OpenMW 0.39.0

Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
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Atahualpa
Posts: 1129
Joined: 09 Feb 2016, 20:03

Re: OpenMW 0.39.0

Post by Atahualpa » 16 Apr 2016, 06:22

Lagahan wrote:Was the texture filtering improved for this release? Just had a quick blast on the release version and it looks soooo smooth!
The new version looks smooth indeed. :D
Lagahan wrote: Background cell loading has improved even further since the last time I tried it a good while back. I flew around for 5 mins with collision off and speed 2000 and never saw the loading bar once! Physics interpolation is even better than the initial implementation I tried, runs as smooth as Vanilla now. Now, if AMD would sort out their awful OpenGL drivers this would already be perfect for me! :lol:
What graphics settings do you use? Did you turn the water reflections off like in your previous videos?
I understand that OpenMW is heavy on your CPU, and you have decent system specs...
Lagahan wrote: Now, if AMD would sort out their awful OpenGL drivers this would already be perfect for me! :lol:
Unfortunately, nobody has reacted to scrawl's inquiry so far.
--> https://community.amd.com/thread/198250
We should maybe spam this forum, so the view count of scrawl's post rises. And everyone who suffers from this issue could click the "I have the same question" button. *goes to his shop and retrieves the pitchforks and the torches*

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openmwfan27
Posts: 113
Joined: 23 Apr 2015, 22:11

Re: OpenMW 0.39.0

Post by openmwfan27 » 16 Apr 2016, 07:45

I am running into issues with a house mod i've just tried.

This is the mod, McG Simple Portable House:
http://www.nexusmods.com/morrowind/mods/38722/?

I goto Seyda Neen to buy the magical drum, take the magical drum out of my inventory and place it on the floor. I activate the magical drum and it gives me the choice of teleporting to the house. This works until i want to leave the house, by activating the blue warewolf statue you see when you enter the house. When i leave the house i get teleported back to where i placed the drum apart from i'm stuck.

I don't think it's an issue with clipping through geometry, i cannot move the mouse, i cannot walk in any direction at all, all the other NPC's are frozen and my player is in a weird position.

However pressing the esc key works and i can use the game's main menu fine, i can also bring up the console.

If i type in 'coc vivec' it spawns me in vivec, but as soon as i close the console it teleports me right back to where i placed the magical drum. Screenshots also work and this is what i see when i leave the house and get teleported back to the magical drum: http://imgur.com/GlrkNUA

I'm not sure if this is an issue with my setup or a bug with the engine, can anyone else re-produce this issue and does it happen on stock MW?

Console Output:
Spoiler: Show

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openmwfan27
Posts: 113
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Re: OpenMW 0.39.0

Post by openmwfan27 » 16 Apr 2016, 08:17

I also get the exact same issue when exiting the house in YAPHM (Yet Another Portable House Mod):
http://www.nexusmods.com/morrowind/mods/43480/?

Same thing happens as in the other mod, i get the issue when both of them are installed and i also get the issue in both mods even when only one of them is activated at a time.

Could it be that both the mods are using mark and recall to teleport you back to where you came from which is possibly where the issue is, and that's why both mods display the same symptoms at the same times?

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raevol
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Location: Caldera

Re: OpenMW 0.39.0

Post by raevol » 16 Apr 2016, 10:13

Starting the release! Release texts:

Plaintext:

Code: Select all

The OpenMW team is proud to announce the release of version 0.39.0! Grab it from our Downloads Page for all operating systems. This release brings background cell loading and caching, which is a feature not to be missed. Initial support for object shaders has found its way back into our engine, and a host of bugs have been smashed. See below for the full list of changes.

The venerable Atahualpa has bravely stepped up to fill WeirdSexy's boundless shoes as our video producer, check out the video for this release here: https://youtu.be/6SIz0LYWJzQ and OpenMW-CS 0.39.0 here: https://youtu.be/IthswdFkyss. Check our blog or Youtube channel if you missed his videos for versions 0.36, 0.37, or 0.38.

