Shelter from Magnus' Blaze 4

Post » Sat May 28, 2011 6:04 pm

On another note, do you know why after some time MW simply crashes? Is it some kind of scripting error usually?

Could be anything, it depends where it occurs. MGE XE must have some intermittent crash bugs left in it, but no-one has submitted crash reports for a while.


Hmm, I'm not completely sure how to isolate them, but they are from Vurt's Ascadian Isles, Vurt's Leafy West Gash, and Vurt's Bitter Coast. I could go in game and find what the particular models are if that would help you find the textures? :unsure:

Yes, please, I need the mod name and mesh filename.


The sun disc radius is taking effect, however at 8am to ~11am the sun still gets wayyyy huge. I'm testing in clear weather, in seyda neen.

Seems to be the sun texture that Morrowind is rendering, is causing it to be brighter than normal at that time. Try editing the sun disc colour in morrowind.ini.


Whenever i generate Distant statics I only get: """"A fatal error occurred creating the distant statics files. Distant ladnd setup cannot continue
Unableto find an entry point named 'GetCompressedVertSiye' in DLL 'MGE3/MGEfuncs.dll'.""" Even when I turn off all mods.

You may not have installed MGE beta 178 properly. Go back and reinstall it and test it works by itself first.


This is my first time installing MGE XE and I have been unable to get it to render correctly so far. When I start or load any game everything is invisible excluding particle effects and all of the interface stuff and crashes if I go outside. My macro functions don't seem to be working either so I can't get a picture of it either. Please assist me.

Your water texture (textures/mge/default/water/water_NRM.dds) is likely to be missing. Reinstall MGE beta 178 and test it works by itself.
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Steph
 
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Post » Sat May 28, 2011 12:04 pm

Your water texture (textures/mge/default/water/water_NRM.dds) is likely to be missing. Reinstall MGE beta 178 and test it works by itself.


Ok, when I checked the mentioned directory the textures water00_NRM to water31_NRM were already there. I replaced them anyway and it was not fixed.
Reinstalling MGE beta 178 allowed it to work again but the problem returns if I switch back to XE. As I believe I mentioned earlier none of the key bindings in MGE work either when I use this so I believe it is more universal than the water. I'm not sure but as a by standard I would guess it has something to do more with reading it data as whole rather than just the water textures. I'm still trying to get screen shots but I'm having a pretty hard time with it.
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ezra
 
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Post » Sat May 28, 2011 10:14 am

Those aren't the texture I mentioned. Please check you're looking in the right directory in the archive.
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koumba
 
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Post » Sat May 28, 2011 7:26 am

Those aren't the texture I mentioned. Please check you're looking in the right directory in the archive.


Okay, I guessed as much. After looking a little more I found the mentioned texture in a more recent MGE version and added to my files. The game is now working and it is beautiful. Can't say it was my stupidity entirely but more the cause of a faulty download. All the same, thank you for the assistance of this whole misadventure.
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Mistress trades Melissa
 
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Post » Sat May 28, 2011 12:55 pm

I still get """"A fatal error occurred creating the distant statics files. Distant ladnd setup cannot continue
Unableto find an entry point named 'GetCompressedVertSiye' in DLL 'MGE3/MGEfuncs.dll'.""" MGE works fine by itself but I also noticed that i get several errors when starting the game.
"""Failed to create shader Shaders\TexCoord_4_Offset_A.vso""" thats just the first. All the shaders seem to be missing.
I feel really stupid xD
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Charity Hughes
 
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Post » Sat May 28, 2011 12:46 pm

Ok I'm not sure what's going on.........I have been using MGEXE for quite a while now and have been updating it when you release new updates. I have never had a problem with CTD's.........that is until i installed the latest version 0.8.10. I first noticed when I teleported to the Mages Guild in Balmora and I tried to go outside and it would crash every time. So I instead tried to go outside before I teleported and I could for a while but then it would crash after a couple minutes.

I first tried to revert back to the previous version (0.8.9), but still had the same problem. So I am unsure what the problem is.

