[MOD] Interesting Terrains [WIP]

Show off your mod creations or just a work in progress.
Post Reply
User avatar
Hazelnut
Posts: 2531
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Interesting Terrains [WIP]

Post by Hazelnut »

I've been away from DFU for RL reasons and have totally lost track of where we're at (well you, I've done naff all) with compatibility with TO and roads... hoping to get some time during the xmas break so should be able to make any changes required if you tell me what is the state of play here. :)

Sorry for losing track.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

User avatar
pango
Posts: 2759
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

Re: [MOD] Interesting Terrains [WIP]

Post by pango »

Hi,
I noticed some issues around boats with 0.5.2
Alone:
2020_12_13_09_12_19.jpg
2020_12_13_09_12_19.jpg (203.84 KiB) Viewed 546 times
Along with Basic Roads:
2020_12_14_12_24_57.jpg
2020_12_14_12_24_57.jpg (242.39 KiB) Viewed 546 times
Attachments
SAVE815.zip
(356.49 KiB) Downloaded 5 times
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

monobelisk
Posts: 74
Joined: Tue Aug 25, 2020 10:43 am

Re: [MOD] Interesting Terrains [WIP]

Post by monobelisk »

Hazelnut wrote: Thu Dec 10, 2020 9:15 pm I've been away from DFU for RL reasons and have totally lost track of where we're at (well you, I've done naff all) with compatibility with TO and roads... hoping to get some time during the xmas break so should be able to make any changes required if you tell me what is the state of play here. :)

Sorry for losing track.
No problem at all - I've barely been doing anything lately, also for RL reasons. Also, hence the late response - apologies for that.

I've been working on smoothing the terrain along the roads, after it finally dawned on me how the road network is generated from the byte array. It's been challenging when it comes to roads that run through steep mountains due to the straightness of the roads (in "real life", the road would either spiral or zig-zag along the mountainside), so I decided on a trade-off allowing for occasional unnaturally steep road segments; they're not so steep that the player enters climbing mode, so they're technically walkable roads. I feel like this will be sufficient for the scope of Basic Roads. I'm still working on the final touches.

As for your end, it's still sufficient to implement the code changes I proposed earlier on. And as for load order, I've managed it in a way so it doesn't matter; if Basic Roads is loaded, my TerrainTexturer is never applied.

monobelisk
Posts: 74
Joined: Tue Aug 25, 2020 10:43 am

Re: [MOD] Interesting Terrains [WIP]

Post by monobelisk »

pango wrote: Sun Dec 13, 2020 11:30 pm Hi,
I noticed some issues around boats with 0.5.2
Alone:
Along with Basic Roads:
Hi

Thank you for pointing it out :)

I've been able to recreate the issue. The boats are placed in the far bottom-left corner of the map, where my algorithms appear to be misbehaving. I'll work on an override for that section of the map.

User avatar
jayhova
Posts: 738
Joined: Wed Jul 19, 2017 7:54 pm
Contact:

Re: [MOD] Interesting Terrains [WIP]

Post by jayhova »

This is very interesting. There are a couple of terrain features in DFU that bother me. One of the big ones is that coastal cities could be thousands of feet above sea level and that population centers, in general, would be above the prevailing terrain. Towns cites, villages, etc. need a source of fresh water. Being thousands of feet above the water table and well above where a road could easily reach makes no sense. Could you for instance put the city of Daggerfall in a river valley?
Remember always 'What would Julian Do?'.
Windows 10 Pro 64 bit. DFU Ver. Alpha 0.10.7

User avatar
King of Worms
Posts: 3735
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: [MOD] Interesting Terrains [WIP]

Post by King of Worms »

When I run Interesting terrains O.5.2 with Basic roads, all water bodies outside are turned to the solid ground.

Is that a known issue? Also, is that a issue of Interresting terrains or Basic roads?

Thanks a lot :) I love the terrains, but this is a bit of a problem.

Also when you exit the 1st dungeon Privateers hold, the dungeon exit is now located in a small lake, but I dont think it looks spectacular because the inner island is just a square. Is that a accidental result or a hand made? Just want to bring this starting place to your attention, thank you
Spoiler!
01.jpg
01.jpg (403.81 KiB) Viewed 137 times
Last edited by King of Worms on Thu Jan 14, 2021 12:02 pm, edited 1 time in total.

User avatar
pango
Posts: 2759
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

Re: [MOD] Interesting Terrains [WIP]

Post by pango »

Yes, the issues I first noticed around boats are not limited to boats, they're issues around water level in the latest released version (unless I missed a new release)
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

Post Reply