Daggerfall Unity 0.4.x - "Fighters" Update

For all talk about quests. Creating, testing, bugs, and development progress.
User avatar
TheLacus
Posts: 923
Joined: Wed Sep 14, 2016 6:22 pm
Contact:

Re: Daggerfall Unity 0.4.x - "Fighters" Update

Post by TheLacus » Fri Jul 14, 2017 7:36 pm

Just tried it, wandering npcs around towns are awesome to see :D
Jay_H wrote: Also, for some reason my monster sprites continue to be pixellated, even when I set settings to Fantastic.
I believe you're looking for filter modes in advanced settings window but i'm not sure what do you expect to happen :)
Malinoski wrote:I downloaded latest Daggerfall Unity but I have Bethesda version of the game so I must copy .vid files to Arena2 folder but I don't know where are those files. Please help me
If i remember correctly they are shipped with the other files but they aren't moved in the final folder. If you don't have them anymore you can download DaggerfallGameFiles.zip from the live builds page.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

User avatar
Jay_H
Posts: 2701
Joined: Tue Aug 25, 2015 1:54 am

Re: Daggerfall Unity 0.4.x - "Fighters" Update

Post by Jay_H » Fri Jul 14, 2017 7:46 pm

TheLacus wrote:I believe you're looking for filter modes in advanced settings window but i'm not sure what do you expect to happen :)
Wow! I just changed it to bilinear and the difference is enormous! Thank you!

User avatar
Interkarma
Posts: 4832
Joined: Sun Mar 22, 2015 1:51 am

Re: Daggerfall Unity 0.4.x - "Fighters" Update

Post by Interkarma » Fri Jul 14, 2017 9:03 pm

CM August wrote:Hi! I'm very happy to see such progress being made on this project. I've encountered only two issues to report so far in my questing.
Thank you CM August, and welcome to the forums. :)
CM August wrote: In the quest to kill a werecreature, I was unable to find the monster in the dungeon. Typing tele2qspawn transported me to where is should have been but... no monster.
Image

I left and then re-entered the dungeon, and found on this occasion it had spawned properly (typing the same tele2spawn command; it happened to span in the same location it wasn't before) and I was able to then finish the quest without issue.
Image
I haven't been able to reproduce this one. I will say that "tele2qspawn" will drop you right on top of the target creature, and you'll need to move forward a bit and turn around to see them. Not sure if that was the problem in this case or not, since you found it OK on the second attempt. If you can reproduce, please email me a copy of your output log to review.

CM August wrote: Later, I did the same giant quest you showed off in your video besides getting the nomap variation; after escorting the victim to their town I turned in the quest and accepted my gold reward, but the quest didn't complete itself and subsequent attempts at clicking "get quest" simply closed the text box. I checked the corresponding quest script and couldn't see anything immediately wrong with it, but I'm not too literate with such things. I thought I'd let you know anyway in case it's an engine bug.
Image

Once again it's a pleasure to see this coming together, and thank you for all the great work you've been doing. :)
Not sure on this one. If you received the reward, this should have ended the quest. Sounds like a quest engine bug on my side. If you can reproduce this again, please email me a copy of the output log, it might have more information for me.

User avatar
Interkarma
Posts: 4832
Joined: Sun Mar 22, 2015 1:51 am

Re: Daggerfall Unity 0.4.x - "Fighters" Update

Post by Interkarma » Fri Jul 14, 2017 9:12 pm

Nystul wrote:great work! I noticed that automap state is no longer saved to disk when creating save games. ;)
Thanks for letting me know. :)

Looking into this, the Automap.GetState() call is throwing an exception.

Code: Select all

GameManager could not find component type DaggerfallWorkshop.Game.DaggerfallAutomap on object Automap.
I think this is because the two Automap GameObjects were moved to exist under the Automap GameObject, whereas previously the script was attached to the Automap object itself.

Edit: Fixed now. GameManager will be aware of the new GameObject in next build.

Malinoski
Posts: 3
Joined: Fri Jul 14, 2017 5:32 pm

Re: Daggerfall Unity 0.4.x - "Fighters" Update

Post by Malinoski » Fri Jul 14, 2017 9:22 pm

TheLacus wrote: If i remember correctly they are shipped with the other files but they aren't moved in the final folder. If you don't have them anymore you can download DaggerfallGameFiles.zip from the live builds page.
Thanks for answer, I already played it, and it looks amazing. It's sad it isn't fully playable yet but project is developing quickly so I hope it will be in not very far future. Meanwhile I will play original Daggerfall and track progress of Daggerfall Unity, and who knows, maybe I'll try to make some mods for Daggerfall Unity?

User avatar
Interkarma
Posts: 4832
Joined: Sun Mar 22, 2015 1:51 am

Re: Daggerfall Unity 0.4.x - "Fighters" Update

Post by Interkarma » Fri Jul 14, 2017 9:22 pm

Jay_H wrote: Interkarma, it appears that in the Linux build, "Mods" is not a generated folder in /DaggerfallUnity_Data/StreamingAssets. I'm making the folder myself to add the mods on my local installation to see how it works.
Interesting, this looks to be getting stripped by build process. It's present in the Windows build, which is also created by Cloud Build. I've added a "readme" file into that folder which should stop it from being stripped by the build process.
Jay_H wrote: Also, for some reason my monster sprites continue to be pixellated, even when I set settings to Fantastic. Take a look at this Daedroth:
Image
I think that's about right - he's a really low quality sprite this one for his scaling size. I see from a subsequent post you've changed the filtering settings and are happy with that. That makes me happy. :)

sonicboom12345
Posts: 13
Joined: Wed Nov 30, 2016 12:09 am

Re: Daggerfall Unity 0.4.x - "Fighters" Update

Post by sonicboom12345 » Fri Jul 14, 2017 9:39 pm

Thanks for all your hard work as usual, Interkarma.