Here is my load order...
Spoiler
_001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Texture Fix - Bloodmoon 1.1.esm
_005_ Texture Fix 1.8.esm
_006_ Morrowind Patch v1.6.5-BETA.esm
_007_ TR_Data.esm
_008_ TR_Map1.esm
_009_ TR_Map2.esm
_010_ GDR_MasterFile.esm
_011_ MW_Children_1_0.esm
_012_ Clean The Lost Artifacts of Morrowind.esm
_013_ Hold it - replacer.esp
_014_ LGNPC_NoLore_v0_83.esp
_015_ Windows Glow.esp
_016_ Key Replacer Trib & BM.esp
_017_ Unique Banners and Signs.esp
_018_ Better Bodies.esp
_019_ abotWindowsGlow.esp
_020_ Changing Faces Replacer.esp
_021_ IceNioLivRobeReplacerPLUS.esp
_022_ DB_Attack_Mod.esp
_023_ A_flock_of_seagulls.esp
_024_ abotWhereAreAllBirdsGoing.esp
_025_ Better Clothes_v1.1.esp
_026_ Book Jackets - Morrowind.esp
_027_ Book Jackets - Tribunal.esp
_028_ Book Jackets - Bloodmoon.esp
_029_ Galsiahs Character Development.esp
_030_ Expanded Sounds.esp
_031_ Julianos_shield.esp
_032_ blueware.esp
_033_ furniture.esp
_034_ furniture bed.esp
_035_ GCD StartScript for Trib or Bloodmoon.esp
_036_ silgrad_tower_internal_release_1-4_6.6.esp
_037_ NEDE v1.2.esp
_038_ Spect Sorcery pt 1.esp
_039_ GCD Restore Potions Fix.esp
_040_ Less_Generic_Bloodmoon.esp
_041_ Lgnpc_SN.esp
_042_ LGNPC_GnaarMok_v1_10.esp
_043_ LGNPC_AldVelothi_v1_20.esp
_044_ Clean Restored Artifacts.esp
_045_ Bloated Caves.esp
_046_ New Argonian Bodies - Clean.esp
_047_ LGNPC_MaarGan_v1_20.esp
_048_ LGNPC_HlaOad_v1_32.esp
_049_ New Khajiit Bodies - Clean.esp
_050_ UniqueFinery_NoRobe.esp
_051_ LGNPC_Aldruhn_v1_20.esp
_052_ LGNPC_Aldruhn_v1_20_suppl.esp
_053_ Museum of Artifacts Improved Expanded.esp
_054_ LGNPC_Pelagiad_v1_22.esp
_055_ LGNPC_TelMora_v1_20.esp
_056_ LGNPC_Khuul_v2_10.esp
_057_ LGNPC_VivecFQ_v2_10.esp
_058_ Creatures.esp
_059_ Less_Generic_Nerevarine.esp
_060_ DN-GDRv1.esp
_061_ LGNPC_TelUvirith_v1_20_UI.esp
_062_ LA_MWSE Addon.esp
_063_ LGNPC_SecretMasters_v1_30.esp
_064_ The Neverhalls.esp
_065_ LGNPC_IndarysManor_v1_51.esp
_066_ LGNPC_VivecRedoran_v1_50.esp
_067_ LGNPC_PaxRedoran_v1_20.esp
_068_ LGNPC_SoulSicknessPatch_v1_00.esp
_069_ Graphic Herbalism.esp
_070_ WA_Signy_Signposts(!).ESP
_071_ GH_ES1.3 Patch.esp
_072_ BT_Whitewolf_2_0.esp
_073_ WA_Signy_Signposts(!)_TR.ESP
_074_ Less_Generic_Tribunal.esp
_075_ Westly_Presents_BB_Almalexia_Add_on.esp
_076_ Quieter_UI_Sounds.esp
_077_ Animated Morrowind 1.0.esp
_078_ Windows Glow - Tribunal Eng.esp
_079_ Windows Glow - Bloodmoon Eng.esp
_080_ Starfires NPC Additions ver-1.11.esp
_081_ NX9_Guards_Complete.ESP
_082_ Windows Glow - Raven Rock Eng.esp
_083_ Vurt's Solstheim Trees & Bushes Replacer.ESP
_084_ Better Skulls.ESP
_085_ NX9_Guard_LGTrib_patch.ESP
_086_ NX9_Guard_LGRedoran_Patch.ESP
_087_ Unique Jewelry and Accessories.esp
_088_ More Better Clothes.ESP
_089_ Animated Morrowind II.esp
_090_ Books of Vvardenfell.esp
_091_ Uvirith's Legacy_Final_2.0.esp
_092_ LAMW_GDRv1_Patch.esp
_093_ Hold it - SF npc addon.esp
_094_ Hold it - TR&CoM addon.ESP
_095_ MDP Compilation.ESP
_096_ sm_falmerarmor_0.1.esp
_097_ Siege at Firemoth.esp
_098_ Uvirith's Legacy Book Jackets Add-on.esp
_099_ Uvirith's Legacy CoM Add-on.esp
_100_ Mashed Lists.esp

