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Potentially broken Building interior

Posted: Sat May 16, 2020 3:53 pm
by herman2000
While experimenting with World Data modification, one of the buildings I encountered appeared slightly bugged. There's no floor underneath the merchandise racks. I created a dump of the building using the internal tools.
Spoiler!
Image
https://cdn.discordapp.com/attachments/ ... ding1.json

Re: Potentially broken Building interior

Posted: Sun May 17, 2020 12:28 am
by Interkarma
This looks like something missing in game data, and would also be present in classic. Can you let us know the Region, Town, and Shop names this was found in?

Re: Potentially broken Building interior

Posted: Sun May 17, 2020 3:51 pm
by herman2000
Welllllllll, it's a custom town from my addition to World data, so it doesn't exactly appear in vanilla in the spot I encountered this in ^^;

(The town is Dunlain Falls from my New Canon Locations World Data set, in the Wrothgarian Mountains, for what it's worth. I haven't specifically hunted this block down in other places, tho'. It's the smaller of two weapons shops.)

Re: Potentially broken Building interior

Posted: Sun May 17, 2020 8:39 pm
by Interkarma
This forum is for DFU support, like setting up and gameplay problems. This sounds more like a modding question now. I'll move into one of those forums.

It's likely a data issue inherited from classic in any case. We've found buildings missing ceilings and with extra sets of stairs, missing some floor is about on par for Daggerfall. :)

At least with the mod system, you can likely inject back the missing piece to complete layout.

Re: Potentially broken Building interior

Posted: Mon May 18, 2020 7:01 pm
by XJDHDR
According to the DumpLocBlock command, WEAPAL02.RMB isn't used anywhere in the game:

Code: Select all

{
    "Alik'r Desert": [],
    "Dragontail Mountains": [],
    "Dwynnen": [],
    "Isle of Balfiera": [],
    "Dak'fron": [],
    "Wrothgarian Mountains": [],
    "Daggerfall": [],
    "Glenpoint": [],
    "Betony": [],
    "Sentinel": [],
    "Anticlere": [],
    "Lainlyn": [],
    "Wayrest": [],
    "Orsinium Area": [],
    "High Rock sea coast": [],
    "Northmoor": [],
    "Menevia": [],
    "Alcaire": [],
    "Koegria": [],
    "Bhoraine": [],
    "Kambria": [],
    "Phrygias": [],
    "Urvaius": [],
    "Ykalon": [],
    "Daenia": [],
    "Shalgora": [],
    "Abibon-Gora": [],
    "Kairou": [],
    "Pothago": [],
    "Myrkwasa": [],
    "Ayasofya": [],
    "Tigonus": [],
    "Kozanset": [],
    "Satakalaam": [],
    "Totambu": [],
    "Mournoth": [],
    "Ephesus": [],
    "Santaki": [],
    "Antiphyllos": [],
    "Bergama": [],
    "Gavaudon": [],
    "Tulune": [],
    "Glenumbra Moors": [],
    "Ilessan Hills": [],
    "Cybiades": []
}

Re: Potentially broken Building interior

Posted: Mon May 18, 2020 7:54 pm
by XJDHDR
That said, I am interested in investigating this. I found that the ceiling has the same problem:
Image

Re: Potentially broken Building interior

Posted: Mon May 18, 2020 7:56 pm
by herman2000
XJDHDR wrote: Mon May 18, 2020 7:01 pm According to the DumpLocBlock command, WEAPAL02.RMB isn't used anywhere in the game:
I kind of both figured and hoped that was the case. I suppose that just means I'm using data that not even the original game is using, in which case, unexpected behavior is to be, uhh, expected.
Thanks.

Re: Potentially broken Building interior

Posted: Mon May 18, 2020 8:43 pm
by XJDHDR
Good news. I've managed to fix this bug:
Image

I'm going to include it in my upcoming bugfix mod but I'll let you have early access to this specific fix:
Edit: Removed attachment. Please see my other post for my new solution.

Re: Potentially broken Building interior

Posted: Wed May 27, 2020 9:56 am
by herman2000
Oh, that's darn sweet! Thank you for looking into this. :D I was hoping it could be this simple.

Re: Potentially broken Building interior

Posted: Fri May 29, 2020 6:04 pm
by XJDHDR
You're welcome.