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October 2001
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October 31, 2001
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Halloween Dev Posts! Update by Striker
6:22 PM CST
Happy Halloween everyone! To celebrate, here are some dev posts taken from the official forums. Enjoy!
- Scourge ( A.k.a MrSmileyFaceDude ) on Argoninan abilities:
"We Argonians are naturally resistant to the poisons and diseases that pervade the lush swamps from whence we came. And we can stay underwater much longer than less noble creatures. We are also quite skilled in the magick arts and make fine warriors. And we like gold, very much. It is shiny and makes us happy." - BlueDev comments on why Argonians make great thieves:
"Speedy, agile, athletic...all good traits for the would-be thief. Some races may be better natural thieves, but not many, and not by much." - MrSmileyFaceDude talks about modifiying the shield to simulate a mount:
"Hmmm, I don't think that's going to work... the shield is held in the left arm, so the horse's head will be off to one side. Plus the shield gets put away when you ready magic, and it's carried at your side when you don't have your weapon drawn. And of course, in third person it won't work at all. I don't think there's going to be any way to add horses using the editor. There's too much special animation required, as well as too many changes to the code regarding collision, AI, mounted vs unmounted combat, etc. Heck, it's something we're not putting in because it'll have too great an impact on the schedule and budget, so that should give you a clue as to what it would take to do it right.
Sorry I brought up third person. I'm sorry if it annoys you! Personally, I explore and do melee combat in third person, and then switch to first person to do things like shoot projectile weapons & targeted spells, investigate objects, loot corpses, etc. I like the greater field of view third person provides and I like seeing my character.
YMMV, of course.
But even if you stay in first person, I don't think the shield idea will work, because of the way shields work in the game." - Smudge on importing models:
"hi and whatnot you need 3d studio max and a paint program that will save in either bmp or tga format. you wont be able to model in the editor, but all the buildings/dungeons etc are made from multiple pieces that snap together" - Smudge comments on rotating objects:
"you can rotate objects in the editor on all axis. " - Smudge talks about the spell ideas:
"yes! i am still reading these - i didnt realize i would get such a huge response! you've all got really great ideas, some of which are already being used, to some degree. its always good to hear what the players would like. just a note, the actual spells are already in the game, and have been for quite some time but i will keep checking here as long as you all keep posting. thanks to all!" - Affamu gives some info about adding new land masses in the editor:
"Basically, the limit *is* your hard drive space. The game will also do it's initial load slower if you add more land.
Some small parts of the land (like the names of cells) also take RAM, but this is relatively small. Other than that, the land isn't loaded when you're not in that area.
Again, keep in mind that landscape takes more data than anything else. This is irrelevant if you want to play by yourself, but can be a problem if you want other people to download your mods."
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October 30, 2001
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Poll Update by kathode
11:52 PM CST
Hey, just thought I'd let you know I decided to keep the poll going for this week because there was a hint of developer interest in its outcome. I'll change it up here in a couple days. If you have any nifty poll ideas, or nagging questions you want public opinion on let me know!
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Screenshot Participation! Update by Striker
5:11 PM CST
There were a few of dev posts of interest on the official forums, with one of the devs asking for screenshot ideas. Here they are:
- Matt asks us for screenshot ideas:
"Are there any areas of the game that you would like to see in screenshots? I've just finished up the latest batch of pictures but I can always take some more. It may take a while for them to be posted on the site. I just want to know what everybody would like to see. Thanks." - Matt comments on some ideas:
"I've taken screenshots of just about all these areas. Many of them are being held for print/web articles. A few of the more recent screenshots were taken in dungeons with some creatures. Thanks for the requests. I'll keep checking for more." - BlueDev on shopkeepers:
"They're not hiding anything that I know of. You won't be able to afford the good stuff, though. At least not at first." - smudge comments on readied spells:
"you fire spells much the same way as you use weapons, except that you wont see them until you click the mouse. then... WHAM! "
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October 29, 2001
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Muchos Dev Posts! Update by Striker
6:23 PM CST
The devs have left a rather large amount of info on the official forums. Here it is for your viewing pleasure:
- MrSmileyFaceDude comments on re-working the magic system:
"Just to clarify -- we're reworking the visual effects only. The magic system -- the spell effects, how they work & what they do, that's all integrated & functional. Just needs the massive torture testing that we'll be performing over the next few months." - Affamu on current work being done :
"Testing.
