Daggerfall Unity 0.2 Test

Discuss Daggerfall Unity and Daggerfall Tools for Unity.
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Reath
Posts: 12
Joined: Sun Oct 18, 2015 9:48 am

Re: Daggerfall Unity 0.2 Test

Post by Reath »

I'm glad to see a new release. It's nice to have so many improvements to the game already. The map is much easier to read in high resolution and the scrollbars make using the inventory much faster.

The setup helper is convenient. It's nice to just pick the directory instead of having to paste it into a text file. The interface is good already.

The new settings menu is useful. I like how it displays the settings path at the bottom. It saved me the trouble of having to look for it myself. The exit button is cut off a bit. It would look better if the whole square appeared. I'd also like to see more settings included. Having a mouse sensitivity slider, key rebinding, resolution and full screen options there would be useful. An option to scale the interface in 4:3 aspect ratio would be a good addition.

I tested three different characters. In the save I've played the longest, there's an extra chest piece item in my inventory that isn't in vanilla and none of the wagon items showed up. Screenshots: http://i.imgur.com/1Qxdw3b.png http://i.imgur.com/Rm8SB0w.jpg

In a save that was just past the opening dungeon, all the inventory items appeared to be in a wagon, even though the character didn't own one. http://i.imgur.com/ZADL7O2.png http://i.imgur.com/mZqwxJP.jpg Everything worked on the third one.

The travel map works well. I didn't run into any issues with it. It does feel a bit unresponsive after you hit the begin button, since nothing animates. If the days left counter was implemented, it'd solve that problem since you could see that the button worked.

The interior map also works well. I didn't find any bugs in it. Some objects, like the caskets, only seem to appear on the map if you touch them. It would be better if they appeared when you got close, so you wouldn't have touch them just to map them. It also seems to show less area than vanilla while walking in a stairway. It would be handy to see more above and below you.

I found some bugs:

- Arrows can be equipped as a weapon. They do nothing if you try to wield them.

- If you try to shoot with a bow, the animation gets stuck halfway through and you can't attack anymore. It persists even if you change weapons or load a different save. Restarting the program fixes it.

- The number displaying the amount of arrows you have is missing.

- The horse item in the inventory isn't animated, unlike vanilla.

- If you try to bash a door while you're standing right next to it, the weapon seems to hit behind the door instead. I killed a vampire that was behind a locked door this way.

- I somehow turned off the collisions by accident. I was trying to find the console key by hitting every button, then the character fell through the ground. Loading a save spawned the player far underground and the character kept falling down. Reopening the program didn't help. Deleting settings.ini fixed it. http://i.imgur.com/xc6XQTC.jpg

- If you equip the Mithril Greaves when the nudity filter is on, the character no longer wears underwear.

- If you equip a weapon but don't ready it, then save, the weapon is already readied if you load that save in Unity. The weapon isn't readied if you load it in vanilla.

- The Unrestrainable Khajit Suit uses a different color than vanilla. It actually looks more correct to me, so maybe this is a bug in vanilla. http://i.imgur.com/Cqfb4I1.png http://i.imgur.com/Gi7G3i9.jpg

- THe Crypts of V'ild has a different texture on the building than vanilla. http://i.imgur.com/DckHQ1Y.png http://i.imgur.com/7d2Vl0q.jpg

- The graves in Yeomsmith Vaults use a different texture than vanilla. http://i.imgur.com/MP22NeX.png http://i.imgur.com/LQqTuwo.jpg

- There are two doors right next to each other in Scourg Barrow. Vanilla only has one door. http://i.imgur.com/vNPDNnE.png http://i.imgur.com/Z8XBEnf.jpg

- The Stronghold of Hearthhouse has a door stuck in the ground, which isn't present in vanilla. http://i.imgur.com/hwGAlZW.png http://i.imgur.com/cQZDK39.jpg

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Interkarma
Posts: 7247
Joined: Sun Mar 22, 2015 1:51 am

Re: Daggerfall Unity 0.2 Test

Post by Interkarma »

