Unopenable door in dungeon [resolved]
- Hazelnut
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Unopenable door in dungeon [resolved]
There's a kind of hidden door behind a door in Jubithiva's Den of the left on the huge staircase. In DFU it has a different texture and wont open. The same character save was used.
I've attached screenshots:
I've attached screenshots:
- Attachments
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- bug1-classic.png (117.56 KiB) Viewed 4882 times
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- bug1-dfu.png (1.04 MiB) Viewed 4882 times
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Midknightprince
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Re: Unopenable door in dungeon
I have run into this many times.Hazelnut wrote:There's a kind of hidden door behind a door in Jubithiva's Den of the left on the huge staircase. In DFU it has a different texture and wont open. The same character save was used.
I've attached screenshots:
I just cashed it up to WIP stuff....
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- Interkarma
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Re: Unopenable door in dungeon
The texture is immaterial (pun) but issue with this moving piece is that it's not being treated as a door by layout methods. If you can send me a save game with player in front this problem dungeon piece, I can fix this up. Cheers mate.
- Hazelnut
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Re: Unopenable door in dungeon
Here you are. No rush, just something I noticed when collecting some ingredients in classic & DFU
(some of the hitPoint values in the templates are set to -15536 and I was trying to figure out where that number had come from as it displays on the popup. Didn't even know the template files existed until tonight. )
(some of the hitPoint values in the templates are set to -15536 and I was trying to figure out where that number had come from as it displays on the popup. Didn't even know the template files existed until tonight. )
- Attachments
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- unopenableDoor.7z
- (59.69 KiB) Downloaded 151 times
Last edited by Hazelnut on Wed Sep 06, 2017 10:33 pm, edited 1 time in total.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Midknightprince
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Re: Unopenable door in dungeon
It's only those angled brick/stone hidden wall doors on my end.
Hope this helps.
Hope this helps.
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- Interkarma
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Re: Unopenable door in dungeon
Thanks guys.
Hazelnut, when I exported item template data from FALL.EXE (where this is stored) I treated this value as an int. Probably should have used unsigned short. Either way, I admit to not knowing the significant of that value in classic Daggerfall. I'd be happy for a search and replace in that file to change that value to 16-bit unsigned equivalent if that helps on your side. I'm not even sure the hit points are even that important for ingredients and any positive value will do.
Hazelnut, when I exported item template data from FALL.EXE (where this is stored) I treated this value as an int. Probably should have used unsigned short. Either way, I admit to not knowing the significant of that value in classic Daggerfall. I'd be happy for a search and replace in that file to change that value to 16-bit unsigned equivalent if that helps on your side. I'm not even sure the hit points are even that important for ingredients and any positive value will do.
- Interkarma
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Re: Unopenable door in dungeon
Just merged a change to fix this case. This dungeon piece carries a tag/description of "NEW", unlike other action door pieces which carry a "DOR" or "DDR" tag.
I'm not sure at this time whether to treat all "NEW" pieces as doors or not. Usually these tags are quite consistent, but need a bit more time to resolve.
For now, I've just assigned this piece door status by model ID. There may be other "NEW" door pieces which use different IDs. I'll approach this later and make "NEW" a supported global door tag if that indeed appears to be the intent.
I'm not sure at this time whether to treat all "NEW" pieces as doors or not. Usually these tags are quite consistent, but need a bit more time to resolve.
For now, I've just assigned this piece door status by model ID. There may be other "NEW" door pieces which use different IDs. I'll approach this later and make "NEW" a supported global door tag if that indeed appears to be the intent.
- Hazelnut
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Re: Unopenable door in dungeon
Wasn't intending to discuss here (contravening the 1 issue / post policy) but thanks - I will fix the template file in my next PR.Interkarma wrote:Hazelnut, when I exported item template data from FALL.EXE (where this is stored) I treated this value as an int. Probably should have used unsigned short. Either way, I admit to not knowing the significant of that value in classic Daggerfall. I'd be happy for a search and replace in that file to change that value to 16-bit unsigned equivalent if that helps on your side. I'm not even sure the hit points are even that important for ingredients and any positive value will do.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Hazelnut
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Re: Unopenable door in dungeon
can confirm that door now opens in DFU.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
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Re: Unopenable door in dungeon
Sounds like this can be marked resolved.