6/6/16 - I finally rewrote the OP... editing this literally gave me a migraine but it's finally cleaned up! If you want to look at the old one for some reason, I archived it here pastebin.com/VDfZgTvB *ahem* anyway.
DISCLAIMER - Tested with Disk (GOTY) and Steam copies-- should theoretically work with other versions like the GOG version but this is untested (if someone can confirm that it works I'll remove this disclaimer)
WHAT THIS IS This is a program that hooks into Morrowind + MGE 3.8.0 and, with certain settings disabled, adds fully playable (except character creation) support for the Oculus Rift. This is different from configurations for vireio and vorpx because it actually decouples the view from the menu and draws the menu as a 3D projection, meaning you can look around separately from where you're aiming and lean forward to zoom in on game text, and it automatically levels your view pitch so you can play it standing up without getting dizzy. It's written from scratch in C, so there are no dependencies other than Morrowind + MGE 3.8.0 and the Oculus Runtimes. Here's a badly recorded gameplay video showing off the features (and bugs) in the already-out-of-date version 3.0 (one of the bugs in the video is already fixed!) https://www.youtube.com/watch?v=rIMBYREr9yg (NOTE: if somebody with a decent GPU and recording program wants to take a video of their game window running the latest version of Morrowrift, I'll put it here-- right now all my videos are laggy and ugly because my GPU is old and I don't know how to use OBS)
WHY 3.x? You might be wondering how this is version 3 when it's so basic... short answer: this one is (theoretically) way more stable and optimized than before due to it using an entirely different structure and coding scheme. Long answer: the first one was DK1 only and was a direct fork of MGE, meaning you had to actually replace MGE with my DLL. Version 2 added DK2 support, and was an extra layer on top of MGE that worked the same way-- that is, by pretending to be DirectX. This version is a standalone program that injects a DLL directly into Morrowind much like VorpX or Vireio, except this program is specifically made for Morrowind/MGE and doesn't have any other dependencies.
WHY ALPHA? (BUGS) There are still a multitude of bugs present in this version, some of which were even fixed in an older version, but as I've abstracted the code more and more in an attempt to make my edits more portable to other games, certain things got harder to fix. Here's a list of all known bugs that I can think of right now:
Overlay ZOrder Bug - Any game overlays (or at least steam) come up behind the main menu or HUD. If you're playing with a steam controller and you can't move the mouse on the main menu, try pressing Shift+Tab to see if you accidentally invisibly opened the steam overlay. Luckily it's completely usable in-game since the menu is transparent there.
Native Aspect Loss - The game is currently forced into a Rift-shaped aspect ratio, which applies to in-game menus too. I'd like it to obey the game's starting aspect ratio when it comes to drawing in-game menus eventually but that might not be possible if I want the mirror window to show both viewports correctly.
Race Selection Bug - The race selection menu is effectively unusable-- I recommend creating your character outside of VR mode and then running Morrowrift afterward and loading a save.
NPC Shadow Bug - You have to set Real-Time Shadows to None in-game or else NPC's will flicker like a banned pokemon episode if you're not staring straight at them. I think they use their own clipping planes and I'll have to locate those to transform them.
Weapon Clipping - Weapon/hand models have messed up clipping. Probably a similar cause as above.
Water Clipping - Water sometimes disappears when you're not aiming at it, and also looks pretty terrible with reflections and shaders turned off which is still required for the hack to work. Also, if you have Pixel Shaders turned on, water reflections don't look right and sometimes draws twice with incorrect headtracking.
Sky Movement - Positional headtracking affects clouds and stuff in the sky, which isn't really that big of a deal but looks stupid and can be a bit disorienting if you try to breakdance ingame (or anything else requiring a lot of positional movement). Also, the sun is rotated based on player aim instead of camera position.
Loading Freeze - Since the game renders the progress bar during frozen loading screens, the background freezes but still moves with your head which feels really weird. I honestly have no idea how to fix this.
Tracking Asymptotes - If you're looking straight up or down, the headtracking gets pretty weird and overdoes roll. This is because of some really old code I wrote back when I didn't understand quaternions, I'll fix it eventually.
Elusive Crosshair - The in-game crosshair is hard to see on most backgrounds, and since headtracking is decoupled from the menu it's easy to lose it. In the future I'll probably add a custom crosshair that renders on top of it and is easier to see.
Annoying Menu Placement - Not exactly a bug but a side effect of view auto-levelling still transforming the menu so the crosshair lines up correctly: if you're trying to loot something on the ground the menu will come up down there, which is a pain to read or use and also suffers from the trackign asymptote bug. In the future I'll probably fix this by leaving the game menu level and only transforming the aforementioned extra crosshair and weapon model based on in-game aim. I'm also planning on implementing a system eventually where recentering the view actually moves the crosshair to where you're looking, instead of the other way around, which will make it easier to find it.