MGEXE log file
Spoiler


MGE XE 0.8.10
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\SSAO Fast.fx loaded
-- Post shader Data Files\shaders\XEshaders\Sunshafts.fx loaded
-- Post shader Data Files\shaders\XEshaders\Underwater Effects.fx loaded
-- Post shader Data Files\shaders\XEshaders\Bloom Soft.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
Cannot load texture data files\textures\tx_dwrv_wall14.tga
Cannot load texture data files\textures\tx_dwrv_wall13.tga
Cannot load texture data files\textures\tx_metal_iron_rusty.tga
Cannot load texture data files\textures\tx_dwrv_trim03.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe10.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe00.tga
Cannot load texture data files\textures\tx_dwrv_obsrv12.tga
Cannot load texture data files\textures\tx_dwrv_obsrv11.tga
Cannot load texture data files\textures\tx_dwrv_wall14.tga
Cannot load texture data files\textures\tx_dwrv_wall13.tga
Cannot load texture data files\textures\tx_metal_iron_rusty.tga
Cannot load texture data files\textures\tx_dwrv_trim03.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe10.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe00.tga
Cannot load texture data files\textures\tx_dwrv_obsrv12.tga
Cannot load texture data files\textures\tx_dwrv_obsrv11.tga
Cannot load texture data files\textures\tx_dwrv_wall14.tga
Cannot load texture data files\textures\tx_dwrv_wall13.tga
Cannot load texture data files\textures\tx_metal_iron_rusty.tga
Cannot load texture data files\textures\tx_dwrv_trim03.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe10.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe00.tga
Cannot load texture data files\textures\tx_dwrv_obsrv12.tga
Cannot load texture data files\textures\tx_dwrv_obsrv11.tga
Cannot load texture data files\textures/tx_dwrv_trim03.tga
Cannot load texture data files\textures/tx_dwrv_rustpipe10.tga
Cannot load texture data files\textures/tx_dwrv_rustpipe00.tga
-- Distant Land finished loading distant statics
>> Distant Land init fog
<< Distant Land init

Morrowind warnings file
Spoiler


Not able to find Ankle part in embc_p_c_g_5_M_a.
Not able to find Knee part in embc_p_c_g_5_M_k.
Not able to find Upper Leg part in embc_p_c_g_5_M_ul.
Not able to find Foot part in BC_shoes_common_5.
Not able to find Foot part in BC_shoes_common_2.
Not able to find Foot part in BC_shoes_common_2.
Not able to find Foot part in BC_shoes_common_2.
Not able to find Foot part in BC_shoes_common_2.
Not able to find Knee part in emc_RTJEB_ninpants_bl_k.
Not able to find Upper Leg part in emc_RTJEB_ninpants_bl_ul.
Not able to find Ankle part in embc_p_c_g_5_M_a.
Not able to find Knee part in embc_p_c_g_5_M_k.
Not able to find Upper Leg part in embc_p_c_g_5_M_ul.
Not able to find Ankle part in embc_p_c_g_01z_M_a.
Not able to find Knee part in embc_p_c_g_01z_M_k.
Not able to find Upper Leg part in embc_p_c_g_01z_M_ul.
Not able to find Foot part in 1em_child_kh_feet_f.
Not able to find Ankle part in 1em_child_kh_ankle_f.
Not able to find Knee part in 1em_child_kh_knee_f.
Not able to find Foot part in 1em_child_kh_feet.
Not able to find Ankle part in RT_T_Pants2b_M_a.
Not able to find Knee part in RT_T_Pants2b_M_k.
Not able to find Upper Leg part in RT_T_Pants2b_M_ul.
Not able to find Foot part in BC_shoes_common_1.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_1.
Not able to find Foot part in BC_shoes_common_1.
Not able to find Foot part in BC_shoes_common_2.
Not able to find Foot part in BC_shoes_common_2.


