Identifying Buildings And NPCs

Discuss Daggerfall Workshop news articles.
User avatar
Interkarma
Posts: 2885
Joined: Sun Mar 22, 2015 1:51 am

Identifying Buildings And NPCs

Post by 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/

User avatar
LorrMaster42
Posts: 63
Joined: Thu Dec 24, 2015 12:09 am

Re: Identifying Buildings And NPCs

Post by 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.

User avatar
Interkarma
Posts: 2885
Joined: Sun Mar 22, 2015 1:51 am

Re: Identifying Buildings And NPCs

Post by 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. :)

User avatar
TheLacus
Posts: 566
Joined: Wed Sep 14, 2016 6:22 pm
Contact:

Re: Identifying Buildings And NPCs

Post by 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.

User avatar
Biboran
Posts: 276
Joined: Thu Jun 25, 2015 8:26 pm

Re: Identifying Buildings And NPCs

Post by Biboran » Sat May 27, 2017 9:50 am

Very good to see that with every step game actually get gameplay! :D

User avatar
jman0war
Posts: 250
Joined: Fri Jan 22, 2016 2:41 am
Contact:

Re: Identifying Buildings And NPCs

Post by 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

User avatar
Jay_H
Posts: 1291
Joined: Tue Aug 25, 2015 1:54 am

Re: Identifying Buildings And NPCs

Post by 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:
**INDEFINITE HIATUS** Check out the Daggerfall Unity mod page on ModDB.

User avatar
Nystul
Posts: 1072
Joined: Mon Mar 23, 2015 8:31 am

Re: Identifying Buildings And NPCs

Post by 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...

User avatar
Interkarma
Posts: 2885
Joined: Sun Mar 22, 2015 1:51 am

Re: Identifying Buildings And NPCs

Post by 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.

User avatar
Nystul
Posts: 1072
Joined: Mon Mar 23, 2015 8:31 am

Re: Identifying Buildings And NPCs

Post by 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

Post Reply