Sign in with
Sign up | Sign in
Your question

Any more patches planned for Bloodmoon??

Last response: in Video Games
Share
Anonymous
a b } Memory
June 25, 2005 8:11:06 PM

Archived from groups: alt.games.morrowind (More info?)

The memory leak with the latest patch is starting to annoy me. Its
pretty much impossible to play any quest with alot of travel between
areas or play for any length of time without having to exit and
restart the game.

Are they planning on releasing a patch to address this or are they
pretty much finished with everything Morrowind?

Does anyone know?
Anonymous
a b } Memory
June 27, 2005 12:02:00 AM

Archived from groups: alt.games.morrowind (More info?)

25.06.05, Euncarian Solseed (euncarian@distantstar.org)



>The memory leak with the latest patch is starting to annoy me.

Never heard of a memory leak, and never experienced any slow-downs,
lots of HD-swapping or crashes. I quite often have MW-Sessions with 10+
hours, with no problems beside the usual - red eyes, hurting wrists and
absolutely no social life ;) 

I used MW on two PC's and on both it runs very stable:

Celeron 1.4 / 512MB Ram, Geforce4-128MB / SBLive Value / Windows 98

P4 3.2E / 1GB Ram / Radeon9800Pro-256MB / Realtek AC97 / Windows XP

On both Machines I have a lot of CTD's when I activate
Hardware-Sound-Acceleration, though. (A bit more with the old SBLive)


>Its pretty much impossible to play any quest with alot of travel between
>areas or play for any length of time without having to exit and restart
>the game.

Hm, what exactly happens? All of my quest-mods require plenty of traveling
between exterior-cells, and I would've made them different If I ever had
or heard of problems with that...


>Are they planning on releasing a patch to address this or are they
>pretty much finished with everything Morrowind?

>Does anyone know?

Never say never, but I'm 99.9% sure that there will be no other patch for
Morrowind. Face it guys - the game is 3 years old, the last addon is over
a year old and the last patch 11 months. Even if one of the programmers
would came up with an idea for the ultimate patch, management would decide
against it. They'd say, and I'd agree, that the time(=money) is better
spent to make sure no such bugs show up in Oblivion...

What can be fixed with the Construction Set is fixed in ThePal's Patch.

We have the FPS-Optimizer that allows us higher frame rates/view-distance

We even have an external program that extends the capabilities of the
scripting language (Although it's not used by most scripters, including me).



All technical issues that require access to the source code will most likely
stay as they are. There are some bugs left that apply to anyone, e.g:

- Object doubling/Removal when changing/removing mods.

- Several partly broken or at least not fully implemented script commands
(i.e. elseif,placeitem,z-rotation for position)

- Automap issues (sometimes the map isn't updated)

- Volume issue when mods use the Streammusic-command to play custom music
(Suddenly Morrowind uses the Media-Player's volume-setting for music)

- Broken barter-system (The higher your skill and the more a merchant
likes you, the less money he offers when you want to sell stuff)

- Broken "lost-target" AI in Combat (They flee in terror when you hide)

Such bugs MIGHT be fixed when the marketing-department says that this
would be good advertisement for Oblivion, Or when one of the programmers
volunteers to do it for free in his spare-time. But there is no chance
that they'll even try to fix random crashes and slowdown-issues that
only happen in certain circumstances on certain hardware...


Ciao,
Jochen
Anonymous
a b } Memory
June 27, 2005 5:53:33 AM

Archived from groups: alt.games.morrowind (More info?)