Known Issues:
- Shadows are not re-implemented at this time, as well as distant land

Changelog:
- Implemented background cell loading and caching of loaded cells
- Implemented support for object shaders in OSG
- Implemented interpolation for physics simulation, smoothing rendering of statics and fixing some collision issues
- Implemented support for sphere map NiTextureEffects
- Implemented the FixMe script instruction
- Implemented support for RGB and RGBA embedded textures in NIF files
- Implemented corpse clear delay
- Implemented per-creature respawn time tracking
- Fixed Dark Brotherhood Assassins, ghosts in Ibar-Dad, and other creatures spawned with PlaceAt spawning inside world geometry
- Fixed Activate / OnActivate script instruction to match vanilla behavior
- Fixed player spawning underwater when loading a game saved while swimming
- Fixed NPCs not using correct animations with Animated Morrowind mod
- Fixed Riekling raider pig screaming continuously
- Fixed Vivec's hands in the Psymoniser Vivec God Replacement mod
- Fixed NPCs spamming restoration spells instead of defending themself
- Fixed a crash caused by local script iteration
- Fixed AI packages to not stack when duplicates are added
- Fixed actor animations not being rebuilt on resurrection
- Fixed dialog boxes for non-standard NPCs not scrolling correctly
- Fixed wandering NPCs disappearing or getting teleported to strange places
- Fixed missing NPC name in journal entry when given Pilgrimages of the Seven Graces quest
- Fixed bounding box used for items when dropping them from the inventory
- Fixed spells exploding on an actor being applied twice
- Fixed Azura's missing head
- Fixed potion effect showing when ingredient effects are not known
- Fixed hands turning partially invisible when chopping with a spear
- Fixed fast travel breaking save files made afterwards
- Fixed crash after casting recall spell
- Fixed constant effect enchantment animation playing on dead bodies
- Fixed spell effects to not persist after the caster dies
- Fixed corpses that are submerged at the beginning of the game to stay submerged
- Fixed "when strikes" enchantments to not launch a projectile from the attacker when they apply
- Fixed camera snapping to straight up or down after teleporting
- Fixed alchemy window ingredient count not decrementing when combining ingredients that don't share effects
- Fixed mods corrupting the hasWater() flag for exterior cells
- Fixed a crash with mods that define bip01 spine1 but not bip01 spine2
- Fixed class image display when an image for the class is not found
- Fixed possible infinite disposition through exploit
- Fixed glitch causing removed clothing to still be rendered on the character on the inventory paper doll
- Fixed statics and activators not being able to cast spell effects on the player
- Fixed cells not loading when using Poorly Placed Object Fix mod
- Fixed female characters incorrectly using the male base animation skeleton
- Fixed "use best attack" punches to match vanilla behavior
- Fixed crash when clicking through the class selection menu a specific way
- Fixed save list jumping to the top when deleting a saved game
- Fixed the selected class and race not being cleared when starting a new game
- Fixed crash when water normal map is missing
- Fixed an issue with handling stray arguments in scripts
- Fixed Drop script instruction to match vanilla behavior
- OpenMW-CS: Implemented GMST verifier
- OpenMW-CS: Implemented info record verifier
- OpenMW-CS: Implemented rendering cell border markers in Scene view
- OpenMW-CS: Implemented point lighting in Scene view
- OpenMW-CS: Implemented optional line wrapping in script editor
- OpenMW-CS: Reimplemented 3D scene camera system
- OpenMW-CS: Implemented scenes being a drop target for referenceables
- OpenMW-CS: Implemented rendering cell markers in Scene view
- OpenMW-CS: Implemented Instance selection menu in Scene view
- OpenMW-CS: Implemented Move sub mode for Instance editing mode in Scene view
- OpenMW-CS: Implemented behavior for changing water level of interiors to match exteriors
- OpenMW-CS: Implemented using "Enter" key instead of clicking "Create" button to confirm ID input in Creator Bar
- OpenMW-CS: Fixed objects dropped in the scene not always saving
- OpenMW-CS: Fixed objects added to the scene not rendering until the scene is reloaded
- OpenMW-CS: Fixed land data being written twice
- OpenMW-CS: Fixed GMST ID named sMake Enchantment being named sMake when making new game from scratch
- OpenMW-CS: Fixed creator bar in Start Scripts subview not accepting script ID drops
- OpenMW-CS: Fixed using the "Next Script" and "Previous Script" buttons changes the record status to "Modified"
HTML:

Code: Select all

<p>The OpenMW team is proud to announce the release of version 0.39.0! Grab it from our Downloads Page for all operating systems. This release brings background cell loading and caching, which is a feature not to be missed. Initial support for object shaders has found its way back into our engine, and a host of bugs have been smashed. See below for the full list of changes.</p>

<p>The venerable Atahualpa has bravely stepped up to fill WeirdSexy's boundless shoes as our video producer, check out the video for <a href="https://youtu.be/6SIz0LYWJzQ">this release</a>  and <a href="https://youtu.be/IthswdFkyss">OpenMW-CS 0.39.0</a>. Check our blog or Youtube channel if you missed his videos for versions 0.36, 0.37, or 0.38.</p>

<p><b>Known Issues:</b><br>
<ul><li>Shadows are not re-implemented at this time, as well as distant land</li></ul></p>

<p><b>Changelog:</b><br>
<ul><li>Implemented background cell loading and caching of loaded cells</li>
<li>Implemented support for object shaders in OSG</li>
<li>Implemented interpolation for physics simulation, smoothing rendering of statics and fixing some collision issues</li>
<li>Implemented support for sphere map NiTextureEffects</li>
<li>Implemented the FixMe script instruction</li>
<li>Implemented support for RGB and RGBA embedded textures in NIF files</li>
<li>Implemented corpse clear delay</li>
<li>Implemented per-creature respawn time tracking</li>
<li>Fixed Dark Brotherhood Assassins, ghosts in Ibar-Dad, and other creatures spawned with PlaceAt spawning inside world geometry</li>
<li>Fixed Activate / OnActivate script instruction to match vanilla behavior</li>
<li>Fixed player spawning underwater when loading a game saved while swimming</li>
<li>Fixed NPCs not using correct animations with Animated Morrowind mod</li>
<li>Fixed Riekling raider pig screaming continuously</li>
<li>Fixed Vivec's hands in the Psymoniser Vivec God Replacement mod</li>
<li>Fixed NPCs spamming restoration spells instead of defending themself</li>
<li>Fixed a crash caused by local script iteration</li>
<li>Fixed AI packages to not stack when duplicates are added</li>
<li>Fixed actor animations not being rebuilt on resurrection</li>
<li>Fixed dialog boxes for non-standard NPCs not scrolling correctly</li>
<li>Fixed wandering NPCs disappearing or getting teleported to strange places</li>
<li>Fixed missing NPC name in journal entry when given Pilgrimages of the Seven Graces quest</li>
<li>Fixed bounding box used for items when dropping them from the inventory</li>
<li>Fixed spells exploding on an actor being applied twice</li>
<li>Fixed Azura's missing head</li>
<li>Fixed potion effect showing when ingredient effects are not known</li>
<li>Fixed hands turning partially invisible when chopping with a spear</li>
<li>Fixed fast travel breaking save files made afterwards</li>
<li>Fixed crash after casting recall spell</li>
<li>Fixed constant effect enchantment animation playing on dead bodies</li>
<li>Fixed spell effects to not persist after the caster dies</li>
<li>Fixed corpses that are submerged at the beginning of the game to stay submerged</li>
<li>Fixed "when strikes" enchantments to not launch a projectile from the attacker when they apply</li>
<li>Fixed camera snapping to straight up or down after teleporting</li>
<li>Fixed alchemy window ingredient count not decrementing when combining ingredients that don't share effects</li>
<li>Fixed mods corrupting the hasWater() flag for exterior cells</li>
<li>Fixed a crash with mods that define bip01 spine1 but not bip01 spine2</li>
<li>Fixed class image display when an image for the class is not found</li>
<li>Fixed possible infinite disposition through exploit</li>
<li>Fixed glitch causing removed clothing to still be rendered on the character on the inventory paper doll</li>
<li>Fixed statics and activators not being able to cast spell effects on the player</li>
<li>Fixed cells not loading when using Poorly Placed Object Fix mod</li>
<li>Fixed female characters incorrectly using the male base animation skeleton</li>
<li>Fixed "use best attack" punches to match vanilla behavior</li>
<li>Fixed crash when clicking through the class selection menu a specific way</li>
<li>Fixed save list jumping to the top when deleting a saved game</li>
<li>Fixed the selected class and race not being cleared when starting a new game</li>
<li>Fixed crash when water normal map is missing</li>
<li>Fixed an issue with handling stray arguments in scripts</li>
<li>Fixed Drop script instruction to match vanilla behavior</li>
<li>OpenMW-CS: Implemented GMST verifier</li>
<li>OpenMW-CS: Implemented info record verifier</li>
<li>OpenMW-CS: Implemented rendering cell border markers in Scene view</li>
<li>OpenMW-CS: Implemented point lighting in Scene view</li>
<li>OpenMW-CS: Implemented optional line wrapping in script editor</li>
<li>OpenMW-CS: Reimplemented 3D scene camera system</li>
<li>OpenMW-CS: Implemented scenes being a drop target for referenceables</li>
<li>OpenMW-CS: Implemented rendering cell markers in Scene view</li>
<li>OpenMW-CS: Implemented Instance selection menu in Scene view</li>
<li>OpenMW-CS: Implemented Move sub mode for Instance editing mode in Scene view</li>
<li>OpenMW-CS: Implemented behavior for changing water level of interiors to match exteriors</li>
<li>OpenMW-CS: Implemented using "Enter" key instead of clicking "Create" button to confirm ID input in Creator Bar</li>
<li>OpenMW-CS: Fixed objects dropped in the scene not always saving</li>
<li>OpenMW-CS: Fixed objects added to the scene not rendering until the scene is reloaded</li>
<li>OpenMW-CS: Fixed land data being written twice</li>
<li>OpenMW-CS: Fixed GMST ID named sMake Enchantment being named sMake when making new game from scratch</li>
<li>OpenMW-CS: Fixed creator bar in Start Scripts subview not accepting script ID drops</li>
<li>OpenMW-CS: Fixed using the "Next Script" and "Previous Script" buttons changes the record status to "Modified"</li></ul></p>
BBCode:

Code: Select all

The OpenMW team is proud to announce the release of version 0.39.0! Grab it from our Downloads Page for all operating systems. This release brings background cell loading and caching, which is a feature not to be missed. Initial support for object shaders has found its way back into our engine, and a host of bugs have been smashed. See below for the full list of changes.

The venerable Atahualpa has bravely stepped up to fill WeirdSexy's boundless shoes as our video producer, check out the video for [url=https://youtu.be/6SIz0LYWJzQ]this release[/url] and [url=https://youtu.be/IthswdFkyss]OpenMW-CS 0.39.0[/url]. Check our blog or Youtube channel if you missed his videos for versions 0.36, 0.37, or 0.38.

[b]Known Issues:[/b]
[list][*]Shadows are not re-implemented at this time, as well as distant land[/list]

[b]Changelog:[/b]
[list][*]Implemented background cell loading and caching of loaded cells
[*]Implemented support for object shaders in OSG
[*]Implemented interpolation for physics simulation, smoothing rendering of statics and fixing some collision issues
[*]Implemented support for sphere map NiTextureEffects
[*]Implemented the FixMe script instruction
[*]Implemented support for RGB and RGBA embedded textures in NIF files
[*]Implemented corpse clear delay
[*]Implemented per-creature respawn time tracking
[*]Fixed Dark Brotherhood Assassins, ghosts in Ibar-Dad, and other creatures spawned with PlaceAt spawning inside world geometry
[*]Fixed Activate / OnActivate script instruction to match vanilla behavior
[*]Fixed player spawning underwater when loading a game saved while swimming
[*]Fixed NPCs not using correct animations with Animated Morrowind mod
[*]Fixed Riekling raider pig screaming continuously
[*]Fixed Vivec's hands in the Psymoniser Vivec God Replacement mod
[*]Fixed NPCs spamming restoration spells instead of defending themself
[*]Fixed a crash caused by local script iteration
[*]Fixed AI packages to not stack when duplicates are added
[*]Fixed actor animations not being rebuilt on resurrection
[*]Fixed dialog boxes for non-standard NPCs not scrolling correctly
[*]Fixed wandering NPCs disappearing or getting teleported to strange places
[*]Fixed missing NPC name in journal entry when given Pilgrimages of the Seven Graces quest
[*]Fixed bounding box used for items when dropping them from the inventory
[*]Fixed spells exploding on an actor being applied twice
[*]Fixed Azura's missing head
[*]Fixed potion effect showing when ingredient effects are not known
[*]Fixed hands turning partially invisible when chopping with a spear
[*]Fixed fast travel breaking save files made afterwards
[*]Fixed crash after casting recall spell
[*]Fixed constant effect enchantment animation playing on dead bodies
[*]Fixed spell effects to not persist after the caster dies
[*]Fixed corpses that are submerged at the beginning of the game to stay submerged
[*]Fixed "when strikes" enchantments to not launch a projectile from the attacker when they apply
[*]Fixed camera snapping to straight up or down after teleporting
[*]Fixed alchemy window ingredient count not decrementing when combining ingredients that don't share effects