Well, mostly testing." - Smudge talks about refining items:
"refining often takes as much time as is available to the artist. once object X is in game, it can be remapped, or even rebuilt without breaking the game (if all goes well!) or something can be recoded to be more efficient. it doesnt mean it wouldnt have worked a month ago, it just means that now it will work/look much better." - Affamu with a comment on operating systems he uses:
"FYI: My computers at home and here at work both have Win2k. Morrowind runs fine if you have Service Pack 2 and an nVidia card. If you don't have SP2, get SP2.
Historically, only nVidia has released good drivers for non-Win9x users, so if you own such a card, use Win2k at your own risk." - Noah talks about entering houses via windows:
"Sure! Just load one of the many window models from our art pool into the door tab in the editor and viola! You now have a window that acts just like every other door in the game." - Noah follows up on an uninformed post:
"(after thinking it over a bit...) Yeah, *that's* an informed statement...*rolls eyes*. ;-p Who says it takes any time to debug it at all? Who ever said it even needed debug time? Why would something non-programming related even need debugging? How do you know it's not in the game already? *If* it isn't, how do you know that we didn't try it, and then decide it wasn't a good idea?
I cannot stress this enough...we are all hardcore gamers here at Bethesda. We 110% want all (and many more) of the same things you all want in your favorite games. We work our *butts* off to try and incorporate those things that we love and care about. If we don't put something in, it's not because we don't have the capability or experience or desire...it's simply because of the constraints of money and time. I hate it too, but like it or not, that's how mass market games reach the fans and gamers. We are spending 14+ hours a day trying to complete our schedules which include the things that *absolutely* have to go in the game. It's unfortunate, but that often leaves little leftover time to include the 'wouldn't it be cool if...?' features. As to what qualifies a 'cool' feature and a 'required' feature...well...that's left to people who know better...the people who have made games before and who have seen what does and doesn't work...and those who have an inkling as to how all of these complex sub-systems need to work together in a smoothly flowing interactive narration...not to mention keeping the devs. on the same page. Not someone with a FAQ and a few screenshots as their concrete, evidence against proper game design.
In all honesty, I've rarely seen (although this trend is changing for the better) developers such as the ones here at Bethesda that give as much as they do to their fans. I completely feel that we've been more than fair and open in sharing the development process with you all. It really discourages that communication and sharing when the response is one of insult and pointless blind accusation and negativity.
Just my $0.02. Of course, these are forums...say whatever you want, however you want (within certain reason). Just stop and think a bit about the view from the other side of the opinion. That alone helps a great deal in shaping Morrowind into a beautiful, immersive, and fun RPG worthy of the Elder Scrolls name." - MrSmileyFaceDude on creating script commands:
"You won't be able to create new script commands. And it has nothing to do with NetImmerse -- in fact, most of the game has nothing to do with NetImmerse. NI is used as the graphics engine, but while many of the game systems may touch upon that, for the most part the game systems are independent of the graphics engine. You would have to have the source code to the game in order to add new script commands. It would be very similar in concept if not execution to adding new reserved words to C++. But hopefully you'll be able to do everything you want to do with the script commands we provide. " - MrSmileyFaceDude follows up on the same topic:
"Depends on what the script command does. If there's already functionality in the game to do what the script command is gonna do, it's pretty easy to add new commands. Otherwise, the more new functionality required, obviously the longer it'll take to add." - MrSmileyFaceDude clarifies spell reworking terms:
"Just a clarification/reminder, we're looking for visual effects, not new spell effects. We've already got all the spells the game is going to have (don't worry, there's a lot of them, and a single spell can have up to 8 spell effects!) Here's the terminology we're using just to clarify things a little further:
spell effect: modifies an attribute or skill, summons a weapon or creature, casts light, etc. There are LOTS of spell effects in the game, but that number is fixed and cannot be modified. The spell effects are divided into the six schools of magic: Conjuration, Destruction, Restoration, Illusion, Alteration and Mysticism.
