Daggerfall Unity 0.4.x - "Fighters" Update

For all talk about quests. Creating, testing, bugs, and development progress.
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Interkarma
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Daggerfall Unity 0.4.x - "Fighters" Update

Postby Interkarma » Thu Jul 13, 2017 5:34 am

Welcome To The "Fighters" Update

This thread is for discussion of the latest test cycle in Daggerfall Unity. For a more complete rundown of what's new in this version, have a read through the following development blog article.

The "Fighters" Update - Daggerfall Workshop

If you find a bug, please check the following posts for more information on known limitations and bugs to see if your issue has been raised already. Thank you!

Downloading

The latest Fighters update will be available on the Live Builds page as usual.
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Interkarma
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Re: Daggerfall Unity 0.4.x - "Fighters" Update

Postby Interkarma » Thu Jul 13, 2017 1:24 pm

Known Issues

Following are some known problems and limitations with the Fighters update. This list will grow as testers report on their experiences.

Limitations
  • Cannot talk to NPCs of any kind at this time, except to "Get Quest" from specific guild quest-givers.
  • Only a limited pool of passed quests are available to general testers. Advanced testers can try starting any quest or even write their own quests.
  • Main quest is not active at this time.
  • Quests are not saved/loaded with your character, or aware of save/load in any way whatsoever. Exiting the game will remove all runtime quest state. Full quest save/load will be added in the near future before 0.4 cycle is completed.
  • Not all quest actions are available, and not all quest scripts can compile. Check the Quest System Progress page to see the current state of quest system.
  • Not all %var macros have been implemented. You might still see %var values in various places.

Wandering NPC Bugs
  • They can appear/disappear in front of you.
  • They will drift north slightly at spawn while aligning themselves to navgrid.

Quest System Bugs
Note: These are bugs in Daggerfall Unity's quest machine.
  • Cannot hot-place a resource to quest marker (i.e. use "place foe" in building while player is inside). Workaround is to exit and re-enter building for placement to run.
  • The Fighters Guild quest-giver is the same NPC across all Fighters Guild buildings. This is to due to how NPC state is tracked internally and will be fixed in a future update.
  • Singleton quest targets (e.g. an enemy of some kind) will be respawned when exiting and re-entering their target location, even if that target has previously been killed.

Quest Script Bugs
Note: These are bugs in the quest scripts which are common to classic Daggerfall.
  • Many quests scripts do not properly check for quest completion and just give player a reward if you talk to quest giver immediately after accepting quest.
  • Some quest scripts do not clear quest-giver clicks. This results in quest ending triggering immediately once target completed, not when player returns as expected.
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Interkarma
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Re: Daggerfall Unity 0.4.x - "Fighters" Update

Postby Interkarma » Thu Jul 13, 2017 1:24 pm

Changing Offered Quests

You can change the pool of quests offered by Fighters Guild by editing the Temp-Fighters table in your installation (i.e. wherever you unzipped Dagerfall Unity). You will find tables in the DaggerfallUnity_Data\StreamingAssets\Tables folder.

To remove a quest from the pool, comment out the line by placing a dash "-" in front of that line like so:

Code: Select all


-M0B00Y00, Passed


If you just want to receive a single quest at a time for testing, comment out all table lines and add your new quest at the bottom of list. You can do this while the game is running, the table is checked every time you click on the Fighters quest-giver.

If you add notes to your quest line, don't use any extra commas "," as this is a CSV list and extra commas will break the schema.


Starting Quests Manually

You can find more detailed information on starting and debugging quests in this thread. You can start quests using the console by opening with the backquote "`" key and entering "startquest questname" like so:

Code: Select all

startquest s0000977



Surviving Quests

Following are some useful console commands to help you get through quests efficiently:

tgm - Toggles godmode on/off to make yourself invincible.

set_runspeed 30 - Boosts your run speed to quickly clear city distances. Increase this up to around 300 for wilderness travel.

tele2exit - Teleport directly to dungeon exit.

trans_out - Transport outside dungeon immediately (dungeon will reset).

tele2qspawn - While inside a dungeon or building interior, use this command to teleport directly to quest marker associated with current Foe or Person target.

tele2qitem - While inside a dungeon or building interior, use this command to teleport directly to quest item marker associated with current Item target.

teleport - Teleports player to contact point where crosshair is pointing (e.g. across the room). Use this if you get stuck inside geometry.

groundme - Teleport player back to last known good position. Use this if teleport drops you into void.

killall - Kills all enemies in world around you.