Is there any other info you need to try to determine what the problem is? I suppose it is possible its not this causing the problem at all, but it did show up as soon as I updated to the new version. Any help you could provide would be greatly appreciated.
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Chica Cheve
 
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Post » Sat May 28, 2011 8:44 am

As far as my crash goes: it's always in the exterior and happens after playing 30+ minutes.
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CRuzIta LUVz grlz
 
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Post » Sat May 28, 2011 3:05 pm

Could be anything, it depends where it occurs. MGE XE must have some intermittent crash bugs left in it, but no-one has submitted crash reports for a while.


I'm experiencing random crashes, but only indoor (houses, caves...)
What bug-hunting info can I supply?
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Jeff Turner
 
Posts: 3458
Joined: Tue Sep 04, 2007 5:35 pm

Post » Sat May 28, 2011 7:20 pm

I still get """"A fatal error occurred creating the distant statics files. Distant ladnd setup cannot continue
Unableto find an entry point named 'GetCompressedVertSiye' in DLL 'MGE3/MGEfuncs.dll'.""" MGE works fine by itself but I also noticed that i get several errors when starting the game.
"""Failed to create shader Shaders\TexCoord_4_Offset_A.vso""" thats just the first. All the shaders seem to be missing.
I feel really stupid xD

I think your MGE XE download is corrupted, it should be GetCompressedVertSize. Re-download it.


Ok I'm not sure what's going on.........I have been using MGEXE for quite a while now and have been updating it when you release new updates. I have never had a problem with CTD's.........that is until i installed the latest version 0.8.10. I first noticed when I teleported to the Mages Guild in Balmora and I tried to go outside and it would crash every time. So I instead tried to go outside before I teleported and I could for a while but then it would crash after a couple minutes.

Is there any other info you need to try to determine what the problem is? I suppose it is possible its not this causing the problem at all, but it did show up as soon as I updated to the new version. Any help you could provide would be greatly appreciated.

Ah, a reproducible case. First thing, turn on the Disable MGE option in the in-game tab of MGEXEgui, and see if it still crashes with it disabled. Otherwise post the information from the more details (or similar) link in the crash reporting window.


As far as my crash goes: it's always in the exterior and happens after playing 30+ minutes.

Ok, but this isn't very helpful in tracking down the problem.


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.
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Yvonne
 
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Joined: Sat Sep 23, 2006 3:05 am

Post » Sat May 28, 2011 5:05 am


Ah, a reproducible case. First thing, turn on the Disable MGE option in the in-game tab of MGEXEgui, and see if it still crashes with it disabled. Otherwise post the information from the more details (or similar) link in the crash reporting window.


When I check the Disable MGE option it no longer crashes when trying to go outside in Balmora. In fact, I cant get it to crash at all. But as soon as I uncheck that option it crashes again.

Here is the crash info...
Spoiler


Problem signature:
Problem Event Name: APPCRASH
Application Name: Morrowind.exe
Application Version: 1.6.0.1820
Application Timestamp: 72456542
Fault Module Name: Morrowind.exe
Fault Module Version: 1.6.0.1820
Fault Module Timestamp: 72456542
Exception Code: c0000005
Exception Offset: 002941e2
OS Version: 6.1.7600.2.0.0.256.48
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

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Taylor Bakos
 
Posts: 3408
Joined: Mon Jan 15, 2007 12:05 am

Post » Sat May 28, 2011 9:39 am

When I check the Disable MGE option it no longer crashes when trying to go outside in Balmora. In fact, I cant get it to crash at all. But as soon as I uncheck that option it crashes again.

It appears to be crashing in a file access function inside Morrowind, possibly something to do with those textures MGE couldn't read earlier. Try running Morrowind as admin and check mgeXE.log if the textures load successfully, if not then check in your textures directory for the named textures and temporarily move them out of the folder.
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Marcus Jordan
 
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Joined: Fri Jun 29, 2007 1:16 am

Post » Sat May 28, 2011 2:37 pm

It appears to be crashing in a file access function inside Morrowind, possibly something to do with those textures MGE couldn't read earlier. Try running Morrowind as admin and check mgeXE.log if the textures load successfully, if not then check in your textures directory for the named textures and temporarily move them out of the folder.