spell: a spell is a combination of 1 to 8 spell effects. Spells can be cast by magic users who "know" the spell. They can also be cast from scrolls, enchanted items, or by consuming potions. There are hundreds of spells in the game and you can easily add new ones using the editor. Also, spells, scrolls, enchantments and potions can be created in-game if you have the skills (and you can buy scrolls, enchanted items and potions).
visual effects: Each spell effect has up to four standard visual effects: Cast (plays around the spell caster), Hit (plays around the spell target), Bolt (if it's a ranged spell, this is the "fireball") and Area (if the spell encompasses an area, this effect plays over that area). In addition, some spell effects have "special" visual effects, such as soul trap & the summon creature spell effects, due to the unique nature of those spell effects. This is the area we're currently revamping.
So there you have it. We're looking for ideas for the visuals. Great stuff so far!" - MrSmileyFaceDude on mounts:
"Just for the record, it's not because it's "too difficult" that mounts aren't in the game. When you design a game (or any software for that matter), trade-offs have to be made balancing features, budget and schedule. You simply cannot have unlimited features, unless you have an unlimited budget and an unlimited amount of time to implement them. Morrowind has many, many features that make it an amazing game. Would mounts have been nice to have? Of course! But it would have added a significant amount of time to the schedule and money to the budget. Or we would have had to sacrifice some other feature (or set of features) in order to fit mounts in. And so a decision was made, very early in development, not to include that particular feature.
We have a really amazing team here, one that is more than capable of implementing mounts (or anything else, for that matter) in the game. But these things take time and money, and the development schedule and budget were not put together with mounts in mind. So, no mounts in Morrowind.
Besides, I'm sure you want to see Morrowind in the Spring like we've announced."
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October 28, 2001
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Even More Dev Posts! Update by Striker
4:54 PM CST
The devs have once again answered some of our questions over on the official forums. Here's the latest:
- BlueDev comments on the Morrowind combat system:
"It's tough for me to compare our controls to Gothic's, b/c I've only been able to mess around with the demo for a few minutes. What I noticed: it was really awkward at first, but I have a feeling that over time I would have liked it. It defaulted to left-handed controls. Odd. It wasn't what I'm used to using, which is more like a traditional FPS. MW's controls are more along those lines. No, you're not going to be rolling, or double-jumping off walls. The controls are similar to an FPS, but I think there are still a couple RPG elements lurking around.
When you get knocked down, it would be tough for the game to distinguish between different types of armor you're wearing to determine how long it takes for you to get back up. Consider the fact that you might be wearing steel, imperial, orcish, dwarven, bonemold, glass, leather, and chitin all at once. Poor computer would get very confused.
Let me clarify: MW's controls will be more like that of a FPS. Not like Gothic's." - Affamu on main character voices:
"Actually, they have .mp3s. But they still have non-voice dialogue. Lip-synching is automatic. You don't need special animations if just want them to talk. You can check if you have a soulgem with a specific creature or type of creature, but it requires scripting. Ditto on adding or removing soulgems with specific creatures from the player's inventory.
And the other feature you requested is called a "journal." Press the "J" key. It has a cool feature which is very useful andI can't talk about even now.
Most quests have no deadline.
P.S. Juuragrix actually follow the rules for Daedric names."
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October 26, 2001
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New Morrowind Movie Update by kathode
3:24 PM CDT
The new Friday Update is online at Elderscrolls.com. This video is a tutorial of sorts, showing Project Leader Todd Howard playing around with the editor in the Imperial town of Pelagiad.
