MGE XE gets an update!

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MGE XE gets an update!

Postby Jac » Sat May 04, 2013 9:48 pm

Hrnchamd is currently working on improving MGE XE and could use beta testers. If you're interested, please read this post. Thanks.
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Re: MGE XE gets an update!

Postby Raym » Sun May 05, 2013 7:28 am

Dawg!
Shame that I'm in really short supply of leisure time, these days. :(
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Re: MGE XE gets an update!

Postby fable2 » Sun May 05, 2013 9:54 am

I've always been leery of MGE, given the number of problems many people have with it, but the results I've seen when it works are frankly breathtaking. Equal to anything out there in any game, and better than most.
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Re: MGE XE gets an update!

Postby Raym » Sun May 05, 2013 5:49 pm

XE is a lot easier to install and use, though.

I've started using it after asking about MGE here, it was a real pain in the butt to set right for me. The XE version, instead, worked immediately and never gave me any issues. And even on moderate settings, the results are wonderful; it's almost like playing a different game.
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Re: MGE XE gets an update!

Postby Jac » Sun May 05, 2013 6:54 pm

Yeah. I'll never go back to regular MGE; hell, it isn't even being developed anymore.
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Re: MGE XE gets an update!

Postby Jac » Mon May 06, 2013 7:48 pm

Summary of beta changes (as of May 4, 2013):
  • Screenshots capture without the UI included, unless you are in menu mode. No need for tm any more.
  • Rendering on certain particle effects with per-pixel lighting beta fixed. It only affected additive particles in dark areas; most noticeable in third person.
  • Moving the third person camera in-game with macro functions now displays the camera offset coordinates.
  • MGEXEgui upgraded to .NET 3.5.
  • Fogging calculations in exp fog mode reworked. Fog near the player in heavy weather (large fog offset like fog and ashstorms) is much closer to the density of the original fog. Fog and ashstorms look thicker, and fogged water reflections more accurately match the objects above ground. Exp fog mode only.
  • DoF shader adds distance blur in heavy weather, softening outlines of distant objects as fog scattering would.
  • Bloom shaders adjusted, bloom fine has less squareness, bloom soft lowered bloom magnitude.
  • HDR shader has a minimally changed exposure curve.
  • MGEXEgui distant land tab auto-calculates better (farther) statics distances and a near fog distance that goes with the fogging calculation improvements.
  • Toggling per-pixel shader beta option automatically sets the correct lighting coefficients.
  • Mournhold steps and streetlamps included in distant land and reflections.

Currently working on fixes:
  • Radeon 7000 series grass flickering. Requires testers.

I'm definitely grabbing this once it's out of beta for my next play-through.
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Re: MGE XE gets an update!

Postby Adul » Mon May 06, 2013 8:15 pm

Those all sound very nice. It's been what feels like forever since I've last played Morrowind, and when my eventual return to Vvardenfell occurs I'll be certain to grab the latest version of MGE XE. It's really awesome that Hmrchand is still developing it.
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