Even aside from all that, I'm not 100% sure how well this will run on varying systems, so until a few people test it and confirm that it works, it'll be an alpha. Once enough people are able to run it (which may entail some bugfixing) and I improve the launcher a bit, I'll call it a Beta again.
DOWNLOAD You can download 3.0.2 Here-- Google was yelling at me for uploading an EXE or something so I had to encrypt it so it wouldn't try to scan it. The password is simply "uh" because that was my reaction to Google taking my first upload down. (Just ask this scientician)
If you have a DK2 and you'd rather run the old unstable 0.8 version for some reason, you can still get it Here. There are instructions for using it somewhere in this old archived post.
SETUP I recommend starting with vanilla morrowind (goty is fine) since I don't know how different mods (especially MGE and MWSE mods) will affect this. Once you've got it working you can start adding things in and making sure they don't break it. The first thing you'll need to do is install and set up MGE 3.8.0. Eventually I want to try to add support for MGE XE and some of the more popular shader mods, but that's a long way off. Make sure your game has this message in the top left corner before proceeding. If you're running the Steam copy of the game you'll need to set Morrowind.exe, Morrowind Launcher.exe, and MGEgui.exe to all run as Administrator before this will work. Next, since this version is still a bit finicky, you have to make sure you run it with the right settings or it will probably just sit there and not draw anything, or render everything totally wrong. Unless you want your game to look that way (or like nothing), you'll need to disable the following MGE features in MGEgui:
Probably any mods adding shaders
I'm working on getting these features supported but it's very very difficult to do unless I actually modify MGE, and I'm trying to avoid doing that in this version in anticipation of someday retrofitting other games (yes, including skyrim) that don't have open source graphics extenders that I can just rewrite. That's the only reason the ancient DK1 beta version seen on my youtube channel had Distant Land-- I actually modified MGE to add support for it. If the font size is too small for you, you can choose a lower resolution like 1024x768 and the in-game text will be bigger, but you may get extra aliasing if you do that. Some resolutions render incorrectly right now though like 1600x960.
RUNNING Just make sure Morrowrift.exe and Morrowrift.dll are in the folder with Morrowind, and run Morrowrift.exe (not Morrowind or Morrowind Launcher). If you're running a Steam copy of the game, you need to make sure Morrowrift.exe is set to Run as Administrator. If you need the Steam Overlay for any reason (for instance if you use a Steam Controller) You should be able to add Morrowrift.exe to steam as a non-steam game too and still have steam inject its overlay, and if you want to do it with an actual Steam copy of the game you may have to Steam itself as Administrator before it will let you do this (and you still have to add Morrowrift as a non-steam game and run it that way). This may not work for everyone but I was able to run both steam and non-steam copies of Morrowind with Rift support and Overlay support simultaneously. One caveat with the Steam Overlay though-- for some reason it draws underneath the Morrowind menu right now, so if you accidentally open it on the main menu or during a cinematic, you won't be able to see it. If you can't move the mouse on the main menu try hitting Shift+Tab and see if steam overlay was open invisibly behind the menu.
COMMAND LINE ARGUMENTS If you run Morrowrift.exe with -nolevel you can disable the auto pitch levelling, but I don't really recommend it since it can make you dizzy. However if you absolutely cannot stand the menu moving up and down all the time when you aim independent of your head position, this feature can be disabled.
This is currently the only command line argument but I'll probably add more options as time goes on, depending on what needs to be customized.
DONATE If you love my project and want to throw in some motivation for me to continue to add new features, new hardware support, and maybe even new games someday, you could make a Paypal Donation and give me a great excuse to work on this project instead of other stuff 😛
PLANS First things first, I need to fix bugs. If I can get distant land, anti-aliasing, shaders, and MGE XE working well, I'll consider it a major, major victory. Once I have at least MGE working perfectly I may also try to tackle Oblivion and Skyrim support alongside of MGE XE, since they'll have similar shader setups. MGE XE has the benefit of being open source so I can actually look directly at how it works, which may help me structure the code so it works with newer games. As a side goal, I'd also like to implement SteamVR support instead of just Oculus support to my codebase. Right now I'm saving up for a GTX 1070 and HTC Vive so I can do this, so that's probably what any donation money will go towards. My current GPU is an old GTX 770 which can barely even run things on the DK2, so if I'm going to get a Vive which has no Async Timewarp I'll definitely need a better GPU to go with it. If I do get a Vive, another pie in the sky goal would be to hack the game so much that your hands and weapon are drawn based on motion controls, and one of the four weapon moves is performed depending on how you move your hands. This would be so insanely awesome I'm kind of afraid to even mention that I'm planning to try it, since it's probably nearly impossible, but hey, I can dream.
