Shelter from Magnus' Blaze 4

Post » Sat May 28, 2011 1:13 pm

I have draw distance at 75, seems fine for me.

I'm not familiar with minidump...

Also the tree problem in the vid is still present.
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jodie
 
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Post » Sat May 28, 2011 5:19 am


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:
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Oddly enough this is the same exact crash report I was getting when I was using Silgrad Tower. When I removed it the crash went away, but recently the crash has cropped up again. And once again, it only happens with mgeXE enabled and it only happens in exteriors. I have not added anything to the load order or changed any settings. It almost seems random with the exception of the 2 things mentioned. Most recently its cropped up in Vivec. I've run all up and down that city multiple times with my current load order and settings without a single problem and then one day it decided to crash in the middle of the city.

EDIT- My mistake, that crash report is slightly different your fault module is ntdll.dll whereas mine is morrowind.exe.
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ShOrty
 
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Post » Sat May 28, 2011 1:57 pm

Well I have never had it crash mid game, only upon exiting. Given that, I really don't care about the crashes, but I know it's better to post em :)
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Quick Draw III
 
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Post » Sat May 28, 2011 8:21 pm

- Water / distant land clipping tuned to avoid z-fighting artifacts. They were showing up on hillsides a bit.

Oh awesome, was going to post about this. Thanks for fixing it. :thumbsup:

Can confirm that it's fixed for me.
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elliot mudd
 
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Post » Sat May 28, 2011 3:04 pm

Hi Hrnchamd,

Thank you for all the time and effort you have put into this!

I have a question about the generation of distant land meshes you (or perhaps someone else reading this thread) might be able to answer.

In the Big City project, we've come across a number of meshes that are not converted by the distant land generator. They http://i157.photobucket.com/albums/t68/Mr_Swiveller/MGEScreenshot52.jpg and are not reflected by the water. Note that these are not Bethesda meshes but some of the models made by Barabus for his http://www.freewebs.com/barabus/imperialhousing.htm.

How should we go about fixing these meshes? Is there, for instance, a toggle we would have to set in NifSkope in order for these meshes to be rendered? Or are there multiple reasons why the convertor might not process a specific mesh?
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Alex [AK]
 
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Post » Sat May 28, 2011 12:58 pm

I was wondering if, in line with your mesh "fixes"/alterations, you could make one a bit friendlier: ex_mh_pavillion_gate.nif is used in TR rather prominently, and we do so by placing two halves against each other. Normally this is fine, but you covered the portal hole on the normally invisible side.
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Sophie Louise Edge
 
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Post » Sat May 28, 2011 1:30 pm

is it possible that the grass isn't affected by AO ?

I'd second that request. Imho AO makes the grass layer appear less dense and the blending between grass and ground considerably worse.

Iirc there once was an old version of MGE (i beleive it was at the time of first AO implementation) that provided SSAO effecting everything but the grass. To make AO effecting the grass optional would be an absolutely awesome feature. :toughninja:

Edit: typos.
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James Smart
 
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Post » Sat May 28, 2011 12:38 pm

I've been getting weird transparency issues with trees whilst using MGE XE, that don't appear with the newest SVN builds. The issue came up with some of the TR trees, but it was fixed by changing the alpha transparency flags or some such (I'm not a modeler :P). Now I've noticed it on some of the vanilla trees, specifically some of the solstheim and mournhold ones.

Anyway, I took a screenshot of the issue: http://dl.dropbox.com/u/9897526/MGE%20Screenshot%20102.jpg

Hopefully it's not too dark.
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brandon frier
 
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Post » Sat May 28, 2011 2:01 pm

0.8.13 working fine for me. I'm having the same problem as D.C. with certain trees (it's particularly noticeable with Vurt's trees in the Bitter Coast) and I've also noticed some slight pop-in of objects in the far distance.
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Sophie Louise Edge
 
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Post » Sat May 28, 2011 12:54 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.


