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Hanging mode discontinued

Posted: Tue Jul 30, 2019 5:55 pm
by MeteoricDragon
Hi everyone, I've been working on the hanging mode and I've determined that it is just too impractical to implement it in Daggerfall, it's like trying to I can get it to kind of work, but not enough for a satisfying gaming experience. I think that I've pushed the unity system to its limits and I think that I've made the player able to do feats in spite of the limitations of Daggerfall's geometry. The player is still able to do lots they weren't able to do before, climbing in all directions, and wrapping around inside and outside corners and rappelling down walls. I'm going to discontinue working on the hanging aspect. I'll leave the code there, but put something to disable its use. If someone feels like picking up where I left off, that's perfectly fine with me. I plan on focusing on fixing other bugs with climbing or other areas in DFU.

Re: Hanging mode discontinued

Posted: Tue Jul 30, 2019 7:50 pm
by Interkarma
Hey, welcome back! :) Fair enough, it's better to have something you're happy with than a compromise you're not. Advanced Climbing still feels really great to me even without using hanging mode.

Re: Hanging mode discontinued

Posted: Tue Jul 30, 2019 8:17 pm
by Hazelnut
Hey MD, nice to hear from you - hope life is going well for ya. Sounds like you're making the right call here to me, FWIW. :)

Re: Hanging mode discontinued

Posted: Wed Jul 31, 2019 12:55 am
by King of Worms
Hanging was a bit wild so it feels reasonable its OFF now if its not up to your standards.

About the player motor... its very strange u can strafe with your cart/wagon attached to the horse. With just a horse its ok. With attached cart its just plain wrong.

I know... its same as in original. But its very strange to say at least... same as jumping with the wagon....

I think there should be some difference between horse and wagon transportation. Maybe horse should be fastrr as well.

But.. whats the reason to use cart than.. this whole part of Daggerfall doesnt make much sense.

Re: Hanging mode discontinued

Posted: Wed Jul 31, 2019 5:23 am
by pango
King of Worms wrote:
Wed Jul 31, 2019 12:55 am
same as jumping with the wagon....
You can't jump with a wagon... unless that's what you meant in this sentence?

Re: Hanging mode discontinued

Posted: Wed Jul 31, 2019 7:19 pm
by jayhova
I would like to see instead a method of dealing with eaves on buildings so it is possible to get on to roofs.

Re: Hanging mode discontinued

Posted: Thu Aug 01, 2019 2:32 am
by MeteoricDragon
jayhova wrote:
Wed Jul 31, 2019 7:19 pm
I would like to see instead a method of dealing with eaves on buildings so it is possible to get on to roofs.
Actually I remember that I was able to get that working for some eaves, but ran into problems when trying to do it for all of them. I'll see what I can do. Maybe. Thing is that the player goes into hanging mode when pushing against the eave, then they need to press backwards to scale it.

Re: Hanging mode discontinued

Posted: Thu Aug 01, 2019 2:41 am
by mikeprichard
Yeah, if it's causing as many problems as it seems, it definitely seems to be the right thing to do to leave this behind and put your considerable skills to use helping to fix the many remaining bugs in DFU generally. Thanks for your work!

Re: Hanging mode discontinued

Posted: Wed Sep 18, 2019 11:59 pm
by NoobioDF
I think your decision is basically the right one, since it was having issues on those eaves.

The other thing is, those eaves could be imagined to be there to prevent things for a reason. They might even be more than eaves, but just represented as such.

We can still climb at flat top areas and roofs, and the Advanced Climbing is already incredible and pushing the limits of what might be considered acceptable and possibly game-intended if it could have been implemented at the time. Side to side climbing with up and down, that's already very coolio along with the ability to look around while climbing, that adds a lot of power and immersion. With the fix to ranged combat and casting for the A.I. this is a good balance to it.

I can easily imagine the eaves as being iron pointy protections to prevent shenanigans as well. I mean, it isn't as if a Thieves Guild doesn't suggest that crime is a major issue in Daggerfall already, so some prevention is likely to be atttempted and common.

Re: Hanging mode discontinued

Posted: Wed Sep 25, 2019 5:23 am
by jayhova
I was thinking something like a vaulting mode. The idea being that as you come into contact with a surface perpendicular to your climbing surface if you continue to move in that direction (up) you automatically attempt to vault the obstruction. This would require another climb check to accomplish. The bigger the vault the more difficult the climb check. I'm picturing the transition to happen as though you are stopped still moving your hand along a surface but now that surface is above your head. The delay you experience before vaulting the obstacle is the time it takes to reach the edge of said surface and move there. As long as there is nothing to stop your upward progress you would continue to move up until there was another surface to move along. This would have the added benefit of allowing ledges and other small obstacles to be quickly bypassed. Downward movement would work the same only in reverse.