Just got the new codebase mirroring the game window to the Rift via SDK 1.3! Todo list for the new codebase before initial release: • split the view over two eyes - EDIT: Done • fix projection matrix - EDIT: Done • menu detection/rendering - EDIT: halfway done • headtracking / frustum clipping fix • add back in auto pitch leveling, but make it disableable (is that a word?) with a command line argument
I do plan to add support one day for both Skyrim and Oblivion, but those are way more work because of all the shaders they use. I'll be starting out by trying to get Halo 2 and MGE XE working since both of those use shaders but a lot less than Skyrim does, and if I can manage that then I think I'll be able to tackle Skyrim. I still don't see a reason to buy a CV1 when I have a DK2 though, unless there's some feature I need one for to implement.
EDIT: apparently my pc is too stupid to play doom 4 at anything better than 10 fps, so I guess I'll be working on this undistracted :tongue:
EDIT 2: Got the basics of viewport splitting added, just need to stop it from affecting non-screen rendertargets EDIT 3: Done that, now for projection EDIT 4: Done, now for menu rendering
Alright so yesterday I got a ton of stuff done-- it's now detecting menus and the game view and applying the proper projection and head tracking, but for some reason something is wrong with the Menu Mesh renderer which I'm currently trying to debug (it's acting like the matrix is inverted or something). Once I get the menu drawing correctly again and have the automatic pitch leveling back in, then I just need to build in the memory hacks for fixing the clipping planes and it'll be ready for another release.
That said, I did take a few dirty shortcuts when it comes to interactions between various parts of the new code, though I did split it out so it's much easier to work with, but I might still need to go through and refactor some stuff as I try to adapt the program to new games and add support for more rendering techniques. If I can finally figure out what's wrong with NPC shadows too that would be really great, lol.
Been wrestling with timewarp for a few days now, making some progress but it'll take a while before I can iron it out so it doesn't judder at all.
EDIT: YESSSS managed to get flawless ATW working again except this time on 1.3, so I don't even have to handle threading myself, which means it's working even better than my old implementation now that I finally found a way to keep the poses separate between frames.
Next I'm tackling frustum transformation and auto-leveling and it will be ready for release!!! EDIT 2: confirmed that the steam overlay still works in the new version 😄
MORROWRIFT 3.0-ALPHA RELEASE!!!! EDIT: I'm stupid so right now it only supports a game resolution of 1600x1024-- I will fix that asap though https://drive.google.com/open?id=0B9o_WDIukR-sZ3dvZTFvaXc1Z0U EDIT: had to put a password on the zip because google is stupid, password is just "uh" DISCLAIMER: Not yet tested with the Steam version of Morrowind, but it should work in theory...
It's still got some pretty big bugs but actually nothing that crashes so far! At least, not on my computer... that's what the alpha is for though I guess? Known bugs:
NPC shadows, Distant Land, and Anti-Aliasing still don't work, just turn them all off for now 😞
Clipping issues on weapon model when looking up and down
Sky still affected by positional tracking
Tracking still messed up at extreme pitches (looking straight up/down)
Water sometimes disappears if you're not looking forward
The map doesn't seem to render correctly
Steam overlay comes up behind the Morrowind menu somehow...
I accidentally left in a debug key which draws the menu texture straight to the screen... too tired to recompile now though, let's pretend it's an easter egg
Aside from that it should be fully playable! Asynchronous Timewarp is fixed and better than ever, and the actual rendering hack itself has been streamlined a lot so I'm personally getting higher FPS than I did before.
It's late here so I need to go to sleep otherwise I'd test a few other things like whether the race menu is fixed (I don't think it is), etc... anyway.
Biggest new feature is 1.3 support and a new Launcher/DLL format instead of d3d9 wrappers, as well as an entirely new code injecting system that should be significantly more stable.
Note that even with the launcher this utility still requires MGE 3.8.0.
A couple more notes:
Although NPC shadows are still broken, they work a little better now as long as you look directly at the NPC's all the time, so I made a little bit of progress.
The crosshair is extremely hard to see, so you may want to install a crosshair mod so you don't lose the crosshair (especially with the levelling allowing you to change aim pitch in-game without changing your view).
Next few releases will be bugfixes and minor code refactors probably, we may still be a long way off from being able to tackle distant land. I kind of wrote half of the code well and then rushed the second half after I realized the 0.8->1.3 wrapper crashed morrowind when changing cells, so I may have to step back and fix a lot of really terrible code before I can make any more big changes 😛
Anyway everybody can give it a try, just run Morrowrift.exe and it'll give you instructions on how to run the game with it. I'll update the OP tomorrow probably.