Unfortunately I'm running into all sorts of problems. Attempting to run quests out of Gothway Garden. It often seems I can turn in quests without having completed the objective, or even departing the guild. I turned in several quests by accident just by clicking the red exit button the dialogue window. (The qg's sprite was directly behind the exit button, and clicking the button registered as speaking to the qg in the selfsame mouseclick, which had the effect of instantaneously completing the quest.)

The qg gives me my reward, which is always 100 gold. The quest entry is cleared from my log. The text at the left side of the screen changes to show the quest as finished, but does not go away. (Not certain if that is intended behavior or not.)

I thought I had read that the quest state should not be conserved between saves, but I'm getting exactly the opposite effect I can save at the door of the fighter's guild. Walk up to the qg, start a quest. Then restore back to the door of the fighter's guild. The left text will still show the quest as running. The quest will still appear in my log.

I tried running a quest to kill the bear in somesuch person's house. Went there. No bear. Went back to questgiver. Clicked. Got reward.

I would like to help but I'm not sure what to post. If there's any debug info I can provide let me know.

User avatar
Interkarma
Posts: 4832
Joined: Sun Mar 22, 2015 1:51 am

Re: Daggerfall Unity 0.4.x - "Fighters" Update

Post by Interkarma » Fri Jul 14, 2017 9:46 pm

sonicboom12345 wrote:Thanks for all your hard work as usual, Interkarma.

Unfortunately I'm running into all sorts of problems. Attempting to run quests out of Gothway Garden. It often seems I can turn in quests without having completed the objective, or even departing the guild. I turned in several quests by accident just by clicking the red exit button the dialogue window. (The qg's sprite was directly behind the exit button, and clicking the button registered as speaking to the qg in the selfsame mouseclick, which had the effect of instantaneously completing the quest.)

The qg gives me my reward, which is always 100 gold. The quest entry is cleared from my log. The text at the left side of the screen changes to show the quest as finished, but does not go away. (Not certain if that is intended behavior or not.)

I thought I had read that the quest state should not be conserved between saves, but I'm getting exactly the opposite effect I can save at the door of the fighter's guild. Walk up to the qg, start a quest. Then restore back to the door of the fighter's guild. The left text will still show the quest as running. The quest will still appear in my log.

I tried running a quest to kill the bear in somesuch person's house. Went there. No bear. Went back to questgiver. Clicked. Got reward.

I would like to help but I'm not sure what to post. If there's any debug info I can provide let me know.
Hi sonicboom12345. :)

Please have a closer read of the second post in this thread again. All of your issues are covered there.
  • Many quests scripts do not properly check for quest completion and just give player a reward if you talk to quest giver immediately after accepting quest.
  • Some quest scripts do not clear quest-giver clicks. This results in quest ending triggering immediately once target completed, not when player returns as expected.
These exact issues even happen in classic Daggerfall. It's a problem with the script itself, not a quest engine problem on my side.
  • Quests are not saved/loaded with your character, or aware of save/load in any way whatsoever. Exiting the game will remove all runtime quest state. Full quest save/load will be added in the near future before 0.4 cycle is completed.
I've updated text here. The quest system is not save/load aware in any way whatsoever. Please don't save/load while testing quests. :)

sonicboom12345
Posts: 13
Joined: Wed Nov 30, 2016 12:09 am

Re: Daggerfall Unity 0.4.x - "Fighters" Update

Post by sonicboom12345 » Fri Jul 14, 2017 9:49 pm

Ah, I see. So sorry! I will have to read closer in the future.

User avatar
Interkarma
Posts: 4832
Joined: Sun Mar 22, 2015 1:51 am

Re: Daggerfall Unity 0.4.x - "Fighters" Update

Post by Interkarma » Fri Jul 14, 2017 9:56 pm

No problems mate. :) Just a few more bits of info for others who might have the same questions.
sonicboom12345 wrote: The qg gives me my reward, which is always 100 gold. The quest entry is cleared from my log. The text at the left side of the screen changes to show the quest as finished, but does not go away. (Not certain if that is intended behavior or not.)
The quest debugger will always show quests active in the quest machine, even when complete. This is intended so testers can see the ending state. Daggerfall also keeps quests alive for a while after completion for rumours and talk. I emulate this tombstoning behaviour for when those NPCs are more chatty.

You can use keys [ and ] to cycle between quests in the debugger, and the most recent quest will be presented when allocated.
sonicboom12345 wrote: I tried running a quest to kill the bear in somesuch person's house. Went there. No bear. Went back to questgiver. Clicked. Got reward.

I would like to help but I'm not sure what to post. If there's any debug info I can provide let me know.
Not sure about the bear. Try setting that as your only quest (comment out others in the Temp-FightersQuests table) and run it a few times. Let me know if you can reproduce and what building you were sent to (a screenshot of exterior automap while you're standing outside building should suffice).

Also have a listen to see if you can hear the bear growling somewhere inside the house. It could have spawned in the attic (click ladder) or somewhere else unexpected. You can also try "tele2qspawn" to see where the target is hiding. Sometimes, just like in classic Daggerfall, these things can be hard to find haha. :)

Cheers!

Post Reply