Some things with the Github version...

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Midknightprince
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Some things with the Github version...

Post by Midknightprince » Sun Jan 21, 2018 5:09 am

So when I have post proc turned on, and the texture compression thing turned on in the options this is what happens.
I turn compression off, it goes away.
That or post proc..
It seems to take longer to load the game too (maybe that's just me).
And I saw that you put water effects in there, but I'm in wayrest right now doing the wayrest painting quest and theres no water.
Maybe I misunderstood. if so let me know I want to see the water :D
I even tried it in vanilla just to make sure, here some screens..
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funky.jpg
funky.jpg (324.3 KiB) Viewed 825 times
comprerssion off.jpg
comprerssion off.jpg (550.38 KiB) Viewed 825 times
no water in wayrest.jpg
no water in wayrest.jpg (259.05 KiB) Viewed 825 times
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Interkarma
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Re: Some things with the Github version...

Post by Interkarma » Sun Jan 21, 2018 5:31 am

Water effects are still in progress. Anything underway in live code shouldn't be expected to be working. Still have a bit to do before injecting water into scenes automatically. :)

TheLacus might be able to help with the texture compression question. Thank you for testing.

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Midknightprince
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Re: Some things with the Github version...

Post by Midknightprince » Sun Jan 21, 2018 6:29 am

Sweet, I just turned it off.
It was post proc messing with it, gotta have post proc..
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Interkarma
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Re: Some things with the Github version...

Post by Interkarma » Mon Jan 22, 2018 6:18 am

Hey mate! Latest code should now inject water plane during layout time. No underwater visual effects are included at this time, but they're coming up next.
wayrest-water.jpg
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Midknightprince
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Re: Some things with the Github version...

Post by Midknightprince » Mon Jan 22, 2018 2:04 pm

Well that didn't take long.
:D :D :D :D Thank you Interkarma !
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King of Worms
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Re: Some things with the Github version...

Post by King of Worms » Tue Jan 23, 2018 10:18 am

Wow very nice!

Narf the Mouse
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Re: Some things with the Github version...

Post by Narf the Mouse » Wed Jan 24, 2018 5:43 am

"It is watery. You are likely to be eaten by a slaughterfish..."
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

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LorrMaster42
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Re: Some things with the Github version...

Post by LorrMaster42 » Fri Feb 23, 2018 8:06 pm

I have a question regarding the item system. Why aren't items grouped in a class tree system, rather than all just being marked as an "item" class? Wouldn't it be simpler to have an abstract "item" class, with other classes that inherit from it such as "ItemWeapon" or "ItemPotion" and such?

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Interkarma
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Re: Some things with the Github version...

Post by Interkarma » Fri Feb 23, 2018 8:44 pm

Flat item class is informed by Daggerfall's own handling of items, which is group/subgroup fields and templates rather than polymorphism.

What particular problem are you encountering with this design to which you feel polymorphism would be the solution?

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LorrMaster42
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Re: Some things with the Github version...

Post by LorrMaster42 » Fri Feb 23, 2018 9:14 pm

Nothing in particular, it just seems easier to program to me if everything is categorized separately (say if someone wanted to create a new type of item, or wanted to redo parts of the code). It was more of a "Why did you do it this way?" question.

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