Identifying Buildings And NPCs

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Interkarma
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Identifying Buildings And NPCs

Postby Interkarma » Sat May 27, 2017 2:16 am

The latest devblog post breaks down how I implemented building and NPC info clicks for player.

http://www.dfworkshop.net/identifying-b ... -and-npcs/
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LorrMaster42
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Re: Identifying Buildings And NPCs

Postby LorrMaster42 » Sat May 27, 2017 5:46 am

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.
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Interkarma
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Re: Identifying Buildings And NPCs

Postby Interkarma » Sat May 27, 2017 6:56 am

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. :)
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TheLacus
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Re: Identifying Buildings And NPCs

Postby TheLacus » Sat May 27, 2017 9:20 am

Great work! I love where this is going.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.
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Biboran
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Re: Identifying Buildings And NPCs

Postby Biboran » Sat May 27, 2017 9:50 am

Very good to see that with every step game actually get gameplay! :D
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jman0war
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Re: Identifying Buildings And NPCs

Postby jman0war » Sat May 27, 2017 1:56 pm

Great progress InterKarma.
I really like the scrolling 'shop quality' text.
some of my Daggerfall work can be found here: http://www.thehungryartist.com/games.html
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Jay_H
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Re: Identifying Buildings And NPCs

Postby Jay_H » Sat May 27, 2017 5:15 pm

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:
Come give your feedback on the ideas in my general thread, and share your DFU characters in the character thread.
Quest-writing tutorial here. Guide for new Daggerfall players here. Daggerfall Mechanics thread here.
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Nystul
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Re: Identifying Buildings And NPCs

Postby Nystul » Tue May 30, 2017 7:54 am

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...
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Interkarma
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Re: Identifying Buildings And NPCs

Postby Interkarma » Tue May 30, 2017 12:01 pm

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.
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Nystul
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Re: Identifying Buildings And NPCs

Postby Nystul » Tue May 30, 2017 1:02 pm

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

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