I can also confirm both issues.
Would also like to hear any comment regarding random indoor crashes with AA on as reported http://www.gamesas.com/index.php?/topic/1164388-shelter-from-magnus-blaze-4/page__st__100__p__17155624#entry17155624
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Honey Suckle
 
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Post » Sat May 28, 2011 4:41 pm

two new betas in a few days? and no more visible waterline, horizonline bloom, interior caustics ... mgexe is getting better every day!
i had last long testing with 0.8.11 so i cant say much about 0.8.13 except that water & and shadows are fading nicely now, but i had collected some issues and suggestions with 0.8.11 a week ago - here are some screenshots:

http://img199.imageshack.us/img199/8194/missinggate.jpg - pelagiad castle has missing gate often (had this ever scince mgexe)
http://img822.imageshack.us/img822/3145/interiorreflect.jpg - waterreflections in interiors have bugged reflections sometimes, maybe mesh problems? (had this ever scince mgexe & mge)
http://img33.imageshack.us/img33/8177/sunriseu.jpg - sunrise/set has a white sundisc sometimes and could use a little more yellow light around the sun
http://img153.imageshack.us/img153/2284/sunshaftonset.jpg - sunshafts need to be way stronger on sunset/rise (is whole sundisc casting sunshafts or only a pointlight in middle of sundisc?)
http://img24.imageshack.us/img24/5258/containerssao.jpg - i have the SSAO disapearing briefly with the "inventory helpers" pi and sometimes when saving
http://img141.imageshack.us/img141/266/blurunderwater.jpg - can you give the watersurface some blur when viewed from underwater?
http://img40.imageshack.us/img40/1310/underwaterdof.jpg - some strong DoF underwater might look awesome
http://img715.imageshack.us/img715/8594/underwaterg.jpg - can you add some dithering to underwater fog and underwater sunshafts?
http://img703.imageshack.us/img703/1695/blacktransparency.jpg - the transparent parts of this object are black, dont realy know if its caused my mgexe but i have no other mods running)

about that white fire attronach, i cant say definitely but i believe to first have seen this scince atmospheric scattering - same for the disapearing particles.
thanks for this great tool!
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jess hughes
 
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Post » Sat May 28, 2011 8:54 am

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


well sometimes indeed, but sometimes it's "flickering"... i've read that AO is the most GPU power consuming shader, is this still so ? because then it would be nice to get a few more fps if it would be possible to exclude AO rendering on grass :)

and thanks for the updates, the bright spot on the tree alphas are gone =) (0.8.12) and there is already a new, sweet :hubbahubba:
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Luis Reyma
 
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Post » Sat May 28, 2011 9:01 pm

0.8.12 Report

XE

- Far water refraction reintroduced by changing the whole MW/MGE blending system, water should be seamless at the Morrowind draw boundary. -- Confirmed, water looks seamless and awesome.
- 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. -- Tried testing this in different regions, but did not find any perceivable difference in quality or performance of water. Will try testing again if you have a specific case you would like to test against.
- 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. -- I tested against a grass heavy area in the Grazelands, and saw with "Standard" mode that there was an average FPS around 33, with a low of 28 and a high of 40. Switching to "Instanced" mode seemed not to change much until the mouse moved, at which time FPS jumped to about a low of 35, average of 42, and high of 45. I would like to test this more extensively if I get time later today.
- Grass movement reduced for taller grass meshes. -- Will take your word for it for now, as I use the shorter grass meshes.
- Distant land not appearing after a load door until you move your mouse should happen less. -- Noted.
- 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. Noted. Definitely different, will require more in-game time to develop an opinion.
- Trees with alpha threshold zero shouldn't cause polygons to appear any more. -- Noted.
- Shadows underwater are closer to how they appear above water, instead of being too faint due to the underwater fogging. -- Confirmed, underwater shadows look more defined.
- 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. -- Confirmed.
- Alternate combat controls no longer stop player movement when mouse button is down. -- Confirmed.

Config

- Auto FOV button added that sets FOV based on aspect ratio. -- Confirmed. For my 16:10 monitor I am given a value of 85.28.
- Distant land generator displays VRAM use of world textures. -- Confirmed.
- 8192 res normal option removed, it was using 340MB of VRAM. -- Confirmed, and agreed, there was no real quality difference to speak of at that level anyway.