Jochen Gehring wrote:
> 25.06.05, Euncarian Solseed (euncarian@distantstar.org)
>
>
>
>
>>The memory leak with the latest patch is starting to annoy me.
>
>
> Never heard of a memory leak, and never experienced any slow-downs,
> lots of HD-swapping or crashes. I quite often have MW-Sessions with 10+
> hours, with no problems beside the usual - red eyes, hurting wrists and
> absolutely no social life ;) 
>
> I used MW on two PC's and on both it runs very stable:
>
> Celeron 1.4 / 512MB Ram, Geforce4-128MB / SBLive Value / Windows 98
>
> P4 3.2E / 1GB Ram / Radeon9800Pro-256MB / Realtek AC97 / Windows XP
>
> On both Machines I have a lot of CTD's when I activate
> Hardware-Sound-Acceleration, though. (A bit more with the old SBLive)
>
>
The memory leak bug is more noticeable with less than 1GB of memory. It
mostly occurs is you do a lot of "rapid" traveling between different
points. One time I was doing the Imperial Guild quests and had set a
mark at the quest giver. I then used a boat to do one quest, recall
back. I did the same for the second quest. The third quest I used
intervention and mage transport followed by recall. After this my
memory usage had jumped from around 250MB to over 750 MB and the program
was noticeably slower. This time I remembered to save and exit before
continuing.
Another time I was looking for an ingredient and did a large number of
rapid transports looking for sources. It crashed in the middle of this
and I lost a lot of time. Shortly thereafter I basically quit playing,
the bugs were just too annoying.


>
>>Its pretty much impossible to play any quest with alot of travel between
>>areas or play for any length of time without having to exit and restart
>>the game.
>
>
> Hm, what exactly happens? All of my quest-mods require plenty of traveling
> between exterior-cells, and I would've made them different If I ever had
> or heard of problems with that...
>
>
>
>>Are they planning on releasing a patch to address this or are they
>>pretty much finished with everything Morrowind?
>
>
>>Does anyone know?
>
>
> Never say never, but I'm 99.9% sure that there will be no other patch for
> Morrowind. Face it guys - the game is 3 years old, the last addon is over
> a year old and the last patch 11 months. Even if one of the programmers
> would came up with an idea for the ultimate patch, management would decide
> against it. They'd say, and I'd agree, that the time(=money) is better
> spent to make sure no such bugs show up in Oblivion...
>
> What can be fixed with the Construction Set is fixed in ThePal's Patch.
>
> We have the FPS-Optimizer that allows us higher frame rates/view-distance
>
> We even have an external program that extends the capabilities of the
> scripting language (Although it's not used by most scripters, including me).
>
>
>
> All technical issues that require access to the source code will most likely
> stay as they are. There are some bugs left that apply to anyone, e.g:
>
> - Object doubling/Removal when changing/removing mods.
>
> - Several partly broken or at least not fully implemented script commands
> (i.e. elseif,placeitem,z-rotation for position)
>
> - Automap issues (sometimes the map isn't updated)
>
> - Volume issue when mods use the Streammusic-command to play custom music
> (Suddenly Morrowind uses the Media-Player's volume-setting for music)
>
> - Broken barter-system (The higher your skill and the more a merchant
> likes you, the less money he offers when you want to sell stuff)
>
> - Broken "lost-target" AI in Combat (They flee in terror when you hide)
>
> Such bugs MIGHT be fixed when the marketing-department says that this
> would be good advertisement for Oblivion, Or when one of the programmers
> volunteers to do it for free in his spare-time. But there is no chance
> that they'll even try to fix random crashes and slowdown-issues that
> only happen in certain circumstances on certain hardware...
>
>
They probably will Not fix the bugs as they never bothered with Arena or
Daggerfall. The bugs are not random as a large number of people have
reported them in this group in the past. They may only occur if one is
pushing the engine beyond what the play testers did, but they do exist.


> Ciao,
> Jochen
>
Related resources
Anonymous
a b } Memory
June 29, 2005 9:59:35 PM

Archived from groups: alt.games.morrowind (More info?)

On Mon, 27 Jun 2005 01:53:33 GMT, "Michael W. Ryder"
<_mwryder@worldnet.att.net> wrote:


>The memory leak bug is more noticeable with less than 1GB of memory. It
>mostly occurs is you do a lot of "rapid" traveling between different
>points. One time I was doing the Imperial Guild quests and had set a
>mark at the quest giver. I then used a boat to do one quest, recall
>back. I did the same for the second quest. The third quest I used
>intervention and mage transport followed by recall. After this my
>memory usage had jumped from around 250MB to over 750 MB and the program
>was noticeably slower. This time I remembered to save and exit before
>continuing.
>Another time I was looking for an ingredient and did a large number of
>rapid transports looking for sources. It crashed in the middle of this
>and I lost a lot of time. Shortly thereafter I basically quit playing,
>the bugs were just too annoying.