Thank you for the detailed feedback Reath! Some awesome stuff in there. :) I'll quickly respond to a few.
Reath wrote:I tested three different characters. In the save I've played the longest, there's an extra chest piece item in my inventory that isn't in vanilla and none of the wagon items showed up. Screenshots: http://i.imgur.com/1Qxdw3b.png http://i.imgur.com/Rm8SB0w.jpg
I'd love to get my hands on that save, if you could send it to me? The chest piece is probably just a miscalculated variant, the wagon issue is more concerning to me.
Reath wrote: In a save that was just past the opening dungeon, all the inventory items appeared to be in a wagon, even though the character didn't own one. http://i.imgur.com/ZADL7O2.png http://i.imgur.com/mZqwxJP.jpg Everything worked on the third one.
I give all characters, new and imported, a free wagon as currently it's not possible to sell or drop items. No weight limit on the wagon either. Interesting the starter items showed up in the free wagon though. Would I be able to grab this save as well?
Reath wrote: - Arrows can be equipped as a weapon. They do nothing if you try to wield them.
- If you try to shoot with a bow, the animation gets stuck halfway through and you can't attack anymore. It persists even if you change weapons or load a different save. Restarting the program fixes it.
- The number displaying the amount of arrows you have is missing.
- The horse item in the inventory isn't animated, unlike vanilla.
Bows aren't implemented just yet, but I should have blocked them from equipping. Equipping arrows is definitely an error. I'm also yet to implement animated items and overlays (like the magic swirls).
Reath wrote: - If you try to bash a door while you're standing right next to it, the weapon seems to hit behind the door instead. I killed a vampire that was behind a locked door this way.
- If you equip the Mithril Greaves when the nudity filter is on, the character no longer wears underwear.
- If you equip a weapon but don't ready it, then save, the weapon is already readied if you load that save in Unity. The weapon isn't readied if you load it in vanilla.
Good to know! Thanks.
Reath wrote: - The Unrestrainable Khajit Suit uses a different color than vanilla. It actually looks more correct to me, so maybe this is a bug in vanilla. http://i.imgur.com/Cqfb4I1.png http://i.imgur.com/Gi7G3i9.jpg
Daggerfall seems to have a few palette swap issues with khajiit suits adding white to some indices. The suits all the have the same underlying color settings however so I'm assuming it's a Daggerfall bug.
Reath wrote: - THe Crypts of V'ild has a different texture on the building than vanilla. http://i.imgur.com/DckHQ1Y.png http://i.imgur.com/7d2Vl0q.jpg
- The graves in Yeomsmith Vaults use a different texture than vanilla. http://i.imgur.com/MP22NeX.png http://i.imgur.com/LQqTuwo.jpg
- There are two doors right next to each other in Scourg Barrow. Vanilla only has one door. http://i.imgur.com/vNPDNnE.png http://i.imgur.com/Z8XBEnf.jpg
- The Stronghold of Hearthhouse has a door stuck in the ground, which isn't present in vanilla. http://i.imgur.com/hwGAlZW.png http://i.imgur.com/cQZDK39.jpg
Any chance you have a Daggerfall Unity save game in front of those doors (especially the stuck in the ground one)? I'm using the map data exactly as-is from Daggerfall but there could be something I'm missing that should result in certain objects being culled.

I'm not too worried about the texture differences at the moment. Daggerfall itself seems a little hit-and-miss following climate swap rules on some objects. I've made a note to look at this a bit later.

Cheers! :)

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LypyL
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Re: Daggerfall Unity 0.2 Test

Post by LypyL »

Some more inventory related bugs:

Using "remove" on items in the wagon seems to be sporadic (sometimes they disappear, other times they get moved into the inventory). Using remove on equipped items doesn't work.

Equipped items seemed to be duplicated in the inventory in some cases (that might be the cause of the extra items that Reath noticed?). Equipping or unequipping them seems to sort it out.

Some clipping with the steel curaiss & cloak is visible, it goes away if you raise the hood up:

Image
Reath wrote: The travel map works well. I didn't run into any issues with it. It does feel a bit unresponsive after you hit the begin button, since nothing animates. If the days left counter was implemented, it'd solve that problem since you could see that the button worked.
Great to hear. Yeah, some things still need to be implemented. I would like to make this part of it easily moddable, so optional stuff like random encounters could be implemented.
- I somehow turned off the collisions by accident. I was trying to find the console key by hitting every button, then the character fell through the ground. Loading a save spawned the player far underground and the character kept falling down. Reopening the program didn't help. Deleting settings.ini fixed it. http://i.imgur.com/xc6XQTC.jpg
I'm guessing you ran into long standing bug that causes colliders on terrain & buildings to stop working for some reason. If it happens again, trying looking up and using the teleport command (you might have to look up & to the side, as the terrain above you is missing colliders) and see if you can get back on to the ground that way.

