Shelter from Magnus' Blaze 4

Post » Sat May 28, 2011 5:49 pm

Forgot to mention another crash for me: using the macro function to change music to the next track causes crash without fail, though I presume this is due to the lack of MWSE.
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Killer McCracken
 
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Post » Sat May 28, 2011 6:32 am

Forgot to mention another crash for me: using the macro function to change music to the next track causes crash without fail, though I presume this is due to the lack of MWSE.

That's a known and http://sourceforge.net/apps/mediawiki/morrgraphext/index.php?title=Known_Issues issue from base MGE - that macro has been broken since around v3.6.x.
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Sanctum
 
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Post » Sat May 28, 2011 8:48 am

2Hrnchamd

Great, your alt combat works fine! But is it necesarry to block player's movement while attacking? May you disable controls only for define the attack direction and then enable in?
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Dagan Wilkin
 
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Post » Sat May 28, 2011 1:49 pm

I've noticed an issue with the water which appears when you're high up, looking down at water (I only noticed this in a TR area we're working on)

http://i53.tinypic.com/vipcar.jpg
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mishionary
 
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Post » Sat May 28, 2011 11:33 am

I noticed that the issue with the regular MGE revisions where looking straight up makes your camera drop all the way down to water level is not present in MGE XE. :)
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Cartoon
 
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Post » Sat May 28, 2011 10:49 am

With a little more testing of XE I believe my issue can be summarized as being mostly related to levels of AA in regards to the distance from the tree. When the trees are in Morrowind's normal view distance, there does not seem to be any AA at all, but in the distance, they are. However in some cases and angles, the leaves disappear, which seems to be the case http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/MGEScreenshot24.jpg.

Also, am I correct in the assumption that 3d water is not functioning yet, because my wave height is 50 but it does not seem to do anything. I know you mentioned XE doesn't have dynamic water, is wave height one of the effects of dynamic water?
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dean Cutler
 
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Post » Sat May 28, 2011 3:12 pm

- 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.

- Sunshafts revised thoroughly. Sun should cause less oversaturation around it at sunset. Sun disc should rise/set over horizon instead of fading.

Oh god you made Morrowind look so damn good.

I have no texture or models replacers whatsoever, and Morrowind looks absurdly beautiful.
Sir, thank you.
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Quick draw II
 
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Post » Sat May 28, 2011 1:00 pm

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.

Huh, I only supplied two underwater shaders. The stuff appearing in 3 is distant land providing z-buffer occlusion, unfortunately the distant land generator is bridging those two points for some reason even on high detail. SVN 178 does similar things (not quite as bad) with the same setup, but I'll see what I can do.


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. :)

Great, your alt combat works fine! But is it necesarry to block player's movement while attacking? May you disable controls only for define the attack direction and then enable in?

This is the same implementation as regular MGE, except it turns off in menu mode. You don't have to move to attack, drag works for me at least. It doesn't feel the same as Daggerfall to me so I'll try to work on it.


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

First one is the alpha test threshold in the mesh being set wrongly, it's drawing the whole thing into the z-buffer. Second one I'm not sure about, but it may be the same problem. I'll need the mesh and texture for just those trees to check.


I've noticed an issue with the water which appears when you're high up, looking down at water (I only noticed this in a TR area we're working on)

Yeah, water isn't finished yet. It avoids drawing transparency on water over one cell away, but that only looks right at ground level. This way it doesn't have to draw everything underwater in distant land and make a copy of the image until later on, I still have to find a good way to detect when to use each method.
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mollypop
 
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Post » Sat May 28, 2011 12:32 pm

Okay. I tried it and tried it and now I'm done.