Yah..its really only happens when I do alot of Mark jumping from one
large cell to another. If I jump from one small cell to another (i.e.
from the Balmora Mage's Guild to a cavern or other interior cell), I
can do so indefinately without any problems. But if I try and jump
from the Balmora exterior cell to Vivec or even an outside exterior
Mark point things get really bogged. Pretty soon it takes 3 to 4 mins
to load up the cell or it crashes.

I don't remember things being this boggy when I didn't have the
Tribunal and Bloodmoon expansions installed. I have a few other mods
as well (packguar, P.'s Horse Ranch, Necessities of Morrwind and a few
small mage enhancements), but nothing too large or resource draining I
think.

>> Hm, what exactly happens? All of my quest-mods require plenty of traveling
>> between exterior-cells, and I would've made them different If I ever had
>> or heard of problems with that...

I only have 256 Mb of RAM. Its not the ram amount as I've heard of
people with 1 GB of ram having to exit and restart their games because
of this. It takes them a bit longer before it happens, but it does
happen. Anyway things just start getting very sluggish when you do
alot of traveling between large exterior cells. I'm not sure if this
is something you can fix with script modding as it may relate to a bug
with the latest BM patch. I might try using an earlier patch and see
if this happens.

Or maybe its really one of my scripts or combinations thereof. It
wouldn't be too much to troubleshoot them as I don't have alot of them
installed.

>> Never say never, but I'm 99.9% sure that there will be no other patch for
>> Morrowind. Face it guys - the game is 3 years old, the last addon is over
>> a year old and the last patch 11 months. Even if one of the programmers
>> would came up with an idea for the ultimate patch, management would decide
>> against it. They'd say, and I'd agree, that the time(=money) is better
>> spent to make sure no such bugs show up in Oblivion...

>They probably will Not fix the bugs as they never bothered with Arena or
>Daggerfall. The bugs are not random as a large number of people have
>reported them in this group in the past. They may only occur if one is
>pushing the engine beyond what the play testers did, but they do exist.

It's not so much the bugs. I think there are games out there with
worse bugs than what MW has with the final BM patch, but rather its
all the stuff that's poorly implemented or unfinished. I think things
will be a bit worse with Oblivion as they only took 2-3 years to
create it and are probably in another rush-mode trying to make the
Xbox 360 debut.

I'm not really holding out for another MW patch. It'd be nice, but I
think I'd rather have a new system upgrade. My system barely ran MW
the 1st time around and with the mods and expansions it hasn't helped
performance-wise.
Anonymous
a b } Memory
June 30, 2005 5:01:31 AM

Archived from groups: alt.games.morrowind (More info?)

Euncarian Solseed wrote:
> On Mon, 27 Jun 2005 01:53:33 GMT, "Michael W. Ryder"
> <_mwryder@worldnet.att.net> wrote:
>
>
>
>>The memory leak bug is more noticeable with less than 1GB of memory. It
>>mostly occurs is you do a lot of "rapid" traveling between different
>>points. One time I was doing the Imperial Guild quests and had set a
>>mark at the quest giver. I then used a boat to do one quest, recall
>>back. I did the same for the second quest. The third quest I used
>>intervention and mage transport followed by recall. After this my
>>memory usage had jumped from around 250MB to over 750 MB and the program
>>was noticeably slower. This time I remembered to save and exit before
>>continuing.
>>Another time I was looking for an ingredient and did a large number of
>>rapid transports looking for sources. It crashed in the middle of this
>>and I lost a lot of time. Shortly thereafter I basically quit playing,
>>the bugs were just too annoying.
>
>
> Yah..its really only happens when I do alot of Mark jumping from one
> large cell to another. If I jump from one small cell to another (i.e.
> from the Balmora Mage's Guild to a cavern or other interior cell), I
> can do so indefinately without any problems. But if I try and jump
> from the Balmora exterior cell to Vivec or even an outside exterior
> Mark point things get really bogged. Pretty soon it takes 3 to 4 mins
> to load up the cell or it crashes.
>
> I don't remember things being this boggy when I didn't have the
> Tribunal and Bloodmoon expansions installed. I have a few other mods
> as well (packguar, P.'s Horse Ranch, Necessities of Morrwind and a few
> small mage enhancements), but nothing too large or resource draining I
> think.
>
>
The bug was there, just not as noticeable as there wasn't as many places
to travel to. I ran into the bug running the Imperial Guild quests and
hoped that Tribunal or Bloodmoon would fix it, but I guess it wasn't
important enough for Bethesda.


