Player position being reset after using DaggerJet

Post here if you need help getting started with Daggerfall Unity or just want to clarify a potential bug. Questions about playing or modding classic Daggerfall should be posted to Community.
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Taemos
Posts: 41
Joined: Sun May 24, 2015 3:31 am

Player position being reset after using DaggerJet

Post by Taemos »

First of all, I want to say how much I've enjoyed this demo. Thank you Interkarma and everyone else for your fantastic work. I'm ecstatic that the scope and possibilities of Daggerfall are finally being realized.

I have run into a few issues:
  • After using DaggerJet and transferring back to foot, my position will be reset while I'm moving. If I had to guess, I'd say it looks like it's transferring me to the opposite edge of the cell I'm in. I should mention that this is while high speed running is enabled. I haven't tested it without HSR enabled.
  • While walking across the wilderness, there will occasionally be a slightly jarring transition. This may be when moving from cell to cell. Does anyone else get this?
  • Terrain textures and flats in the far distance pop-up could be better. My view distance is "Fantastic" (and it is), but perhaps fog could be tweaked?
I want to reiterate how enthralled I am with this game all over again and how excited I am for the possibilities this opens up. This is the most fun I've had in awhile. I can try to gather more detailed information if necessary. I'm tired and didn't measure or record anything.

My specs:
AMD A10-7800
16GB DDR3 1866
AMD Radeon R9 280x
500GB Samsung Evo 850

output_log.txt excerpts

Code: Select all

Initialize engine version: 5.0.0f4 (5b98b70ebeb9)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 11.0 [level 11.0]
    Renderer: AMD Radeon R9 200 Series (ID=0x6798)
    Vendor:   ATI
    VRAM:     3051 MB
Begin MonoManager ReloadAssembly
Platform assembly: C:\Users\User\Downloads\DFTFU Mod Showcase 1\DFTFU Mod Showcase 1_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Users\User\Downloads\DFTFU Mod Showcase 1\DFTFU Mod Showcase 1_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Users\User\Downloads\DFTFU Mod Showcase 1\DFTFU Mod Showcase 1_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\Users\User\Downloads\DFTFU Mod Showcase 1\DFTFU Mod Showcase 1_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\Users\User\Downloads\DFTFU Mod Showcase 1\DFTFU Mod Showcase 1_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\Users\User\Downloads\DFTFU Mod Showcase 1\DFTFU Mod Showcase 1_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\Users\User\Downloads\DFTFU Mod Showcase 1\DFTFU Mod Showcase 1_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading C:\Users\User\Downloads\DFTFU Mod Showcase 1\DFTFU Mod Showcase 1_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: C:\Users\User\Downloads\DFTFU Mod Showcase 1\DFTFU Mod Showcase 1_Data\Managed\AudioSynthesis.dll (this message is harmless)
Loading C:\Users\User\Downloads\DFTFU Mod Showcase 1\DFTFU Mod Showcase 1_Data\Managed\AudioSynthesis.dll into Unity Child Domain
Platform assembly: C:\Users\User\Downloads\DFTFU Mod Showcase 1\DFTFU Mod Showcase 1_Data\Managed\SmartLocalization_Runtime.dll (this message is harmless)
Loading C:\Users\User\Downloads\DFTFU Mod Showcase 1\DFTFU Mod Showcase 1_Data\Managed\SmartLocalization_Runtime.dll into Unity Child Domain
- Completed reload, in  0.059 seconds
desktop: 1920x1200 60Hz; virtual: 3200x1200 at 0,0
<RI> Initializing input.<RI> Input initialized.<RI> Initialized touch support.Platform assembly: C:\Users\User\Downloads\DFTFU Mod Showcase 1\DFTFU Mod Showcase 1_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: C:\Users\User\Downloads\DFTFU Mod Showcase 1\DFTFU Mod Showcase 1_Data\Managed\System.dll (this message is harmless)
DFTFU 1.3.11: Looking for valid runtime arena2 path at 'C:/Users/User/Downloads/DFTFU Mod Showcase 1/DFTFU Mod Showcase 1_Data\arena2'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)

DFTFU 1.3.11: Found valid arena2 path at 'C:/Users/User/Downloads/DFTFU Mod Showcase 1/DFTFU Mod Showcase 1_Data\arena2'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)

DFTFU 1.3.11: Setting up content readers with arena2 path 'C:/Users/User/Downloads/DFTFU Mod Showcase 1/DFTFU Mod Showcase 1_Data\arena2'.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)

advancedSkyOn already set: True
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)

Unloading 3 Unused Serialized files (Serialized files now loaded: 0)

Unloading 349 unused Assets to reduce memory usage. Loaded Objects now: 4912.
Total: 31.383018 ms (FindLiveObjects: 0.358457 ms CreateObjectMapping: 0.145668 ms MarkObjects: 30.487902 ms  DeleteObjects: 0.389818 ms)