0.8.13 Report

XE

- Water / distant land clipping tuned to avoid z-fighting artifacts. They were showing up on hillsides a bit.
- Water reflections stabilized. -- I am uncertain what this means; stabilized as in a crash was fixed?
- Skydome reflection fixed. Stars should reflect at night again. -- Will, uh, get back to this and edit tonight when I can test without the sun's glare on my screen. Couldn't see a darned thing when I changed the gamehour to be nighttime, I need to invest in blackout curtains.
- Distant land drawing turned off underwater to avoid unnecessary pop-in. -- Noted.
- Third person camera control macros fixed. -- Noted.
- Updated mesh for Lake Fjalding included. -- Confirmed, thanks!
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Erin S
 
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Post » Sat May 28, 2011 6:09 pm

#snip
http://img703.imageshack.us/img703/1695/blacktransparency.jpg - the transparent parts of this object are black, dont realy know if its caused my mgexe but i have no other mods running)
#snap
This is simply a little oversight in the MW visual pack including this texture without a proper alpha channel. Has definately nothing to do with MGE XE. :smile:
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Manny(BAKE)
 
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Post » Sat May 28, 2011 1:34 pm

In the Big City project, we've come across a number of meshes that are not converted by the distant land generator. They http://i157.photobucket.com/albums/t68/Mr_Swiveller/MGEScreenshot52.jpg and are not reflected by the water. Note that these are not Bethesda meshes but some of the models made by Barabus for his http://www.freewebs.com/barabus/imperialhousing.htm.

How should we go about fixing these meshes? Is there, for instance, a toggle we would have to set in NifSkope in order for these meshes to be rendered? Or are there multiple reasons why the convertor might not process a specific mesh?

I haven't done any work on the distant land generator, as all the distant static functions are in a separate dll with it's own project. It's could be failing anywhere, so I'll turn on debug mode for the next release and you can see what it's doing.


I'd second that request. Imho AO makes the grass layer appear less dense and the blending between grass and ground considerably worse.

Iirc there once was an old version of MGE (i beleive it was at the time of first AO implementation) that provided SSAO effecting everything but the grass. To make AO effecting the grass optional would be an absolutely awesome feature. :toughninja:

In old versions of MGE, SSAO drew through the grass instead. If there's a seam at the bottom of the grass, then the textures should be updated so there isn't a linear edge at the bottom. If you post screenshots of the objectionable parts then I could try to do some texture editing.


I've been getting weird transparency issues with trees whilst using MGE XE, that don't appear with the newest SVN builds. The issue came up with some of the TR trees, but it was fixed by changing the alpha transparency flags or some such (I'm not a modeler :P). Now I've noticed it on some of the vanilla trees, specifically some of the solstheim and mournhold ones.

It's due to the DXT1a textures, I'm trying to avoid doing transparency testing on opaque textures in distant land but it's impossible to detect if a texture is DXT1a from the header. I'll try to get them to convert properly in the distant land generator.


http://img199.imageshack.us/img199/8194/missinggate.jpg - pelagiad castle has missing gate often (had this ever scince mgexe)
http://img822.imageshack.us/img822/3145/interiorreflect.jpg - waterreflections in interiors have bugged reflections sometimes, maybe mesh problems? (had this ever scince mgexe & mge)
http://img715.imageshack.us/img715/8594/underwaterg.jpg - can you add some dithering to underwater fog and underwater sunshafts?

Morrowind often fails to load the gate mesh properly when it should be shown, try approaching it the same way without MGE, it does the same thing. Interior reflections are subject to some clipping problems since I changed the water system, it will get better over time. I can't add dithering to hardware fog or post-alpha blending, it's up to the graphics card in these cases.


well sometimes indeed, but sometimes it's "flickering"... i've read that AO is the most GPU power consuming shader, is this still so ? because then it would be nice to get a few more fps if it would be possible to exclude AO rendering on grass :)

and thanks for the updates, the bright spot on the tree alphas are gone =) (0.8.12) and there is already a new, sweet :hubbahubba:

If you're using SSAO Fast, try SSAO HQ; if the flickering goes away then I need to adjust the SSAO Fast sampling. SSAO is the heaviest shader, and it doesn't matter how many objects are on screen because it works per pixel.
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Andrea Pratt
 
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Post » Sat May 28, 2011 6:02 pm

- Alternate combat controls no longer stop player movement when mouse button is down.

Yeah, combat system feels closer to Daggerfall. But it doesn't allow high-power blows in this version :sad:
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Sarah MacLeod
 
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Post » Sat May 28, 2011 5:19 am

I haven't done any work on the distant land generator, as all the distant static functions are in a separate dll with it's own project. It's could be failing anywhere, so I'll turn on debug mode for the next release and you can see what it's doing.


