Ashes of Apocalypse

Everything about development and the OpenMW source code.
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Envy123
Posts: 45
Joined: 23 Aug 2013, 16:26

Ashes of Apocalypse

Post by Envy123 »

I know that support for mods like total conversions is not a priority atm, but I was still intrigued about how my favourite TC for Morrowind loads in OpenMW. Considering I made my unofficial add-on for it (Desert Region 2). :)

However, I noticed that OpenMW was very much confused with AOA and refused to load it. Here's what works and what doesn't.

The intro (Clone Gaming Studios) works fine.
The title screen says Morrowind, although it has a custom title screen in the MW engine.
Selecting "New" crashes instantly with an error saying that "gamehour" is an unknown global variable. This is with Ashes of Apocalypse only.
With Desert Region 2, OpenMW loads the game without crashing but the player is stuck in the UBA Border Control with a black screen. COCing to an interior clears the black screen but the player is still unable to move. COCing to an exterior crashes the game without any errors.

I already reported it here - http://bugs.openmw.org/issues/2246
But I'm wondering - why is OpenMW so finicky with Ashes of Apocalypse?
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sjek
Posts: 442
Joined: 22 Nov 2014, 10:51

Re: Ashes of Apocalypse

Post by sjek »

http://www.moddb.com/mods/desert-region ... l-frontier

http://www.gamewatcher.com/mods/the-eld ... ontier-4-0

http://www.gamewatcher.com/mods/the-eld ... -4-0-patch

are these the current versions .?

would say one of the reasons why zini has said the wide mod publishing is done in post 1.0 as the manpower to test those are needed before engine is full ready. but as a game this goes as bugtracking

does it contain how much functions that would be broken in original game script build?
Envy123
Posts: 45
Joined: 23 Aug 2013, 16:26

Re: Ashes of Apocalypse

Post by Envy123 »

sjek wrote:http://www.moddb.com/mods/desert-region ... l-frontier

http://www.gamewatcher.com/mods/the-eld ... ontier-4-0

http://www.gamewatcher.com/mods/the-eld ... -4-0-patch

are these the current versions .?

would say one of the reasons why zini has said the wide mod publishing is done in post 1.0 as the manpower to test those are needed before engine is full ready. but as a game this goes as bugtracking

does it contain how much functions that would be broken in original game script build?
The latest version is in the first link, dated 12-12-2012. Any further progress has been scrapped unfortunately, but maybe with new features, progress can start again :)

The mod doesn't use MWSE or any new functions, only those which are in the MW engine. There are a few scripts which start with digits, though, so OpenMW doesn't compile them.

I know OpenMW isn't at 1.0 yet, but a part of me did want the mod to at least load somewhat well.
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sjek
Posts: 442
Joined: 22 Nov 2014, 10:51

Re: Ashes of Apocalypse

Post by sjek »

heh 1 gb xP

this takes here it's time. anyway first thing gonna try to rename those scripts to starting with letters and see where it goes and then the next issue.

https://bugs.openmw.org/issues/1730
https://bugs.openmw.org/projects/openmw ... 171a7984eb

C++ and would know how to text in game maybe.....

fot the note this could be moved to support :)
Envy123
Posts: 45
Joined: 23 Aug 2013, 16:26

Re: Ashes of Apocalypse

Post by Envy123 »

sjek wrote:heh 1 gb xP

this takes here it's time. anyway first thing gonna try to rename those scripts to starting with letters and see where it goes and then the next issue.

https://bugs.openmw.org/issues/1730
https://bugs.openmw.org/projects/openmw ... 171a7984eb

C++ and would know how to text in game maybe.....
I'll try and rename the scripts and see how it goes. :)
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Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: Ashes of Apocalypse

Post by Zini »

#1730 should be fixed now. Hopefully. If I will have to have a 3rd go at it, things will start to become embarrassing.
Selecting "New" crashes instantly with an error saying that "gamehour" is an unknown global variable. This is with Ashes of Apocalypse only.
This is odd. Does this TC have a global variable named gamehour? If it doesn't then I don't understand how it can work in vanilla MW.
Envy123
Posts: 45
Joined: 23 Aug 2013, 16:26

Re: Ashes of Apocalypse

Post by Envy123 »

Zini wrote:#1730 should be fixed now. Hopefully. If I will have to have a 3rd go at it, things will start to become embarrassing.
Selecting "New" crashes instantly with an error saying that "gamehour" is an unknown global variable. This is with Ashes of Apocalypse only.
This is odd. Does this TC have a global variable named gamehour? If it doesn't then I don't understand how it can work in vanilla MW.
Cool, thanks :)

About the "gamehour", it's very odd. I believe Desert Region 2 added the "gamehour" variable (as well as restoring a lot of cut features) so that's why loading the add-on fixes the problem. Loading AOA by itself on the MW engine works fine but OpenMW doesn't seem to tolerate its incomplete state.
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sjek
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Joined: 22 Nov 2014, 10:51

Re: Ashes of Apocalypse

Post by sjek »

UESP wiki commands are good apply to 1.0 as much game benefical as possible.
and in the ideal situation the bugged and crash sections can be deleted kinda :)

as of gamehour it's should work as functions are implemented.
found only this atm at least that would directly effect.

https://bugs.openmw.org/issues/547
"I can only guess vanilla has some kind of validation on the value and defaults to 0 if it's not in range? Or (less likely, but who knows) maybe the initial value is ignored for New Game purposes, and certain ones are hard-coded to start at specific values." ?

loading loading loading... done

edit: enought of newcomer side would say so to speak... (sometimes just am overhypeding...)
Envy123
Posts: 45
Joined: 23 Aug 2013, 16:26

Re: Ashes of Apocalypse

Post by Envy123 »

Alright, thanks to Jannik, I've edited some records that made sure that Ashes of Apocalypse work. :)

However, the initial problem is that when the player is in the UBA Boarder Control, the player loses collision with the building and falls through the floor. And also, the journal is a bit too small for me to read.

But other than that, it works fine now :)

Edit: The engine complains of not supporting NiDitherProperty. And there are serious collision issues with the buildings in Outpost 21.
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sjek
Posts: 442
Joined: 22 Nov 2014, 10:51

Re: Ashes of Apocalypse

Post by sjek »

Good to hear :) what have undrstood he also wrote that esmtool .p

https://github.com/OpenMW/openmw/blob/m ... operty.hpp
Openmw takes the value (flag) but dunno where it goes yet.

Any ideas what it's used for .?
Niftools places it for skyrim shaders
http://niftools.sourceforge.net/doc/nif ... perty.html
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