I already had Morrowind running as admin. I noticed that the mgeXE.log says it cant load those textures, but the textures it seems to be looking for are .tga files, but in my textures directory those textures are all .dds files. No where in my data files directory is there .tga files of those particular textures. Could that be causing some sort of problem? Its looking for the wrong textures?
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Heather Kush
 
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Joined: Tue Jun 05, 2007 10:05 pm

Post » Sat May 28, 2011 8:40 am

I already had Morrowind running as admin. I noticed that the mgeXE.log says it cant load those textures, but the textures it seems to be looking for are .tga files, but in my textures directory those textures are all .dds files. No where in my data files directory is there .tga files of those particular textures. Could that be causing some sort of problem? Its looking for the wrong textures?

It checks for dds files first even if a tga is specified, so that's okay. The problem is the path "data files/textures/" is part of the filename when it shouldn't be, the Morrowind base directory shouldn't be a search location for textures. That's why those textures fail to load. Normally they get replaced by an error marker if loading fails, so they shouldn't be causing crashes. The crash itself appears inside a Morrowind file access function rather than d3d8.dll, which is a bit confusing.
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Kelvin
 
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Joined: Sat Nov 17, 2007 10:22 am

Post » Sat May 28, 2011 8:49 pm

It checks for dds files first even if a tga is specified, so that's okay. The problem is the path "data files/textures/" is part of the filename when it shouldn't be, the Morrowind base directory shouldn't be a search location for textures. That's why those textures fail to load. Normally they get replaced by an error marker if loading fails, so they shouldn't be causing crashes. The crash itself appears inside a Morrowind file access function rather than d3d8.dll, which is a bit confusing.

It appears I fixed the problem. Apparently the SilgradTower mod was the culprit, but for some reason only when mgeXE is enabled. Anyway, I removed Silgrad Tower and removed all ref's to it in my savegame and now everything works fine. I'm still not sure why it was causing problems though.
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Wanda Maximoff
 
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Post » Sat May 28, 2011 1:33 pm

It could have been some bad texture paths in the meshes that cause incorrect behaviour when allocating the textures. I have Silgrad Tower lying around, I'll see what it does. It would help if you could tell me if MGE svn 178 exhibits the same behaviour (you only need to swap the d3d8.dll files to switch between 178 and XE).
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^~LIL B0NE5~^
 
Posts: 3449
Joined: Wed Oct 31, 2007 12:38 pm

Post » Sat May 28, 2011 4:59 pm

Just an information, Hrnchamd: are you managing to implement Daggerfall-style combat option in MGE XE?
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Luis Longoria
 
Posts: 3323
Joined: Fri Sep 07, 2007 1:21 am

Post » Sat May 28, 2011 10:35 am

@Hrnchamd
* I haven't been able to do much testing, but wanted to make you aware of the following problem: distant statics flagged with the keyword '=tree' are not getting rendered within Morrowind's draw distance; they do get rendered in MGE XE's draw distance.

With normal MGE builds, objects flagged as 'tree' in an exception list will be animated like grass within MW's draw distance, then rendered without animation up to the max distantland range within MGE's draw distance. This is also true for meshes placed in the '...\Meshes\trees' folder that are also referenced by an esm/esp, which avoids the need for an exception list.

* Regarding the auto-hide crosshair... there is a macro function available to toggle the crosshair, however the auto-hide feature immediately hides the crosshair preventing the toggle from working properly. Would be nice if the two options worked together, and would give users a way to enable the crosshair for ranged / non-focused situations - suggest resuming auto-hiding the crosshair after focusing on something even tho the crosshair is in a toggled-on state, the user would then just need to toggle it back on when the need arises again.

* There's a typo in MGEXEgui >> 'In-Game' tab >> tooltip text:
Options misspelled.

* MGEXEgui >> 'Graphics' tab >> 'Renderer' section >> 'Display FPS' option:
Would be nice if activating 'Display FPS' option also activated 'In Game' tab >> 'MGE status messages' section >> 'Display messages' option since it is required to be on for FPS to be displayed.