I use Win 7 64. and I just can't install any mge after rev 116 which means i can't install rev 178 and therefore no mge xe. the problem is always the same: it says that it does not find mw in my registry and that i have to start the game once. but this does not halp at all. i don't want to reinstall mw, as it is 35 gb in size (ad it IS in my reg, i checked). is there ANY other solution for this? i tried a tip by another user who installed a normal mge, generated the distants and then used xe with these old distant lands (which leads me to the question, where the shadows shall come from...). but this does also not work for me. behind the border of the normal mw view distance i got a blue screen, when i was desperated enough to try this out.

thanks in advance guys :)
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Evaa
 
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Post » Sat May 28, 2011 12:20 pm

you can make a backup of ur MW folder, and install it new, and then copy the backup over the new install.
did u change the resolution with the launcher, started the game, change res again ? worked for me.
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Sammygirl
 
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Post » Sat May 28, 2011 8:48 pm

I use Win 7 64. and I just can't install any mge after rev 116 which means i can't install rev 178 and therefore no mge xe. the problem is always the same: it says that it does not find mw in my registry and that i have to start the game once. but this does not halp at all.

Ok. Open up regedit, and delete HKEY_CURRENT_USER\Classes\VirtualStore\Machine\Software\Bethesda\Morrowind if it's there. Then run everything as admin, Morrowind first then MGEgui. Please report exact error messages, it reduces a lot of guessing where the problem is.
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Dean
 
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Post » Sat May 28, 2011 2:54 pm

Ok. Open up regedit, and delete HKEY_CURRENT_USER\Classes\VirtualStore\Machine\Software\Bethesda\Morrowind if it's there. Then run everything as admin, Morrowind first then MGEgui. Please report exact error messages, it reduces a lot of guessing where the problem is.

no entry in the regeditor. i got rev 178 to work by running both as admin (in fact i never tried to run mw as admin, so this is the mistake i made before). rev 178 works fine.

installed mge xe over it. running mw as admin, ok. xe is recognized. starting mgexegui ends in "is not working anymore". tried it both as admin and user. same outcome. are there any logs that i could post?

thanks so far for getting the rev178 to work for me! :goodjob:
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Nadia Nad
 
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Post » Sat May 28, 2011 7:13 pm

http://img10.imageshack.us/img10/3122/fireattronach.jpg - fireattronach has white particles when far away + fog

Can anyone confirm if this happens without MGE? It appears to be the particle colour taking on the fogging before it gets blended into the image.


* 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.

Yes, tree statics are disabled because the lack of dynamic lighting makes them look bad next to other statics. MGE XE doesn't implement shadows cast by animated statics either (it can't use a unified grass/tree shader).


Forgot to mention another crash for me: using the macro function to change music to the next track causes crash without fail, though I presume this is due to the lack of MWSE.

It's just some incorrect function someone checked into the SVN a long time. I've fixed it now that you told me about it.


With a little more testing of XE I believe my issue can be summarized as being mostly related to levels of AA in regards to the distance from the tree. When the trees are in Morrowind's normal view distance, there does not seem to be any AA at all, but in the distance, they are. However in some cases and angles, the leaves disappear, which seems to be the case http://i292.photobucket.com/albums/mm34/ChaoticEnforcer/MGEScreenshot24.jpg.

Also, am I correct in the assumption that 3d water is not functioning yet, because my wave height is 50 but it does not seem to do anything. I know you mentioned XE doesn't have dynamic water, is wave height one of the effects of dynamic water?

It's the way the alpha blending is set up, just causes a lot of problems with AA in general. It uses transparency, but also has a high alpha test of 177 which produces a sharp edge at about 60% opacity. Transparency AA can't do much with that. In distant land, the mips tend to be more transparent as you get further away, making things a little worse. Reducing distant land alpha test would cause texture halos because of the incorrect colours in the regions where the texture was underpainted but alpha test was set to cut away. Difficult to get right, alpha thresholds need to be consistent across textures.


no entry in the regeditor. i got rev 178 to work by running both as admin (in fact i never tried to run mw as admin, so this is the mistake i made before). rev 178 works fine.

installed mge xe over it. running mw as admin, ok. xe is recognized. starting mgexegui ends in "is not working anymore". tried it both as admin and user. same outcome. are there any logs that i could post?

