The latest devblog post breaks down how I implemented building and NPC info clicks for player.
http://www.dfworkshop.net/identifying-b ... -and-npcs/
Identifying Buildings And NPCs
- LorrMaster42
- Posts: 65
- Joined: Thu Dec 24, 2015 12:09 am
Re: Identifying Buildings And NPCs
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.
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.
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Identifying Buildings And NPCs
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.
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.
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: Identifying Buildings And NPCs
Great work! I love where this is going.
- Biboran
- Posts: 277
- Joined: Thu Jun 25, 2015 8:26 pm
Re: Identifying Buildings And NPCs
Very good to see that with every step game actually get gameplay!
- jman0war
- Posts: 315
- Joined: Fri Jan 22, 2016 2:41 am
- Contact:
Re: Identifying Buildings And NPCs
Great progress InterKarma.
I really like the scrolling 'shop quality' text.
I really like the scrolling 'shop quality' text.
Find my Vibrant Terrain Flats mod at Nexusmods: https://www.nexusmods.com/daggerfalluni ... ?tab=files
- Jay_H
- Posts: 4072
- Joined: Tue Aug 25, 2015 1:54 am
- Contact:
Re: Identifying Buildings And NPCs
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
I feel like once questing's implemented, DFU's gonna be at 0.9 instead of 0.5 because of everything it involves
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: Identifying Buildings And NPCs
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...
i am running around with 12-15fps in daggerfall city...
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Identifying Buildings And NPCs
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.
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.
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: Identifying Buildings And NPCs
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