Jay_H wrote:Cooperative and dissonant AI are things I always felt Daggerfall majorly lacked. Charming, summoning, and rival factions would be such awesome additions.
That looks like some *hate/fear grouping, and maybe /love, as well.
* Explanation in case it's needed for someone: Simple way of getting some organized behaviours. Strength of enemy determines whether hated (and attacked) or feared (and run from). "Love" means "hang around with" and tilts hate/fear equation.
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.
@gav_clayton bug report: towns & taverns (mayabe others) aren't choosing song and looping, they do 1 loop, pause briefly, start next song
I made this change to help reduce "loop fatigue" when player is in one playlist context for a while. Those tavern tracks can be torture.
Until I saw this tweet I had assumed the current music implementation was bugged or simply placeholder until later in the dev cycle. On my end the music doesn't even loop once. The pause between a track change is distractingly long; in one case there was 10 seconds of complete silence until a new track began to play. On top of that, a great deal of Daggerfall compositions were designed to be seamlessly looped and not reach a gradual climax like later TES titles, so there is typically an abrupt halt when the track ends.
I think this system needs another look down the road. At the moment it doesn't sound right IMHO.
Thanks, I've taken all that on board. Since a few people have assumed this is a bug, I'll set this back to looping the same track.
One the technical front, seamless looping is another problem altogether. You need to keep in mind songs are being played through an open-source software synth (there is no MIDI functionality in Unity) and they've been converted from proprietary HMI format to MIDI. I had to research, build, or integrate every bit of tech required to have MIDI music at all in Daggerfall Unity. And one of the limitations of that process is that seamless looping isn't going to work perfectly as expected. I'm not a deep audio specialist however, it's entirely possible someone down the track will iterate over the MIDI support to improve this. But it's not a priority for me at this time.
So, no problems to loop tracks, I'll put that in next build. Just don't expect seamless looping right now. Cheers.
No worries. Sorry, that post sounded harsher than I meant it to. I wasn't aware (though had begun to suspect) that Unity did not support MIDI, and overlooked the proprietary hurdle as well. I'm grateful for the stage it's at now, especially in these circumstances. As you say, there are more important things to think about. Thanks for reading.
All good mate, I appreciate the feedback and agree with what you've said about the looping vs random track changes. And hopefully seamless looping can be implemented properly at some point in the future.
I didn't mean a recreation of the sprites i just meant to replace the ones with nudity with similar ones without it that already exist in the base game.