Unloading 3 Unused Serialized files (Serialized files now loaded: 0)

Unloading 228 unused Assets to reduce memory usage. Loaded Objects now: 7971.
Total: 33.625206 ms (FindLiveObjects: 0.736844 ms CreateObjectMapping: 0.252649 ms MarkObjects: 31.874540 ms  DeleteObjects: 0.759706 ms)

Unloading 2 Unused Serialized files (Serialized files now loaded: 0)

Unloading 372 unused Assets to reduce memory usage. Loaded Objects now: 8197.
Total: 35.552025 ms (FindLiveObjects: 0.657122 ms CreateObjectMapping: 1.100577 ms MarkObjects: 33.281113 ms  DeleteObjects: 0.511453 ms)

IndoorTransitionEvent
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)

ExteriorTransitionEvent

//A LOT of this.....
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)

Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.

//After all of the above ^^

Unloading 2 Unused Serialized files (Serialized files now loaded: 0)
hit: DaggerfallTerrain [696,72]
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebug.gen.cpp Line: 56)


Unloading 2385 unused Assets to reduce memory usage. Loaded Objects now: 11051.
Total: 47.169785 ms (FindLiveObjects: 0.948167 ms CreateObjectMapping: 0.977183 ms MarkObjects: 40.301655 ms  DeleteObjects: 4.941314 ms)

NullReferenceException
  at (wrapper managed-to-native) UnityEngine.RectTransform:INTERNAL_set_anchorMin (UnityEngine.Vector2&)  at UnityEngine.RectTransform.set_anchorMin (Vector2 value) [0x00000] in <filename unknown>:0   at UnityEngine.UI.Slider.UpdateVisuals () [0x00000] in <filename unknown>:0   at UnityEngine.UI.Slider.OnRectTransformDimensionsChange () [0x00000] in <filename unknown>:0 
UnityEngine.Canvas:set_scaleFactor(Single)
UnityEngine.UI.CanvasScaler:SetScaleFactor(Single)
UnityEngine.UI.CanvasScaler:OnDisable()
 
(Filename:  Line: -1)

NullReferenceException
  at (wrapper managed-to-native) UnityEngine.RectTransform:INTERNAL_set_anchorMin (UnityEngine.Vector2&)  at UnityEngine.RectTransform.set_anchorMin (Vector2 value) [0x00000] in <filename unknown>:0   at UnityEngine.UI.Slider.UpdateVisuals () [0x00000] in <filename unknown>:0   at UnityEngine.UI.Slider.OnRectTransformDimensionsChange () [0x00000] in <filename unknown>:0 
UnityEngine.Canvas:set_referencePixelsPerUnit(Single)
UnityEngine.UI.CanvasScaler:SetReferencePixelsPerUnit(Single)
UnityEngine.UI.CanvasScaler:OnDisable()
 
(Filename:  Line: -1)
Last edited by Taemos on Sun May 24, 2015 4:40 pm, edited 1 time in total.

User avatar
LypyL
Posts: 512
Joined: Sun Mar 22, 2015 3:48 am

Re: Player position being reset after using DaggerJet

Post by LypyL »

Thanks for the report Taemos, and it's awesome you're enjoying the demo! The Jet issue is known about and I hope to get to it soon.


While walking across the wilderness, there will occasionally be a slightly jarring transition. This may be when moving from cell to cell. Does anyone else get this?
Could you be a little more specific about this, I'm not sure what's happening exactly.

Taemos
Posts: 41
Joined: Sun May 24, 2015 3:31 am

Re: Player position being reset after using DaggerJet

Post by Taemos »

I suppose it feels like it's dropping a couple of frames, but it's very consistent. I'll travel for what seems to be about the distance of a single pixel of the (original, large-scale) map and the screen will "jerk" while I'm moving (does not matter if HSR is enabled). It's very brief and not extremely disruptive to the game, but it brings down the overall experience. I'll try to get a more accurate description later; not at my personal PC right now. I also may try different drivers, as I'm having one or two problems with my display in general.

User avatar
Interkarma
Posts: 7236
Joined: Sun Mar 22, 2015 1:51 am

Re: Player position being reset after using DaggerJet

Post by Interkarma »

Hey Taemos, welcome. :)

Taemos might be referring to the small pause in movement while new terrain/location data is paged in to the streaming world. I do a lot to mitigate this, but it is still a factor (especially with a slightly larger world like the demo).

You notice this pause more at high speeds as the caching isn't as effective at keeping up with all the data pouring in. It should be a lot less noticeable at "game-normal" walking and running speeds. Faster computers obviously do a lot better. In any case, I will continue to improve this over time.

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