Thanks. :-)
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stephanie eastwood
 
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Post » Sat May 28, 2011 4:43 pm

Testing 0.8.13 version it appears some artifacts on NPC relative to the sun position. Always in exteriors, when the NPC stay in a determinate angle at certain hour (5.00 pm starts the effect for me) some triangles start flashing badly and quickly in both sides of the faces or armors, etc...I will not upload a screenshot cause its difficult to hunt the effect. Do you need any extra info?
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NeverStopThe
 
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Post » Sat May 28, 2011 7:16 pm

i have issues with the trees' textures in distant land
http://img812.imageshack.us/i/mgescreenshot7o.png/
this was taken in the total conversion Arktwend where the trees you see are all activators and i added =very_distan no_script to them in the exception list in order to render them, maybe this info are useful ;)
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Elizabeth Falvey
 
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Post » Sat May 28, 2011 7:13 am

i bet its the same problem i had with myar aranath, save the texture as DXT3 from that mesh, there is also a mge helper plugin for arktwend, but i dont know if that's still needed...
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sarah taylor
 
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Post » Sat May 28, 2011 11:12 am

i bet its the same problem i had with myar aranath, save the texture as DXT3 from that mesh, there is also a mge helper plugin for arktwend, but i dont know if that's still needed...


with normal MGE it's not happening, that's why i wanted to report :wink:
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Bethany Watkin
 
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Post » Sat May 28, 2011 4:58 am

Just experienced a crash with 0.8.13, traveling around exteriors near Vivec. Here's what Windows gave me:

Spoiler

"Problem signature:
Problem Event Name: APPCRASH
Application Name: Morrowind.exe
Application Version: 1.6.0.1820
Application Timestamp: 3ef35891
Fault Module Name: Morrowind.exe
Fault Module Version: 1.6.0.1820
Fault Module Timestamp: 3ef35891
Exception Code: c0000005
Exception Offset: 000133a8
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

Read our privacy statement online:
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And the MGE XE log:

Spoiler

MGE XE 0.8.13
>> 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\SSAO HQ.fx loaded
-- Post shader Data Files\shaders\XEshaders\Depth of Field.fx loaded
-- Post shader Data Files\shaders\XEshaders\Sunshafts.fx loaded
-- Post shader Data Files\shaders\XEshaders\Underwater Interior Effects.fx loaded
-- Post shader Data Files\shaders\XEshaders\Underwater Effects.fx loaded
-- 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

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Vicky Keeler
 
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Post » Sat May 28, 2011 7:14 am

Testing 0.8.13 version it appears some artifacts on NPC relative to the sun position. Always in exteriors, when the NPC stay in a determinate angle at certain hour (5.00 pm starts the effect for me) some triangles start flashing badly and quickly in both sides of the faces or armors, etc...I will not upload a screenshot cause its difficult to hunt the effect. Do you need any extra info?


Taking a more accurate approach it seems its not related to this particular version. It happens also with 0.8.11. I only can reproduce this problem in a specific place, the main plaza on Sadrith Mora, under the ex_t_slavemarket. All actors and some objects got this light artifacts under the shadow of this huge mesh. It is possible that they don't know how to read the projected shadow from this mesh? this had any sense to you? The artifacts are clearly poligonal shapes of the actor flashing constantly between shadow and light condition.
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Jarrett Willis
 
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Post » Sat May 28, 2011 6:38 pm

SSAO usually makes grass look better, what's wrong with it?
"SSAO Fast" produces a lot of noise on the grass when they are animating which looks bad. SSAO HQ does not have the same problem.

Which is probably something inherent in the shader quality if I had to guess. Most people that use SSAO Fast should have it disabled in exteriors if they can't stand the noise.
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Anna S
 
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Post » Sat May 28, 2011 7:57 am

What does MNICY mean when he says
*MUST HAVE FULLY PATCHED BLOODMOON*
(This order: Morrowind, Tribunal, Tribunal Patch, Bloodmoon, Bloodmoon Patch)

http://www.youtube.com/watch?v=u7ClCnD7XAw

How can I install those two patches like that? I just install the expansions and then install the two patches. I didn't read any requirements about that in the OP post on here.
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Siobhan Thompson
 
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