Tested against MGE XE v0.8.10
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Stefanny Cardona
 
Posts: 3352
Joined: Tue Dec 19, 2006 8:08 pm

Post » Sat May 28, 2011 4:44 pm

Yes, please, I need the mod name and mesh filename.


Vurt's Leafy West Gash:
Vurt_flora_tree_wg_01
Vurt_flora_tree_wg_04
Vurt_flora_tree_wg_05
Vurt_flora_tree_wg_07
Vurt_flora_tree_wg_08

Vurt's Bitter Coast Trees:
flora_bc_tree_01
flora_bc_tree_02
flora_bc_tree_03
flora_bc_tree_04
flora_bc_tree_05
flora_bc_tree_06
flora_bc_tree_07
flora_bc_tree_08
flora_bc_tree_10

Thanks :)
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Jon O
 
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Post » Sat May 28, 2011 12:36 pm

0.8.11 released

XE

- Sky scattering colour at dawn/dusk adjusted for a redder sunset. Sun altitude coefficient adjusted to provide earlier darkening of the sky and more colour contrast.
- Water reflection blur implemented as a 6-tap filter, strength depends on water surface distance.
- Far water blends into horizon in good weather. Should be fogged otherwise.
- MWSE disable option fixed, a typo caused it not to work.
- View distance is forced to maximum on loading distant land due to frequent user problems with it.
- Added menu background caching toggle to accommodate Crossfire users that have problems with inter-frame texture caching.
- Crosshair auto-hide improved to appear when player is casting or aiming a projectile weapon. Crosshair auto-hide no longer resets the crosshair continuously after timeout.
- Toggle distant land keybind is now operational. Water reflections will stop updating.
- Fixed actor shadow overdarkening. The stencil buffer is cleared once per shadow casting light source, which is documented as being drastically inefficient, so I turned that off. It caused overdarkening if there were light sources close together, so it's turned back on again, and it doesn't seem to affect fps with modern cards.

- Alternate combat controls reintroduced. Automatically turns off in menu mode, though the toggle alt combat keybind does not currently function. The original code is very messy, and doesn't respect anything other than default Morrowind keybinds.

Shaders

- Underwater interior effects added, water wobble and minor caustics near the surface to complement the other underwater shader.
- Sunshafts revised thoroughly. Sun should cause less oversaturation around it at sunset. Sun disc should rise/set over horizon instead of fading.



The visual problem with disappearing particles and MW/MGE blending, tried to fix it but it's very much up to what order Morrowind decides to draw things in. It should have been a problem with regular MGE, if someone could confirm.

I have a way of fixing the problem with moons. They take the tint of Morrowind's sky colour from the current weather, but of course this no longer matches the sky when scattering is on. It's possible to revise the colour scheme in the ini to match the scattering colours, so they blend in. It may also improve the colour contrast of the cloud textures.
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Ross
 
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Joined: Thu Aug 10, 2006 7:22 pm

Post » Sat May 28, 2011 8:08 am

New sunset is amazing!!!!!

A few bugs, not specific to latest release:

1 - I get a horizontal and vertical pixel stretch on the left and top edge of the screen respectively when one of the underwater shaders is effective. I'm using all three included right now. Image appears to be translated down and to the right a bit.

2 - now that you mention crash reports, my install does tend to crash upon exiting the game. Never really bothered me much so I got used to it; it just requires a forced end of process. I'll post the report next time it happens. It seems to happen consistently when it does, possibly affected by length of play session.

3 - Well, I'll just have to post a vid about this one. - http://www.youtube.com/watch?v=HpJPdyJVaUg -

I've seen it a few times before, only seems to occur in select locations. This one is just next to the ebonheart docks. I can't remember any other locations.

Distant land newly regenerated, very high mesh detail, highest land texture res.
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sara OMAR
 
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Post » Sat May 28, 2011 1:08 pm

- Alternate combat controls reintroduced. Automatically turns off in menu mode, though the toggle alt combat keybind does not currently function. The original code is very messy, and doesn't respect anything other than default Morrowind keybinds.

I don't know if it was the same way in older MGE versions, but the game is barely playable with this option enabled. This is how things are in:

Daggerfall: hold and drag RMB to attack. It doesn't matter if you move or stand still; the type of attack (slash, chop, thrust) is only determined by the direction of the gesture (i.e., swiping downwards means chopping, left-to-right swipe is slashing, etc).
Morrowind: move in any direction and press LMB to attack.
MGE XE: move in any direction AND hold and drag LMB to attack. Basically, a mix of the above two.