There's only logs when running Morrowind. Is there a more details link in the "program is not working anymore" window? It might be the libraries it needs, have you updated DirectX 9?
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Paula Ramos
 
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Post » Sat May 28, 2011 11:37 am

Hrnchamd can I be your disciple this may sound creepy but I worship you now.....
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Laura Simmonds
 
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Post » Sat May 28, 2011 7:51 pm

It's the way the alpha blending is set up, just causes a lot of problems with AA in general. It uses transparency, but also has a high alpha test of 177 which produces a sharp edge at about 60% opacity. Transparency AA can't do much with that. In distant land, the mips tend to be more transparent as you get further away, making things a little worse. Reducing distant land alpha test would cause texture halos because of the incorrect colours in the regions where the texture was underpainted but alpha test was set to cut away. Difficult to get right, alpha thresholds need to be consistent across textures.

So, its something I'll have to learn to live with? From the sounds of your explanation, that's what I'm assuming :P
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Bryanna Vacchiano
 
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Post » Sat May 28, 2011 3:50 pm

So, its something I'll have to learn to live with? From the sounds of your explanation, that's what I'm assuming :P

The nearby tree AA can be improved with mesh fixes. Distant trees could be improved by tweaking the alpha threshold for statics, though that could affect other modders' trees. Just have to try it and find out.
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i grind hard
 
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Post » Sat May 28, 2011 5:02 am

Huh the problem was with the shader "underwater wobble", could of swore you provided it, though your underwater effects already has wobble... fixed anywho....

Just got a crash upon exiting. This time it just froze up on current frame, didn't black out. Here's the log (im not sure its the right document, let me know if it isnt):

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
-- Proxy Mouse 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\Underwater Effects.fx loaded
-- Post shader Data Files\shaders\XEshaders\Underwater Interior Effects.fx loaded
-- Post shader Data Files\shaders\XEshaders\__HDRbloom.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\Majilita_ENB.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
>> Distant Land release
<< Distant Land release


Thanks for the next track fix.
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Ernesto Salinas
 
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Post » Sat May 28, 2011 5:29 pm

Is there any reason for Near's min static size to be locked at the min static size you generated distant land for? I get how it makes sense, but what if someone wants to try out a higher number without completely regenerating distant land?
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Dan Scott
 
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Post » Sat May 28, 2011 2:58 pm

The nearby tree AA can be improved with mesh fixes. Distant trees could be improved by tweaking the alpha threshold for statics, though that could affect other modders' trees. Just have to try it and find out.

Alright, how do I tweak the alpha threshold?
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adame
 
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Post » Sat May 28, 2011 8:32 pm

I think he meant that he changes it for MGE. You can tweak the alpha threshold of the leaves meshes by using NifSkope. http://piclair.com/data/o9p77.jpg

Try Flag values 4844 or 4845. 4845 looks better imo (and the threshold can be kept very low), but maybe it doesnt work well with some setups or graphics cards. Threshold you can change from around 30 or so to around 220 (depends on the Flag value).

Edit:
Got any suggestions for which values i should be using for my trees Hrnchamd, which looks best according to your tests (you seem to have done some testing). I want them to look good on all setups, not just on mine.. Maybe 4845 isnt a good Flag value to use.
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Da Missz
 
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Post » Sat May 28, 2011 6:26 pm

So, i have reinstalled Morrowind and its addons and the latest patch and MCP, no mods, re-downloaded and installed the latest MGE Beta Version, made sure it worked correctly, re-downloaded and installed MGEXE and the MCP beta, generated distant land, no errors, enabled your shaders, keeping strictly to your instructions the whole time. and now?
"""Failed to create shader Shaders\TexCoord_4_Offset_A.vso""" and so on. The game crashes when starting a new game or loading a save.
Is there anything I missed?
I have a Radeon HD 6850 if that helps. :-/
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Flesh Tunnel
 
