q4yi85ub.jpg but not updated to 0.8.12 yet...

Checked it out, the NIF specifically marks the sail as no z-write, so effects will show through it.

overall i don't think the CPU load is the problem :D
is it possible that the grass isn't affected by AO ?

SSAO usually makes grass look better, what's wrong with it?
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Tanya
 
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Post » Sat May 28, 2011 6:35 pm

0.8.13 released


SSAO usually makes grass look better, what's wrong with it?

Indeed.
Downloading the new release :)
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Makenna Nomad
 
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Post » Sat May 28, 2011 7:34 pm

0.8.13 fixes land mesh issue!

water blending looks great btw.

Oh and I have that crash report:

Spoiler


Problem Event Name: APPCRASH
Application Name: Morrowind.exe
Application Version: 1.6.0.1820
Application Timestamp: 3ef35891
Fault Module Name: ntdll.dll
Fault Module Version: 6.1.7600.16695
Fault Module Timestamp: 4cc7ab86
Exception Code: c0000005
Exception Offset: 00032a7f
OS Version: 6.1.7600.2.0.0.256.48
Locale ID: 4105
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

Read our privacy statement online:
http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409

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Oddly I have really distant land clipping harshly now... I'll just push the draw distance but I don't see what you changed to affect that.
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Johnny
 
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Post » Sat May 28, 2011 2:54 pm

Oddly I have really distant land clipping harshly now... I'll just push the draw distance but I don't see what you changed to affect that.

I'm trying to avoid drawing the scene in two parts, as MGE usually does. It lets water be drawn without seams and maybe better compatibility with 3d displays. It works, but z-accuracy is part of the compromise. See how it goes. Your crash is in the middle of nowhere, I would need a minidump or something. Where is the minidump automation stuff...
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Valerie Marie
 
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