Notebook implementation

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Hazelnut
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Notebook implementation

Post by Hazelnut » Sun Oct 21, 2018 6:45 pm

Just wanted to let other devs know I'm working on implementing the notebook that never made it into classic. Planning to keep it very simple - journal will have three display modes: Quests, Finished Quests & Notebook. Notebook will have any conversations copied as well as player entered notes, and will mean the 'n' key will finally do something. Also have a couple other small ideas for journal, so just a heads up.

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Interkarma
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Re: Notebook implementation

Post by Interkarma » Sun Oct 21, 2018 8:02 pm

That's awesome! Looking forward to seeing what you build.

R.D.
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Re: Notebook implementation

Post by R.D. » Mon Oct 22, 2018 9:50 am

You may know this, but in the early Daggerfall demo, the notebook is accessible, so you could look at that if you want. Maybe it could help in figuring out what a button was supposed to do, etc.

(DAGDEMO.ZIP here)
https://en.uesp.net/wiki/Daggerfall:Files

That demo is really buggy, though, and if I recall I think the notebook is glitchy and incomplete.

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Hazelnut
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Re: Notebook implementation

Post by Hazelnut » Mon Oct 22, 2018 10:40 am

Thanks, I didn't know about that. I may take a look, but I've already gone my own way on this - figured that we're free here since don't need to match classic. Decided to keep it pretty simple.

R.D.
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Re: Notebook implementation

Post by R.D. » Mon Oct 22, 2018 10:56 am

If I remember, the notebook in that demo is kind of like some primitive graphics editing program, you can create lines and stuff, set the color of your font. Seems pretty unnecessary.
Decided to keep it pretty simple.
Yeah, I think just being able to create text is probably good enough :)

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Hazelnut
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Re: Notebook implementation

Post by Hazelnut » Mon Oct 22, 2018 11:16 am

Glad you agree, implementing a crappy version of MS paint is not something I have any motivation to do. :D

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Hazelnut
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Re: Notebook implementation

Post by Hazelnut » Tue Oct 23, 2018 10:50 pm

So I've been making great progress with this, here's a teaser of the 3rd journal 'tab' which has player entered notes and conversations copied from Talk window.

Entries can be moved or removed - same for finished quests tab. (not shown)

You can select specific chunks of text from a conversation (that's where the blank lines come from.. there were other text chunks not copied, in this case repeated questions about employment) or select the whole conversation up to that point. It only copies when you exit the Talk window, so you can copy exactly what you want to!

The first entry is a player note and the following two are conversations:
Attachments
Notebook.png
Notebook.png (437.15 KiB) Viewed 742 times

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pango
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Re: Notebook implementation

Post by pango » Tue Oct 23, 2018 11:08 pm

That looks very sweet!
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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Hazelnut
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Re: Notebook implementation

Post by Hazelnut » Tue Oct 23, 2018 11:22 pm

Thanks Pango! :D

Fitting it into the DF UI makes it a little clunky but it works really well. I know you're quite happy to get code from GitHub and run in editor yourself, so if you fancy testing it - please go ahead. Any issues you find, either post here or PM me.

It's here: https://github.com/ajrb/daggerfall-unity/tree/notebook

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Jay_H
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Re: Notebook implementation

Post by Jay_H » Wed Oct 24, 2018 1:37 am

Hah, this is one of those things you didn't realize you needed until you had it :D A great idea. I forget about peasant directions way too often. This'll be especially useful when quests depend on rumors to lead you somewhere, as is the case for a couple of vanilla things.

One thing I would think cool (though I don't know how wieldy it would be) is to have a tab that records the quests you've accepted over time. It'd get pretty long eventually, but maybe it'd just have the first snippet of the acceptance log in the journal or something, accompanied by the date: a permanent record of your character's activities.
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