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Post » Sat May 28, 2011 1:50 pm

So, i have reinstalled Morrowind and its addons and the latest patch and MCP, no mods, re-downloaded and installed the latest MGE Beta Version, made sure it worked correctly, re-downloaded and installed MGEXE and the MCP beta, generated distant land, no errors, enabled your shaders, keeping strictly to your instructions the whole time. and now?
"""Failed to create shader Shaders\TexCoord_4_Offset_A.vso""" and so on. The game crashes when starting a new game or loading a save.
Is there anything I missed?
I have a Radeon HD 6850 if that helps. :-/


Sounds like the errors I got when I first tried to run MW on 64bit Win 7. "Run as Administrator" fixed it for me.
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Samantha Pattison
 
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Post » Sat May 28, 2011 5:04 pm

Huh the problem was with the shader "underwater wobble", could of swore you provided it, though your underwater effects already has wobble... fixed anywho....

Just got a crash upon exiting. This time it just froze up on current frame, didn't black out. Here's the log (im not sure its the right document, let me know if it isnt):

Distant land released successfully so it's hard to guess where else it could go wrong. Post the details from the application stopped working window.


Is there any reason for Near's min static size to be locked at the min static size you generated distant land for? I get how it makes sense, but what if someone wants to try out a higher number without completely regenerating distant land?

It throws everything that isn't far or very far into the near statics bin, near static size isn't really a hard limit once you take the exception list into account. It's kind of a narrow use case there, I don't know what problems it could cause with binning otherwise, I haven't checked that part of statics loading.


Got any suggestions for which values i should be using for my trees Hrnchamd, which looks best according to your tests (you seem to have done some testing). I want them to look good on all setups, not just on mine.. Maybe 4845 isnt a good Flag value to use.

Alpha testing with alpha blending doesn't engage transparency/adapative AA, you get an aliased edge at the alpha test boundary. Alpha test only allows for transparency AA.

You should have alpha threshold set near zero for alpha blending, because at 177 it's rejecting a lot of pixels with high opacity. When it gets mipped, leaf alpha inevitably goes down, cropping away more and more of the leaves, just try zooming far out in NifSkope. Some of your leaves have colour fringes below 177 that you might not want to show normally, the alpha channel would need remapping so it really goes to zero at the leaf edge. Cropping via high alpha testing is not good practice, even if it reduces halation, you should preferably fix the texture alpha to have sharper transitions.


So, i have reinstalled Morrowind and its addons and the latest patch and MCP, no mods, re-downloaded and installed the latest MGE Beta Version, made sure it worked correctly, re-downloaded and installed MGEXE and the MCP beta, generated distant land, no errors, enabled your shaders, keeping strictly to your instructions the whole time. and now?
"""Failed to create shader Shaders\TexCoord_4_Offset_A.vso""" and so on. The game crashes when starting a new game or loading a save.
Is there anything I missed?

Morrowind is still trying to load water pixel shaders which indicates the registry isn't being set properly. Are you running MGEXEgui as admin, and is distant land enabled (top of distant land tab)? Otherwise try turning off pixel shading in the launcher options.
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Stephanie Kemp
 
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Post » Sat May 28, 2011 8:39 am

Hrnchamd, could you include an option to turn off the grass displacement?

some grass gets all stretchy when walking through
http://img696.imageshack.us/img696/5678/mgescreenshot3.jpg
http://img827.imageshack.us/img827/8317/mgescreenshot4.jpg
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~Sylvia~
 
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Post » Sat May 28, 2011 4:10 pm

vurt, how is your Crossfire setup working now, does turning menu caching off fix it?

Hrnchamd, could you include an option to turn off the grass displacement?

some grass gets all stretchy when walking through

I'll try to tone it down for taller meshes.
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:)Colleenn
 
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