I will try to help with whatever you may need to implement Daggerfall-style combat controls. Just ask. :)
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Tamara Primo
 
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Joined: Fri Jul 28, 2006 7:15 am

Post » Sat May 28, 2011 7:55 am


3 - Well, I'll just have to post a vid about this one. - http://www.youtube.com/watch?v=HpJPdyJVaUg -

I've seen it a few times before, only seems to occur in select locations. This one is just next to the ebonheart docks. I can't remember any other locations.


I've been seeing that issue as well. I'm not really sure what causes it. At first I thought it had to do with mesh detail of distant land, so I set it to the highest, but it was still present.
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Kit Marsden
 
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Post » Sat May 28, 2011 7:18 am

Any idea when interactive water will be reintroduced?

I'm loving the new sunsets btw.
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jaideep singh
 
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Joined: Sun Jul 08, 2007 8:45 pm

Post » Sat May 28, 2011 3:38 pm

playing right now the TC Myar Aranath with mge xe and there are some problems, are those fixable with mge xe or are those just bad alpha maps ?

http://www7.pic-upload.de/08.02.11/foig4ccjhvb.jpg
http://www7.pic-upload.de/08.02.11/u27ptn6amoq5.jpg
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sara OMAR
 
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Joined: Wed Jul 05, 2006 11:18 pm

Post » Sat May 28, 2011 12:38 pm

0.8.11 Report

XE

- Sky scattering colour at dawn/dusk adjusted for a redder sunset. Sun altitude coefficient adjusted to provide earlier darkening of the sky and more colour contrast. -- Sunsets look spectacular.
- Water reflection blur implemented as a 6-tap filter, strength depends on water surface distance. -- Good to see reflection blur reimplemented! Quality looks good overall.
- Far water blends into horizon in good weather. Should be fogged otherwise. -- Looks nice!
- MWSE disable option fixed, a typo caused it not to work. -- Noted.
- View distance is forced to maximum on loading distant land due to frequent user problems with it. -- Confirmed.
- Added menu background caching toggle to accommodate Crossfire users that have problems with inter-frame texture caching. -- Confirmed that the option is there, though I cannot really confirm operation as I am using a single card NVIDIA setup.
- Crosshair auto-hide improved to appear when player is casting or aiming a projectile weapon. Crosshair auto-hide no longer resets the crosshair continuously after timeout. -- Confirmed.
- Toggle distant land keybind is now operational. Water reflections will stop updating. -- Confirmed that function operates and that water reflections get "stuck" (stop updating, as you said). Also, there seem to be some odd effects with the sky near "ground" level.
- Fixed actor shadow overdarkening. The stencil buffer is cleared once per shadow casting light source, which is documented as being drastically inefficient, so I turned that off. It caused overdarkening if there were light sources close together, so it's turned back on again, and it doesn't seem to affect fps with modern cards. -- I am not certain what I should be looking for here. Light sources close together to see if shadows got too dark? I don't recall seeing the overdarkening this is supposed to fix.

- Alternate combat controls reintroduced. Automatically turns off in menu mode, though the toggle alt combat keybind does not currently function. The original code is very messy, and doesn't respect anything other than default Morrowind keybinds. -- Confirmed... sort of. I'm not very good at controlling it but it appears to work as intended.

Shaders

- Underwater interior effects added, water wobble and minor caustics near the surface to complement the other underwater shader. -- Noted.
- Sunshafts revised thoroughly. Sun should cause less oversaturation around it at sunset. Sun disc should rise/set over horizon instead of fading. -- Noted.



The visual problem with disappearing particles and MW/MGE blending, tried to fix it but it's very much up to what order Morrowind decides to draw things in. It should have been a problem with regular MGE, if someone could confirm. -- Confirmed the issue in MGE XE 0.8.11. Cannot duplicate using MGE SVN 178.


Edit:

I wonder, are you intending to create many new MWSE functions? The GMST ones are a great boon, and I can think of one or two more which would be similarly fantastic to have. I don't have a good understanding of how complex such things are too add, however.
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Sweet Blighty
 
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