The video is also available on Fileplanet here.
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October 25, 2001
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Dev Posts (and a Chance to Participate.)! Update by Striker
7:26 PM CDT
There were a few more dev posts worth noting on the official forums, including two chances to participate. Here is the info:
- BlueDev talks about the editor manual:
"As I haven't seen it yet, I have no idea what any manual will look like. However, as kathode mentioned, there are extensive help files included with the editor. I'm a complete n00b when it comes to writing scripts, and I've found the scripting language really easy to use. I don't think it'll take anyone long to figure out how the scripts work, especially since you'll have all the ones we've written already there to be used as guides. I'm really looking forward to seeing what you all do with scripts. Should be fun. " - Smudge asks people for magical effect ideas:
"no tracking missles, sorry. but since we've got some extra time here, feel free to post any ideas for visual fx /commence imagining" - Smudge also asks on the mod forum:
"im taking advantage of the delay to revamp some of the spell fx. ive posted a request for ideas in the other thread, but i thought id repeat it here, also. no promises to implement anything, but id like to hear your thoughts on the visual fx youd like to see. two parameters: you have to see through it in first person mode, and it has to look good in mid-air as well as on the ground. happy thinking!"
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RPGVault Q&A #10 Update by kathode
6:39 PM CDT
RPGVault has tossed up yet another Q&A with the Morrowind Development team. For this episode, devs are asked the mind-bending question: "Please tell the fans about a location in the game that you find particularly interesting, intriguing or in some way special, and about the reasons you feel this way." (Actually that's not a question at all. Oh well). Here's a clip:"Matt Krohn Programmer
It's a bit tough to pick a certain area as my favorite. I tend to get really into the wilderness cells, particularly the more lush areas. I can run around and kill a few monsters, and then start eating random plants to see what effect they'll have on me. It reminds me a great deal of my childhood."
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October 24, 2001
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Juicy Dev Posts! Update by Striker
7:04 PM CDT
There were a few more interesting dev posts on the official forums. Here's the low down:
- Nonsanity talks about the video pop-up windows:
"I don't often read the forums, and hardly EVER post here, but I thought I'd stop by now that some of the movies are out. I'm the interface guy, so I'm the target for this topic.
I noticed the help pop-ups were set to a delay or 0 (or near 0) in the movies. This is not how I would recommend playing. The delay IS adjustable.
As to what has these help pop-ups, the list includes (but is not necessarily limited to) things you can pick up, creatures and NPCs, and things you can open. And they all must be within your reach first.
You have to be close to an object and looking right at it before the help pops up. With a slight delay set, turning around next to a shelf full of objects doesn't cause a half dozen blinks of text boxes. Just the one that you stare at for a moment.
Each help box appears just above the object in question so the eye doesn't have to travel far to read it. Also, the background of the menu is transparent, and adjustable.
Since I don't keep up with the posts in here, I usually just search for keywords. Use "menus" and I'll probably see your post. Like all of the devs here, I'm interested in your feedback -- So long as you keep it helpful.
No nude, rope-climbing, horse-riding menus, so don't ask. (I said, don't ask.)