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Interkarma
Posts: 7247
Joined: Sun Mar 22, 2015 1:51 am

Re: Daggerfall Unity 0.2 Test

Post by Interkarma »

Thanks for the bug reports. :)
LypyL wrote:Some more inventory related bugs:

Using "remove" on items in the wagon seems to be sporadic (sometimes they disappear, other times they get moved into the inventory). Using remove on equipped items doesn't work.
If you're still able to reproduce the missing items, please send me a save and let me know roughly which items disappear. I'll see what's going on.

It's intentional for remove not to work on equipped items. In Daggerfall the default target is the ground, so "remove" actually means "drop". I found it much too easy to drop valuable items when I actually meant to unequip them. While a little hack-ish, I consider this one of the quality of life enhancements. :)
LypyL wrote: Equipped items seemed to be duplicated in the inventory in some cases (that might be the cause of the extra items that Reath noticed?). Equipping or unequipping them seems to sort it out.
Were these items already pre-equipped on save import? That might be why they weren't filtered properly at the start (although I've not encountered this bug before). Should be easy enough to check if you have a repro save handy.
LypyL wrote: Some clipping with the steel curaiss & cloak is visible, it goes away if you raise the hood up:
There's no masking for robes & cloaks in down position, I imagine it looks like that in vanilla as well. There are a lot of paper doll issues like that where items don't quite layer nicely.

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LypyL
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Re: Daggerfall Unity 0.2 Test

Post by LypyL »

Interkarma wrote:Thanks for the bug reports. :)

If you're still able to reproduce the missing items, please send me a save and let me know roughly which items disappear. I'll see what's going on.
I think what I noticed was the duplicated items seeming to disappear as I tried to move out of the wagon - but they were just unduplicating themselves.
Were these items already pre-equipped on save import? That might be why they weren't filtered properly at the start (although I've not encountered this bug before). Should be easy enough to check if you have a repro save handy.
Yeah they were. I also notice I have 2 horses. Man, it looks like something horrible happened to the horse's lower back leg - it's nothing but bone :lol:

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Interkarma
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Re: Daggerfall Unity 0.2 Test

Post by Interkarma »

LypyL wrote: I think what I noticed was the duplicated items seeming to disappear as I tried to move out of the wagon - but they were just unduplicating themselves.
That makes sense. Interesting it would sort them into the wagon to start with though. Reath raised something similar before as well. Would I be able to grab that save from you anyway?
Yeah they were. I also notice I have 2 horses. Man, it looks like something horrible happened to the horse's lower back leg - it's nothing but bone :lol:
Ha, never noticed that before about the back legs. Definitely a bit skinny back there. :lol:

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LypyL
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Re: Daggerfall Unity 0.2 Test

Post by LypyL »

Interkarma wrote: Would I be able to grab that save from you anyway?
I sent it to you in an email.

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Nystul
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Joined: Mon Mar 23, 2015 8:31 am

Re: Daggerfall Unity 0.2 Test

Post by Nystul »

LypyL wrote:After testing, the white texture bug is from the reflections mod (so not a problem w/ DfUnity itself ;) ). I can also find the bug at the tops of banners.
http://i.imgur.com/Ra0LkGP.jpg
found the bug that should have caused the issue - was an error on my side as expected... I thought that the List.Find function would return null if not found - but it returns a default value instead - solution was to do a List.Exists before List.Find - now only the correct materials are injected ;)

did a new pull-request for the fix.

hopefully this fixes the issue in the executable

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Nystul
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Re: Daggerfall Unity 0.2 Test

Post by Nystul »

Reath wrote: The interior map also works well. I didn't find any bugs in it. Some objects, like the caskets, only seem to appear on the map if you touch them. It would be better if they appeared when you got close, so you wouldn't have touch them just to map them. It also seems to show less area than vanilla while walking in a stairway. It would be handy to see more above and below you.
You have to touch or look straight at them (crosshair over it). There is also a maximum distance for discovery of geometry by looking at it. I may implement improvements in future but for now it should be ok ;)

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Interkarma
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Re: Daggerfall Unity 0.2 Test

Post by Interkarma »

Thanks for pull request! This also fixed another problem I just noticed where fireplaces stopped animating if reflections enabled. No point flagging it now since you've already resolved. :D

BTW, watching fireplaces reflect on a marble floor is kind of hypnotic, low-fi textures or not. Great work mate.

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