sonicboom12345 wrote:
No can do now that I've exited the game, but I remember the location was Gondyn's Quality Supply Store in Gothway Garden. (I've since had another quest dispatch me to Doctor Mordistyr's Gear and it worked just fine.)
I've run through several quests this morning and they've all worked fine. Killed a Lich, killed a Daedroth, killed a Spider in some guy's house, killed a Tiger and a Bear. I can't tell you how great it is to be able to play though these silly little quests all these years later! Really grateful to you for doing all this hard work Interkarma, I hope the rest of the project is all downhill from here.
Great to hear you had more success on subsequent attempts.
sonicboom12345 wrote:
Are you intending to fix these broken quests from the original game for the 1.0 release?
I'm leaving this open to community efforts for now. The decompiled quests already includes previous community fixes from Fixed Quests and DFQFIX, and now fixing the remaining problems are easier than ever - just need to edit a text document.
If nobody gets to this by the time I'm in the final stages of this thing, I'll work through and fix some of the more glaring problems.
sonicboom12345 wrote:
(Nothing to do with quests, but the more I play, the more I realize there's something about the way the game treats the sky that makes me feel dizzy and physically ill -- I think it might be the way the sky texture tilts upward whenever I look down, or something about the way it slips and slides all over the place when I move the mouse in little circles, even though the buildings are a static frame of reference. Just a graphical critique, don't remember what the original game behavior was.)
The sky works the same as classic Daggerfall, but changes to aspect ratio (4:3 to widescreen), freedom to look all the way up and down, and larger draw distances serve to enhance the disconnect between the physical world and what is literally a 2D image sliding around behind everything. Daggerfall didn't even have a proper skybox setup. There are ways to improve this (like mapping texture to inside of a cylinder) but they result in distortions to the sky art that are also uncomfortable. Trade offs either way.
Highly recommend you get Lypyl's Enhanced Sky mod from the
Released Mods page. Not only is it beautiful, it's a proper modern skybox that won't slip around and make you uncomfortable.
sonicboom12345 wrote:
Does the game drop the quest mob into the dungeon from the moment you enter, or does it wait until you're within a certain proximity to spawn? Just thinking about the Acute Hearing talent and how its utility might be affected if the latter -- although it was always kind of useless.
Powered through another couple quests, no issues to speak of. Out of time for now, but I'll be on to run some more later today when I get a free moment.
There are a few main steps to the process:
- Quest defines a Place resource: "Place _mondung_ remote dungeon"
- Quest defines a Foe (or Item/NPC): "Foe _werewolf_ is Werewolf"
- Then quest allocates the Foe to the Place: "place foe _werewolf_ at _mondung_"
- Internally, this creates a SiteLink which enumerates quest markers and assigns Foe to a random marker in the Place.
- When player enters the target Place, the transition code in PlayerEnterExit will call a post-layout step to step through SiteLinks and inject monster (or Item/NPC) onto their target marker position.
Up until most recent builds, the monster could only be placed at time of transition into building/dungeon. This broke certain quests (like "Domestic Squabble" / M0B30Y08) where the zombie would only be allocated at night once player was already inside the building. But Daggerfall Unity could only place monster at the time player entered. This catch 22 was resolved in latest builds and Daggerfall Unity can now hot-place monsters at assignment time even if player is inside target location.
Thanks for testing!