>>>Hm, what exactly happens? All of my quest-mods require plenty of traveling
>>>between exterior-cells, and I would've made them different If I ever had
>>>or heard of problems with that...
>
>
> I only have 256 Mb of RAM. Its not the ram amount as I've heard of
> people with 1 GB of ram having to exit and restart their games because
> of this. It takes them a bit longer before it happens, but it does
> happen. Anyway things just start getting very sluggish when you do
> alot of traveling between large exterior cells. I'm not sure if this
> is something you can fix with script modding as it may relate to a bug
> with the latest BM patch. I might try using an earlier patch and see
> if this happens.
>
> Or maybe its really one of my scripts or combinations thereof. It
> wouldn't be too much to troubleshoot them as I don't have alot of them
> installed.
>
>
I ran into it with only a couple of official mods loaded, Adamantium
Armor and Area Affect Arrows.


>>>Never say never, but I'm 99.9% sure that there will be no other patch for
>>>Morrowind. Face it guys - the game is 3 years old, the last addon is over
>>>a year old and the last patch 11 months. Even if one of the programmers
>>>would came up with an idea for the ultimate patch, management would decide
>>>against it. They'd say, and I'd agree, that the time(=money) is better
>>>spent to make sure no such bugs show up in Oblivion...
>
>
>>They probably will Not fix the bugs as they never bothered with Arena or
>>Daggerfall. The bugs are not random as a large number of people have
>>reported them in this group in the past. They may only occur if one is
>>pushing the engine beyond what the play testers did, but they do exist.
>
>
> It's not so much the bugs. I think there are games out there with
> worse bugs than what MW has with the final BM patch, but rather its
> all the stuff that's poorly implemented or unfinished. I think things
> will be a bit worse with Oblivion as they only took 2-3 years to
> create it and are probably in another rush-mode trying to make the
> Xbox 360 debut.
>
> I'm not really holding out for another MW patch. It'd be nice, but I
> think I'd rather have a new system upgrade. My system barely ran MW
> the 1st time around and with the mods and expansions it hasn't helped
> performance-wise.


The only bug I wished they had fixed was the Bloodmoon quest where you
have to kill 4 spriggans. Unless you kill them in exactly the right
order it won't complete. The first time I did it right without knowing
about this bug. Shortly thereafter I crashed with the memory leak bug
and lost the quest completion. It took almost a week before I was able
to complete it again. Needless to say it took all the joy out of the
game. This is the only quest in the Elder Scrolls that I know of where
you have only one way to complete it, and there are no clues that it is
this way.
Anonymous
a b } Memory
September 14, 2005 2:06:39 AM

Archived from groups: alt.games.morrowind (More info?)

Video RAM is more important than Motherboard! Even so if you are running XP
with less than 256 on your motherboard you are overdue for an upgrade old
adage there is no such thing as too much RAM (unless you are running an old
version of win95 on a slow PIII) XP with a P4 needs as much as you can
afford AFTER getting a quality video card with 256Mb on it!