Oh yes, I forgot... The help pop-ups also size to their contents and stay as small as possible." - MrSmileyFaceDude follows up on the same topic:
"And not only that, the popup does not appear if you're in combat with an NPC or creature. It appears only if you can "activate" the item -- such as opening a door, looting a corpse, examining the contents of a container, picking up an item, or striking up a conversation with an NPC. And since NPC's and creatures you're in combat with are not interested in discussion and are not dead, no popups appear. The popups work quite well in the game. If you don't like them, do as Nonsanity says -- turn the delay way up. The option window is only a couple clicks away, so it's not like you have to quit the game to adjust it." - Smudge comments on clothing:
"most clothes are. you can take all the clothes off your character and still not be completly nekkid. sorry boys " - Smudge talks about underwater dungeons:
"interiors are loaded separately. you could use a teleport door to go to the next lowest level of your dungeon. if you create a different cell for each level of dungeon, you could have different water levels from just puddles to completely submerged. also you can adjust the lighting separately. doing it that way, as opposed to creating all the levels in one cell, will also allow you to use more polygons and have a greater degree of control over the environment. it really is quite easy to figure out how to do what you want once you have the editor in front of you. as for terrain, there is no desert, but there is a wasteland. a desert region wouldnt be difficult to make in the editor, however. just load your custom sand, rock whatever texture in the editor, and simply paint it on the terrain. if you know how to use Max, simply create your own plantlife and export, or use some of ours." - Nonsanity asks for interface comments:
"Any other reactions on that screen-shot? I don't want to give things away but I'm always interested in reactions, even if what you are reacting to isn't what we have right now. Gut feedback is helpful for interface design.
I will say that the map doesn't look like that anymore. "
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October 23, 2001
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Prophecy Morrowind Preview! Update by Striker
7:54 PM CDT
Prophecy, a gaming news site has put up a Morrowind preview. Interesting read, but it doesn't offer anything new. Here's a snippet:
"Morrowind is going to be huge. Its map is reported to be at around 50 times the size of Redguard’s and unlike the somewhat bland world of Daggerfall, this one is far more detailed and exciting. There are around 30 cities and villages to explore, numerous dungeons and caverns, as well as a huge volcano sitting in the middle of the island."
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A Few More Dev Posts! Update by Striker
7:30 PM CDT
The devs have once again graced us with their presence on the official forums. Here's the latest info:
- BlueDev gives a little insight into vampires:
"Some things to consider: Morrowind vamps aren't completely traditional, although they do retain many of the characteristics of vampires you've seen in books, movies, and folklore. There are a number of various types of vampires in Morrowind--as has been said, there are a few vampire clans. However, these clans are extraordinarily choosy about to whom they will "give the gift." That's not to say every vampire is in a clan, but those who aren't are more or less shunned by the more "civilized" vamps. That's all for now on this subject. Gotta keep some of the good stuff to myself. " - Sentinel talks about the official movies:
"There are 7 total videos that were included in the Art of Magic game, Morrowind Video Preview CD. These are the movies that are now appearing each week on the Elder Scrolls website.
4 Movies are about the Morrowind game itself, the other 3 are related to the TES Construction Set." - Smudge comments on her system specifications:
"all i can say for certain is that my work computer is a p2-600 with a gf2 and 256 ram running win2k, plus a nice fat hd. if you have less than this i cant help you " - BlueDev follows up on the same topic:
"And my card isn't even as good as smudgy's, and the game still looks purty." - MrSmileyFaceDude on spells directly triggering scripts:
"You can't get spells to trigger scripts. You CAN get scripts to trigger spells, though." - Affamu follows up with some clarification:
"Let me clarify a bit... You can't make a spell that triggers a script...
But you can make a script that reacts to spellcasting.
Suppose Bob has a horrible disease. You are given a quest to cure Bob. You can make a script that does something as soon as Bob no longer has a disease (i.e. the player cast a cure spell on Bob).
code: ----------------- if ( GetSpell "horrible disease" == 0 ) ;since the disease lasts forever, we assume the player cured him... Do stuff here endif ----------------- You could do something like the old Daggerfall "Do you know the first circinate spell sleep? _Noble hasn't been able to sleep for six days." You have to cast a sleep spell on her...
But Morrowind's version would work better in that she would actually fall down (not "She is so tired she falls asleep on her feet!"), and you could check several conditions to determine if the quest succeeds... Like "GetSpellEffects" for drain fatigue or damage fatigue... Or if you wanted to be able to knock her unconscious and still succeed at the quest, just check if her Fatigue drops below 1."
