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Identifying Buildings And NPCs

Posted: Sat May 27, 2017 2:16 am
by Interkarma
The latest devblog post breaks down how I implemented building and NPC info clicks for player.

http://www.dfworkshop.net/identifying-b ... -and-npcs/

Re: Identifying Buildings And NPCs

Posted: Sat May 27, 2017 5:46 am
by LorrMaster42
Good read!

As for linking location data to other parts of the game, I'm curious how possible it will be to go in and change how a building gets generated, while still making it work with the quest system. I know that quest target locations are defined by quest markers, with a bunch of them for every dungeon, but will these be seen by the rest of the game? Same goes for dungeon entrances and such.

Re: Identifying Buildings And NPCs

Posted: Sat May 27, 2017 6:56 am
by Interkarma
Because the quest system is still being built, it's difficult to say how changing the buildings would interact right now. And anything I say might change in the future.

It's theoretically possible to change buildings though and still keep the legacy data links (like block index & record index). It just something future mod enablers and mod creators will need to work through. Right now I'm focused mainly on recreating the original game and getting that scaffold in place. :)

Re: Identifying Buildings And NPCs

Posted: Sat May 27, 2017 9:20 am
by TheLacus
Great work! I love where this is going.

Re: Identifying Buildings And NPCs

Posted: Sat May 27, 2017 9:50 am
by Biboran
Very good to see that with every step game actually get gameplay! :D

Re: Identifying Buildings And NPCs

Posted: Sat May 27, 2017 1:56 pm
by jman0war
Great progress InterKarma.
I really like the scrolling 'shop quality' text.

Re: Identifying Buildings And NPCs

Posted: Sat May 27, 2017 5:15 pm
by Jay_H
YAAAY! New devpost! :)

I feel like once questing's implemented, DFU's gonna be at 0.9 instead of 0.5 because of everything it involves :lol:

Re: Identifying Buildings And NPCs

Posted: Tue May 30, 2017 7:54 am
by Nystul
unfortunately performance in towns is very bad now on my system - the fps I get now are less than half the fps than before the code changes made for identifying buildings
i am running around with 12-15fps in daggerfall city...

Re: Identifying Buildings And NPCs

Posted: Tue May 30, 2017 12:01 pm
by Interkarma
What you're probably experiencing is an exception ticking in the background which the log will have more information on. Send me a copy if you can and I'll work through it. :)

To be honest, I wouldn't expect things to work well right now. I'm about 50% through a major overhaul to city layout process and would be more surprised if it didn't have problems in the current state. That's why I haven't released any new builds lately.

There's nothing been added that would place additional load on rendering, etc. Just new metadata stored to link different systems together. Once the bugs have been sorted out, it should return to normal.

Re: Identifying Buildings And NPCs

Posted: Tue May 30, 2017 1:02 pm
by Nystul
no exceptions here, but somehow with all mods enabled system load is higher than before. maybe too much action in one of the gameobject's update functions - will investigate more on this