[*]Fixed mods corrupting the hasWater() flag for exterior cells
[*]Fixed a crash with mods that define bip01 spine1 but not bip01 spine2
[*]Fixed class image display when an image for the class is not found
[*]Fixed possible infinite disposition through exploit
[*]Fixed glitch causing removed clothing to still be rendered on the character on the inventory paper doll
[*]Fixed statics and activators not being able to cast spell effects on the player
[*]Fixed cells not loading when using Poorly Placed Object Fix mod
[*]Fixed female characters incorrectly using the male base animation skeleton
[*]Fixed "use best attack" punches to match vanilla behavior
[*]Fixed crash when clicking through the class selection menu a specific way
[*]Fixed save list jumping to the top when deleting a saved game
[*]Fixed the selected class and race not being cleared when starting a new game
[*]Fixed crash when water normal map is missing
[*]Fixed an issue with handling stray arguments in scripts
[*]Fixed Drop script instruction to match vanilla behavior
[*]OpenMW-CS: Implemented GMST verifier
[*]OpenMW-CS: Implemented info record verifier
[*]OpenMW-CS: Implemented rendering cell border markers in Scene view
[*]OpenMW-CS: Implemented point lighting in Scene view
[*]OpenMW-CS: Implemented optional line wrapping in script editor
[*]OpenMW-CS: Reimplemented 3D scene camera system
[*]OpenMW-CS: Implemented scenes being a drop target for referenceables
[*]OpenMW-CS: Implemented rendering cell markers in Scene view
[*]OpenMW-CS: Implemented Instance selection menu in Scene view
[*]OpenMW-CS: Implemented Move sub mode for Instance editing mode in Scene view
[*]OpenMW-CS: Implemented behavior for changing water level of interiors to match exteriors
[*]OpenMW-CS: Implemented using "Enter" key instead of clicking "Create" button to confirm ID input in Creator Bar
[*]OpenMW-CS: Fixed objects dropped in the scene not always saving
[*]OpenMW-CS: Fixed objects added to the scene not rendering until the scene is reloaded
[*]OpenMW-CS: Fixed land data being written twice
[*]OpenMW-CS: Fixed GMST ID named sMake Enchantment being named sMake when making new game from scratch
[*]OpenMW-CS: Fixed creator bar in Start Scripts subview not accepting script ID drops
[*]OpenMW-CS: Fixed using the "Next Script" and "Previous Script" buttons changes the record status to "Modified"[/list]

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raevol
Posts: 3088
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.39.0

Post by raevol » 16 Apr 2016, 10:22

Aaaand released! Congrats everyone!! Excited to see what our users have to say about this one!

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Atahualpa
Posts: 1129
Joined: 09 Feb 2016, 20:03

Re: OpenMW 0.39.0

Post by Atahualpa » 16 Apr 2016, 10:26

The videos are public now. Looking forward to what the next release brings!

User avatar
raevol
Posts: 3088
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: OpenMW 0.39.0

Post by raevol » 16 Apr 2016, 10:26

Atahualpa wrote:The videos are public now. Looking forward to what the next release brings!
Woo! Wow you're on it! I'll be up for a little longer if there's any issues.