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October 22, 2001
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Morrowind Preview! Update by Striker
10:18 PM CDT
The Australian, an Australian national newspaper had a Morrowind preview in the IT section today. The review is fairly short, but it covers Morrowind in a very good light. Here's a snippet:"The game will be set on an island called Vvardenfell, largely populated by mysterious and often devious Dark Elves, and you will have to work out who your allies are and who you should call the enemy. This isn't easy.
One of the most exciting features will be the open-ended mission structure, which enables you to actively define the direction of your quest. "
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More Dev Posts! Update by Striker
7:26 PM CDT
The devs have once again visited the official forums to impart some Morrowind info. Here's the latest:
- Pete comments on the unofficial movie:
"This isn't a bootleg. This is raw Xbox footage we took back in March/April for Microsoft to use at E3. They used clips of it for a big video they did. We also recently sent it to Xbox Europe to use for their recent event, and I guess they decided to put out the whole thing. Surprised us a bit, but oh well. Enjoy! Just remember it's footage of the game 7 months ago." - Smudge talks about the lack of magic in the movie:
"magic is being overhauled, so chances are you wont see it for awhile." - Affamu about the information pop-ups from the video:
"I don't know if you can turn them off completely or not. They are on a time-delay like windows help pop-ups, so if you don't like them, you could set the delay high... They are sometimes intrusive, but often useful. We're still arguing occationally over what should and should not be in the pop-up." - BlueDev on Daedra Princes:
"I don't want to give away too much on what role the various Daedra Princes will be playing in Morrowind. They have a presence, and there will be some interesting and rewarding interaction for the intrepid adventurer. After all, there's gotta be a way to pick up some of those sweet artifacts. "
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Developer Profiles @ Gamespy Update by kathode
9:54 AM CDT
The Evil Corporate Empire has today posted a bunch of questions with several dev team members about their past experience, favorite games, etc. It's a decent read, but watch out for the huge Flash ads that Gamespy likes to bludgeon you with. Here's a clip from Todd:"GameSpy: What type of character do you like to play? Any special tactics you use during play?
Todd Howard: I usually play either a Nord or Redguard warrior. My tactics include running up and hitting things with my sword. Brute force rules!" BTW, keep it tuned here for a new poll later today. Still trying to think up something good. We'll see :)
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October 21, 2001
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New (Very Nice) Bootleg Vid Update by kathode
8:07 PM CDT
A brand new bootleg (i.e. unauthorized) video has popped up on Norwegian gaming site Enter.vg. Whereas previous bootlegs have been of very poor quality and not shown off the game well, this is actually footage from a press package Bethesda put together, and is quite good.
Please remember when watching this that the footage is several months old. This is pre-E3 stuff (i.e. pre-May 2001). As you can tell the creatures and characters have virtually no AI. Also, combat has changed much since this video: it now has much more feedback such as better animations and blood splatters flying around. But other than that it is a sweet video, with a look at shadows, combat, and just moving around the environs. It is probably the best video out there to date.
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The Sound of Dev Posts! Update by Striker
7:28 PM CDT
The developers over at Bethesda visited the official forums again. Here are their words of wisdom:
- Maverique comments on ash storms:
"Yeah, the ash storms look waaaaay better now. And the sound that goes with them *shudder* makes me wanna run for cover!" - Smudge talks about beta testing:
"not necessarily. todd has said that there may or may not be a public beta. we have a company lined up to test for us, and of course theres always internal testing. no point in stopping the sucking up, though " - Pete on Friday's update:
"No new wallpaper this week. I'm looking to change them up and do a new "theme" for them, hopefully starting next week I deleted your double post for you Hungry Donner.
All of the mirror sites should have the new video up any minute. I gave it to them in advance to get it ready, since you guys slammed the servers last week. I hope the smaller WMV file let's more people get it."