"Euncarian Solseed" <euncarian@distantstar.org> wrote in message
news:26c6c15vusueq00tta3tt3asqp9ot8shcd@4ax.com...
> On Mon, 27 Jun 2005 01:53:33 GMT, "Michael W. Ryder"
> <_mwryder@worldnet.att.net> wrote:
>
>
>>The memory leak bug is more noticeable with less than 1GB of memory. It
>>mostly occurs is you do a lot of "rapid" traveling between different
>>points. One time I was doing the Imperial Guild quests and had set a
>>mark at the quest giver. I then used a boat to do one quest, recall
>>back. I did the same for the second quest. The third quest I used
>>intervention and mage transport followed by recall. After this my
>>memory usage had jumped from around 250MB to over 750 MB and the program
>>was noticeably slower. This time I remembered to save and exit before
>>continuing.
>>Another time I was looking for an ingredient and did a large number of
>>rapid transports looking for sources. It crashed in the middle of this
>>and I lost a lot of time. Shortly thereafter I basically quit playing,
>>the bugs were just too annoying.
>
> Yah..its really only happens when I do alot of Mark jumping from one
> large cell to another. If I jump from one small cell to another (i.e.
> from the Balmora Mage's Guild to a cavern or other interior cell), I
> can do so indefinately without any problems. But if I try and jump
> from the Balmora exterior cell to Vivec or even an outside exterior
> Mark point things get really bogged. Pretty soon it takes 3 to 4 mins
> to load up the cell or it crashes.
>
> I don't remember things being this boggy when I didn't have the
> Tribunal and Bloodmoon expansions installed. I have a few other mods
> as well (packguar, P.'s Horse Ranch, Necessities of Morrwind and a few
> small mage enhancements), but nothing too large or resource draining I
> think.
>
>>> Hm, what exactly happens? All of my quest-mods require plenty of
>>> traveling
>>> between exterior-cells, and I would've made them different If I ever had
>>> or heard of problems with that...
>
> I only have 256 Mb of RAM. Its not the ram amount as I've heard of
> people with 1 GB of ram having to exit and restart their games because
> of this. It takes them a bit longer before it happens, but it does
> happen. Anyway things just start getting very sluggish when you do
> alot of traveling between large exterior cells. I'm not sure if this
> is something you can fix with script modding as it may relate to a bug
> with the latest BM patch. I might try using an earlier patch and see
> if this happens.
>
> Or maybe its really one of my scripts or combinations thereof. It
> wouldn't be too much to troubleshoot them as I don't have alot of them
> installed.
>
>>> Never say never, but I'm 99.9% sure that there will be no other patch
>>> for
>>> Morrowind. Face it guys - the game is 3 years old, the last addon is
>>> over
>>> a year old and the last patch 11 months. Even if one of the programmers
>>> would came up with an idea for the ultimate patch, management would
>>> decide
>>> against it. They'd say, and I'd agree, that the time(=money) is better
>>> spent to make sure no such bugs show up in Oblivion...
>
>>They probably will Not fix the bugs as they never bothered with Arena or
>>Daggerfall. The bugs are not random as a large number of people have
>>reported them in this group in the past. They may only occur if one is
>>pushing the engine beyond what the play testers did, but they do exist.
>
> It's not so much the bugs. I think there are games out there with
> worse bugs than what MW has with the final BM patch, but rather its
> all the stuff that's poorly implemented or unfinished. I think things
> will be a bit worse with Oblivion as they only took 2-3 years to
> create it and are probably in another rush-mode trying to make the
> Xbox 360 debut.
>
> I'm not really holding out for another MW patch. It'd be nice, but I
> think I'd rather have a new system upgrade. My system barely ran MW
> the 1st time around and with the mods and expansions it hasn't helped
> performance-wise.
Anonymous
a b } Memory
September 14, 2005 2:06:40 AM

Archived from groups: alt.games.morrowind (More info?)

Glen Petrie wrote:
> Video RAM is more important than Motherboard! Even so if you are running XP
> with less than 256 on your motherboard you are overdue for an upgrade old
> adage there is no such thing as too much RAM (unless you are running an old
> version of win95 on a slow PIII) XP with a P4 needs as much as you can
> afford AFTER getting a quality video card with 256Mb on it!
>

There I have to disagree with you. I ran Morrowind since it came out on
a 9700 Pro (128 MB). Until I upgraded the RAM in my computer from 512
MB to 1 GB I had a constant, reproducible problem with crashes to the
desktop. I could watch the memory usage of the game go from around 256
MB to over 768 MB of memory just before a crash.
More memory in the computer is necessary to avoid the "memory leak"
problem with Morrowind that occurs if you do a lot of "fast" traveling.


