Git: 0.2 Contributor Thread
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Git: 0.2 Contributor Thread
Hey guys! I'll soon merge your work into master as part of getting ready for 0.2 release. I have a bunch of stuff to fix on my end and lots to test from contributors. I'm starting this thread in case I have any problems or questions with new code. I'll let you know how I go sometime in the next week or so.
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: Git: 0.2 Contributor Thread
alright! ready to help do you also want to add the reflections mod - or will this be excluded from 0.2?
- LypyL
- Posts: 512
- Joined: Sun Mar 22, 2015 3:48 am
Re: Git: 0.2 Contributor Thread
OK, sounds good
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Git: 0.2 Contributor Thread
Sure! If you have an updated version, I'll be happy to pop it into 0.2.Nystul wrote:alright! ready to help do you also want to add the reflections mod - or will this be excluded from 0.2?
BTW, I've updated the build to Unity 5.3.3f1 at my end now. That specular lighting problem is still present, but at least we know what it is and I may have a workaround. If not fixed in 5.4, I will look at building a custom shader for general scenes. Actually, that might happen at some point anyway. I'm really unhappy with the lighting in Daggerfall Unity in general.
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: Git: 0.2 Contributor Thread
basically code cleanup and some minor improvements. would you create a branch for the pull-request?Interkarma wrote:Sure! If you have an updated version, I'll be happy to pop it into 0.2.Nystul wrote:alright! ready to help do you also want to add the reflections mod - or will this be excluded from 0.2?
Interesting There are some arguments for and against a custom shader - my concerns regard the no-longer-out-of-the-box integration with functionality/assets that depend on the standard shader, e.g:Interkarma wrote: BTW, I've updated the build to Unity 5.3.3f1 at my end now. That specular lighting problem is still present, but at least we know what it is and I may have a workaround. If not fixed in 5.4, I will look at building a custom shader for general scenes. Actually, that might happen at some point anyway. I'm really unhappy with the lighting in Daggerfall Unity in general.
Unity's cinematic image effects bundle has some really nice stuff in it...
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Git: 0.2 Contributor Thread
Have created a new branch now for reflections mod.
https://github.com/Interkarma/daggerfal ... ctions-mod
BTW, everything is now merged into master with the exception of new reflections mod branch, which is currently in line with master. I'm in the process now of making sure everything works together as planned.
https://github.com/Interkarma/daggerfal ... ctions-mod
BTW, everything is now merged into master with the exception of new reflections mod branch, which is currently in line with master. I'm in the process now of making sure everything works together as planned.
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Git: 0.2 Contributor Thread
Alright guys, awesome work as usual. I've merged in your changes and everything basically works out of the box. There are just a few minor issues we need to fix, but seriously nothing major at all so far. I'll post more if find any other little problems.
Travel Map
If you have any fixes for me later, just check them straight into master.
Travel Map
- After travel, player starts at pixel origin, often very far from desired location. Passing RepositionMethods.RandomStartMarker in TeleportToCoordinates() should fix this.
- Should cautious travel ensure player always arrives at daytime?
- Filter types showing wrong buttons. This is my fault sorry! I changed the UI cutout method back to using top-left origin. There's also some new UI helpers in DaggerfallWorkshop.Utility.ImageReader() that may assist.
- Cybiades aligned outside of land-mass area. This is probably my stuff-up as I helped with that bit of logic.
- Right-mouse zoom in/out still needs implementing, but this is not critical for 0.2. I can help with this later if needed.
- Bashing locked door in Daggerfall castle gave me a debug error "some allocations have not been deleted, yet reference count is 0". Is this something I missed when integrating? Game crashed shortly after, but not sure that was related.
- Starting directly in dungeon (e.g. new game or load game) causes automap exception as gameobjectGeometry and others are not set. Transitioning into dungeon from outside does not have this issue. Interiors also seem unaffected. Recommend using a property to access these components and cache references on first access. Similar pattern to that used in GameManager.
If you have any fixes for me later, just check them straight into master.
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: Git: 0.2 Contributor Thread
will find a solution for this. is the only way to start inside a dungeon to start a new game at the moment?Interkarma wrote: Automap
- Starting directly in dungeon (e.g. new game or load game) causes automap exception as gameobjectGeometry and others are not set. Transitioning into dungeon from outside does not have this issue. Interiors also seem unaffected. Recommend using a property to access these components and cache references on first access. Similar pattern to that used in GameManager.
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Git: 0.2 Contributor Thread
It was first door on the left after entering Daggerfall court. I haven't tried to reproduce again today, sorry. Will try again soon.That's interesting - I can't reproduce that. I've tried quite a few doors and no problems yet. Is it reproducible? Can you tell me what door it was?
Easiest way is to set StartGameBehaviour to New Game and untick movies options. It will drop you straight into Privateer's Hold with a default character. Could also use quick save/load to launch dungeon from load screen.will find a solution for this. is the only way to start inside a dungeon to start a new game at the moment?
Thank you guys.
- LypyL
- Posts: 512
- Joined: Sun Mar 22, 2015 3:48 am
Re: Git: 0.2 Contributor Thread
I've merged everything into my local master and ran around bashing doors for a good bit, I didn't experience any problems.
Are you sure the changes to GetTextureFromImg() are working correctly? No matter what position coordinate y I give it, I get the same image back (which is why the button textures are duplicating).
Are you sure the changes to GetTextureFromImg() are working correctly? No matter what position coordinate y I give it, I get the same image back (which is why the button textures are duplicating).