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by Interkarma
Mon Oct 23, 2017 10:54 am
Forum: Developer Discussion
Topic: started implementation of talk window
Replies: 102
Views: 2780

Re: started implementation of talk window

Nystul wrote:What would be handy would be to have region, city and building where npc is in ;)
or in case of dungeon: region and dungeon name (but we might not need the dungeon info - not sure about this yet)

Yep, that's all I meant. Sorry for being unclear. :)
by Interkarma
Mon Oct 23, 2017 4:46 am
Forum: Bug Reports
Topic: DragonBreak #89: Importing classic character does not import classic banking information
Replies: 0
Views: 14

DragonBreak #89: Importing classic character does not import classic banking information

Notably right now this includes credit notes and loans in classic save data.

More of a limitation than a bug really. Not a priority right now, but leaving here so we can return to it later.
by Interkarma
Sun Oct 22, 2017 8:46 am
Forum: General
Topic: Questions about further additions to terrain generation
Replies: 8
Views: 437

Re: Questions about further additions to terrain generation

832m2 means metres squared, shorthand for 832x832. This is different to the product which is 692,224sqm (square metres). I also dropped the decimal places intentionally as I was trying to keep numbers small and concepts informal. But nevermind, your nitpick is fine. :)
by Interkarma
Sun Oct 22, 2017 7:16 am
Forum: General
Topic: Questions about further additions to terrain generation
Replies: 8
Views: 437

Re: Questions about further additions to terrain generation

Welcome to the forums Daggerfool. :) Here's a high-level overview of how world is stored on disk and handled at runtime: ⋅  There are 1000x500 world cells. Each world cell corresponds to a single pixel on three 1000x500 byte maps. These maps describe elevation, climate, and political align...
by Interkarma
Sun Oct 22, 2017 2:20 am
Forum: Bug Reports
Topic: DragonBreak #89: "teleport pc" quest action makes dungeon map hang
Replies: 3
Views: 81

Re: DragonBreak #89: "teleport pc" quest action makes dungeon map hang

I think all that was required here was for me to raise the OnTransitionDungeonInterior event from PlayerEnterExit when StartDungeonInterior() was called. StartDungeonInterior() is the method used by "teleport pc" and can create a situation where player is able to teleport directly from one...
by Interkarma
Sun Oct 22, 2017 1:02 am
Forum: Developer Discussion
Topic: started implementation of talk window
Replies: 102
Views: 2780

Re: started implementation of talk window

Reviewing this today after some sleep, and I'd like to handle slightly differently. Would you be happy if the methods returned more generic location data (e.g. mapID, regionIndex/locationIndex, DFLocation) rather than a Place symbol? The reason for this is that static NPCs like the Questor in your e...
by Interkarma
Sun Oct 22, 2017 12:48 am
Forum: Bug Reports
Topic: DragonBreak #89: "teleport pc" quest action makes dungeon map hang
Replies: 3
Views: 81

Re: DragonBreak #89: "teleport pc" quest action makes dungeon map hang

Thank you. Looks like the automap needs to initialise something not being satisfied by the teleport action.

I'll take a look and lean on Nystul if I need to, as he's the automap master.
by Interkarma
Sat Oct 21, 2017 12:40 pm
Forum: Quest Hub
Topic: Daggerfall Unity 0.4.x - "DragonBreak" Update
Replies: 30
Views: 1080

Re: Daggerfall Unity 0.4.x - "DragonBreak" Update

Yep, Tipton's changes are a bit problematic.

I wouldn't worry it doesn't match the walkthrough in this case, I'm not considering the Tipton alternate version as official, just the originally intended goal of killing werewolf. I'm likely to revert script back to classic at some point.
by Interkarma
Sat Oct 21, 2017 11:23 am
Forum: Quest Hub
Topic: Daggerfall Unity 0.4.x - "DragonBreak" Update
Replies: 30
Views: 1080

Re: Daggerfall Unity 0.4.x - "DragonBreak" Update

That would be awesome thanks. It sounds like something unusual, and might help me find whatever happened.

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