Another tip: you can rest anywhere right now. Crime and punishment has not been implemented so feel free to rest wherever needed to pass time or heal.


Handling Errors

You might see text messages like the following after clicking "Get Quest" a few times and nothing happens. This means the table schema could not be loaded due to an error on line N. Check you don't have any extra commas or other syntax problems in the table on that line.

bad-tabledata.jpg
bad-tabledata.jpg (89.74 KiB) Viewed 718 times


And if you see the following popup, or another like it, after clicking "Get Quest" - this actually means an error was encountered in the quest script.

script-error.jpg
script-error.jpg (70.09 KiB) Viewed 718 times


This error could be completely expected (e.g. a quest is asking for a local temple and no temples are available in current location). Or it could indicate a problem with the script.

If you're working from code inside the Unity Editor, the actual error is logged to the editor console. If you're playing a build, check your output log to find the error message. The manual included with Daggerfall Unity has more information on where to find the output log on your platform.
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Interkarma
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Re: Daggerfall Unity 0.4.x - "Fighters" Update

Postby Interkarma » Fri Jul 14, 2017 4:49 am

Reserved
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Jay_H
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Re: Daggerfall Unity 0.4.x - "Fighters" Update

Postby Jay_H » Fri Jul 14, 2017 9:02 am

Good sir, I find myself on the cusp of sleep and must only download this for now. However, I believe my reaction speaks for itself.

Feedback coming in as soon as I'm testing!
Come give your feedback on the ideas in my general thread, and share your DFU characters in the character thread.
Quest-writing tutorial here. Guide for new Daggerfall players here. Daggerfall Mechanics thread here.
charlieg
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Re: Daggerfall Unity 0.4.x - "Fighters" Update

Postby charlieg » Fri Jul 14, 2017 10:29 am

Great work! Well done!

Perhaps in the not-too-distant future you might consider some kind of official enhancement set of modifications to simplify getting going with the best mods (such sa the Terrain Flats) that come packaged with the download (or offer 2 downloads; vanilla and enhanced).
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Nystul
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Re: Daggerfall Unity 0.4.x - "Fighters" Update

Postby Nystul » Fri Jul 14, 2017 11:34 am

great work! I noticed that automap state is no longer saved to disk when creating save games. ;)
CM August
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Re: Daggerfall Unity 0.4.x - "Fighters" Update

Postby CM August » Fri Jul 14, 2017 11:56 am

Hi! I'm very happy to see such progress being made on this project. I've encountered only two issues to report so far in my questing.

In the quest to kill a werecreature, I was unable to find the monster in the dungeon. Typing tele2qspawn transported me to where is should have been but... no monster.
Image

I left and then re-entered the dungeon, and found on this occasion it had spawned properly (typing the same tele2spawn command; it happened to span in the same location it wasn't before) and I was able to then finish the quest without issue.
Image

Later, I did the same giant quest you showed off in your video besides getting the nomap variation; after escorting the victim to their town I turned in the quest and accepted my gold reward, but the quest didn't complete itself and subsequent attempts at clicking "get quest" simply closed the text box. I checked the corresponding quest script and couldn't see anything immediately wrong with it, but I'm not too literate with such things. I thought I'd let you know anyway in case it's an engine bug.
Image

Once again it's a pleasure to see this coming together, and thank you for all the great work you've been doing. :)
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Jay_H
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Re: Daggerfall Unity 0.4.x - "Fighters" Update

Postby Jay_H » Fri Jul 14, 2017 4:28 pm

CM August wrote:Hi! I'm very happy to see such progress being made on this project.
Welcome to the forum! :)

Interkarma, it appears that in the Linux build, "Mods" is not a generated folder in /DaggerfallUnity_Data/StreamingAssets. I'm making the folder myself to add the mods on my local installation to see how it works.

Also, for some reason my monster sprites continue to be pixellated, even when I set settings to Fantastic. Take a look at this Daedroth:
Image
Come give your feedback on the ideas in my general thread, and share your DFU characters in the character thread.
Quest-writing tutorial here. Guide for new Daggerfall players here. Daggerfall Mechanics thread here.
Malinoski
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Re: Daggerfall Unity 0.4.x - "Fighters" Update

Postby Malinoski » Fri Jul 14, 2017 6:36 pm

I downloaded latest Daggerfall Unity but I have Bethesda version of the game so I must copy .vid files to Arena2 folder but I don't know where are those files. Please help me

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