> "Euncarian Solseed" <euncarian@distantstar.org> wrote in message
> news:26c6c15vusueq00tta3tt3asqp9ot8shcd@4ax.com...
>
>>On Mon, 27 Jun 2005 01:53:33 GMT, "Michael W. Ryder"
>><_mwryder@worldnet.att.net> wrote:
>>
>>
>>
>>>The memory leak bug is more noticeable with less than 1GB of memory. It
>>>mostly occurs is you do a lot of "rapid" traveling between different
>>>points. One time I was doing the Imperial Guild quests and had set a
>>>mark at the quest giver. I then used a boat to do one quest, recall
>>>back. I did the same for the second quest. The third quest I used
>>>intervention and mage transport followed by recall. After this my
>>>memory usage had jumped from around 250MB to over 750 MB and the program
>>>was noticeably slower. This time I remembered to save and exit before
>>>continuing.
>>>Another time I was looking for an ingredient and did a large number of
>>>rapid transports looking for sources. It crashed in the middle of this
>>>and I lost a lot of time. Shortly thereafter I basically quit playing,
>>>the bugs were just too annoying.
>>
>>Yah..its really only happens when I do alot of Mark jumping from one
>>large cell to another. If I jump from one small cell to another (i.e.
>>from the Balmora Mage's Guild to a cavern or other interior cell), I
>>can do so indefinately without any problems. But if I try and jump
>>from the Balmora exterior cell to Vivec or even an outside exterior
>>Mark point things get really bogged. Pretty soon it takes 3 to 4 mins
>>to load up the cell or it crashes.
>>
>>I don't remember things being this boggy when I didn't have the
>>Tribunal and Bloodmoon expansions installed. I have a few other mods
>>as well (packguar, P.'s Horse Ranch, Necessities of Morrwind and a few
>>small mage enhancements), but nothing too large or resource draining I
>>think.
>>
>>
>>>>Hm, what exactly happens? All of my quest-mods require plenty of
>>>>traveling
>>>>between exterior-cells, and I would've made them different If I ever had
>>>>or heard of problems with that...
>>
>>I only have 256 Mb of RAM. Its not the ram amount as I've heard of
>>people with 1 GB of ram having to exit and restart their games because
>>of this. It takes them a bit longer before it happens, but it does
>>happen. Anyway things just start getting very sluggish when you do
>>alot of traveling between large exterior cells. I'm not sure if this
>>is something you can fix with script modding as it may relate to a bug
>>with the latest BM patch. I might try using an earlier patch and see
>>if this happens.
>>
>>Or maybe its really one of my scripts or combinations thereof. It
>>wouldn't be too much to troubleshoot them as I don't have alot of them
>>installed.
>>
>>
>>>>Never say never, but I'm 99.9% sure that there will be no other patch
>>>>for
>>>>Morrowind. Face it guys - the game is 3 years old, the last addon is
>>>>over
>>>>a year old and the last patch 11 months. Even if one of the programmers
>>>>would came up with an idea for the ultimate patch, management would
>>>>decide
>>>>against it. They'd say, and I'd agree, that the time(=money) is better
>>>>spent to make sure no such bugs show up in Oblivion...
>>
>>>They probably will Not fix the bugs as they never bothered with Arena or
>>>Daggerfall. The bugs are not random as a large number of people have
>>>reported them in this group in the past. They may only occur if one is
>>>pushing the engine beyond what the play testers did, but they do exist.
>>
>>It's not so much the bugs. I think there are games out there with
>>worse bugs than what MW has with the final BM patch, but rather its
>>all the stuff that's poorly implemented or unfinished. I think things
>>will be a bit worse with Oblivion as they only took 2-3 years to
>>create it and are probably in another rush-mode trying to make the
>>Xbox 360 debut.
>>
>>I'm not really holding out for another MW patch. It'd be nice, but I
>>think I'd rather have a new system upgrade. My system barely ran MW
>>the 1st time around and with the mods and expansions it hasn't helped
>>performance-wise.
>
>
>
!