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October 19, 2001
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Friday Schwag = New Movie Update by kathode
3:46 PM CDT
There's a brand spankin' new Morrowind Movie posted up on the Official Site. This one is entitled the "Virtual Fantasy World" and focuses on the level of detail in the environments of Morrowind, down to the plates and utensils on a person's table, regional clothing, and their housing layouts. The movie is also available on Fileplanet here in Bink format (18megs), and here in a smaller (12megs) MPG format.
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October 18, 2001
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New Screenshot! Update by kathode
11:01 PM CDT
In the midst of the vast, world-wide celebration that accompanies the permanent (*crosses fingers*) reopening of my site, PR Director Pete and Project Leader Todd have ever so graciously deemed me worthy of displaying a brand new Morrowind PC in-game screenshot. This one features a character in Iron Plate armor running through a swamp with a warhammer. Check it out:
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Downtime Explanation Update by kathode
10:54 PM CDT
Hey everyone, sorry about the additional downtime. Turns out that lovely comments script I had was royally screwing us over. If two people tried to use it at roughly the same time, it locked up our entire news system. Kinda sucked, and I spent a great many hours trying to fix it, but alas, there was no hope, and I had to gut it. Rest assured that comments will return one day, as it is a feature which I personally really want.
In any case, there's still the Mod Registry (registered your mod yet???), and the Model and Texture Galleries to fill up! And there's a bit of exclusive content which I will post presently :)
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Team Xbox Preview Update by kathode
10:31 PM CDT
TeamXbox has whipped up a new preview of the Xbox version of Morrowind. Like most Xbox previews, this one contains some irregularities (the 'planet' of Tamriel? the 'warrior, sorcerer, and thief races??). Is it just me, or is the general rule of Xbox sites to just make up information before they go looking for it? Well, this one is better than the one Gamespy posted a while back, but still, it's really not that hard to post accurate info. Anyway, here's a snippet from the preview:"NPC’s are a huge part of Morrowind. The developers are looking to create something so advanced we can call it a next-generation feature. We can expect hundreds of characters, and thousands of possible conversation lines, that avoids seeing the same old lady walking down the street on both sides of the road. You will almost feel like you are actually inside the game. Interaction is a key element in this game, try to be kind to everyone because you never know what type of information they may hold. Your quest cannot be completed without the help of highly intelligent NPC’s." Gee, I sure hope I don't run into any stupid NPC's who try and mess up my quest...
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Return of Aussie Dev Posts Update by Striker
10:19 PM CDT
Yes, everyone's favourite Aussie is back to post news on this spiffing new site. (After much hair pulling.) I would like to thank kathode for all of the time he put in to get all the new features working. No for some news.
Mark Jones has put what could be his last Morrowind journal entry over on his site. Head over and check it out. Also, MrSmileyFaceDude provided a comment on the official forums. Here's what he said:
- MrSmileyFaceDude on minimum computer specs for Morrowind:
"I will once again repeat the specs of the system I am using to do development on and play/test Morrowind: Dual Pentium III 600MHz 256MB RAM GeForce2 Ultra with 64MB RAM
This runs the gave exceptionally well. Note that you can get the equivalent graphics card for a very low price right now. The dual processors help a little, but a single processor won't show much if any slowdown.
As always, you want to have as much RAM as possible, the best video card you can afford, and the fastest processor you can afford. That's the order of importance of upgrades, too.
I'm not sure why people are so hung up on the minimum system specs. Most people on the forums here will either upgrade before the game ships or already have machines that are more than adequate. And the average consumer on the street probably won't have heard about Morrowind before they see the box in stores, which will of course have the tested minimum spec on it.
It's not a matter of "secrecy", conspiracy, withholding information or anything like that. We're simply not going to bother testing what the lowest system is until we've fully optimized the game. Because before that point, guessing the minimum required spec is meaningless. You might perform optimizations or add new, required features that changes the spec in either direction, and if we'd published the minimum spec before that, you'd all be in an uproar about that.
So you won't get final, official minimum specs until very late in the development. Sorry. But at least you have an idea what works well NOW. And it definitely does NOT require a $3000 computer."
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