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Lagahan
Posts: 47
Joined: 16 Aug 2014, 11:24
Location: Ireland

Re: OpenMW 0.39.0

Post by Lagahan » 16 Apr 2016, 18:14

Atahualpa wrote: What graphics settings do you use? Did you turn the water reflections off like in your previous videos?
I understand that OpenMW is heavy on your CPU, and you have decent system specs...

Unfortunately, nobody has reacted to scrawl's inquiry so far.
--> https://community.amd.com/thread/198250
We should maybe spam this forum, so the view count of scrawl's post rises. And everyone who suffers from this issue could click the "I have the same question" button. *goes to his shop and retrieves the pitchforks and the torches*
Ooh didn't know Scrawl put it to AMD about this bug, will definitely bump that up. Their OGL CPU overhead in general is very poor though, that's why I run with the water shader off to save on CPU and keep framerate up to my refresh rate of 120. Even with it off, 1 CPU core is always pegged at 100% doing the draw calls unfortunately.

I'd go as far as to put a link to that thread on the frontpage in a post and encourage all the AMD users of OpenMW to register over there and bump it up. I'll post it on the /r/AMD subreddit and tag some of the guys from AMD on reddit in it to grab their attention as well.
EDIT: Done, tagged one of the AMD guys : https://www.reddit.com/r/Amd/comments/4 ... dering_in/

Maybe if the draw calls for the reflected statics on water was threaded to another core it would be feasible, I've no idea how lower level graphics programming works though so it probably isn't possible.

I generally keep everything at max settings (1080p, 16x aniso, 8x AA, max draw distance etc) apart from the water. Being at 120Hz the interpolation on physics is the single biggest improvement of this release, really is night and day!
Specs: Core i7 8700k @5GHz, EVGA GTX2080ti XC SLI,
32GB RAM @3.2GHz, Windows 10 1803

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FiftyTifty
Posts: 56
Joined: 15 Oct 2014, 21:02

Re: OpenMW 0.39.0

Post by FiftyTifty » 16 Apr 2016, 23:30

One solution ta reflections, would be tae implement a robust batching implementation; use all the threads of a CPU to make a couple vertex buffers, and just render 'em. Trick is to accommodate for enabled/disabled meshes (dropping/picking up an item, changing armour, despawned NPC, etc.), but that's easily done by editin' the buffers when those events occur. Made a wee thread about that, but it didnae get much interest.

Texture atlases would also do a bunch o' good as well; for each .dds texture, the ol' GPU has ta do a "context switch". Dinnae have me source handy, but if ya are making 3,000 draw calls with each object having it's own texture, ya'd be able to make 6,000-9,000 draw calls with a similar result in performance if ya compile the textures inta an atlas. Bigger atlases (>8192x8192) make fer better performance gains.

Tho' that puts a heavier burden on the GPU, due to heftier driver-generated shader bytecode to avoid texture bleedin' and such. Good news, is that GPUs are mighty powerful these days; running on antiquated ati x300s ain't the norm.


There's also supposed to be another performance doozey specific ta OpenGL; MultiDrawIndirect. Slides o'er 'ere talk about it. http://www.slideshare.net/CassEveritt/a ... r-overhead Tho' it's probably supposed to be used in conjunction with batching and atlases, to get the most out o' the renderer.
CPU - i7 6700k @ 4.0Ghz
GPU - Vega 56
RAM - 2x16GB DDR4 3000MHz
Mobo - Asus Z170 Pro Gaming
Soundcard - Creative Soundblaster X-Fi Titanium Fatal1ty Pro
OS - Win. 10 LTSC 2019 x64

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Lagahan
Posts: 47
Joined: 16 Aug 2014, 11:24
Location: Ireland

Re: OpenMW 0.39.0

Post by Lagahan » 17 Apr 2016, 15:18

Huh, interesting stuff!
Wonder if that MultiDrawIndirect would be of any use for VR stereoscopic rendering...
More strain on the GPU is no problem since it doesn't break 50-60% utilization at the moment anyway.

Got a response from an AMD employee on the reddit post about that texture flickering issue, he says they'll look into it asap.
Specs: Core i7 8700k @5GHz, EVGA GTX2080ti XC SLI,
32GB RAM @3.2GHz, Windows 10 1803

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