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

Posted: Thu Oct 26, 2017 1:04 am
by Interkarma
CM August wrote:That was fast. You fixed them already :) You the man.
No problems at all. :) I appreciate you testing, and happy to look at these issues. It means that by the time 0.4.x stable is out, we've collectively had a few passes over the primary quest chain and most of the problems should be fixed.

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

Posted: Thu Oct 26, 2017 10:53 am
by R.D.
I suspect this change was what made me notice a very unusual room on the way to the Wayrest treasure vault.
Yes I noticed that one, too, and it's in classic as well. I''ll try to patch it out in a little bit.

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

Posted: Thu Oct 26, 2017 12:52 pm
by CM August
Great to hear; it's a real pleasure seeing your reverse engineering and bugfixing. Best of luck.

A couple more observations on my dungeoneering thus far:
Spoiler!
  • The activation boxes for the many small wall levers in Castle Sentinel seemed a bit too fiddly to me; still not sure exactly where was the right place to click.
  • I get a spamming door-opening sound effect when standing in the middle of the Wayrest and Orsinium treasure chambers. I'm not sure how these things work, but I presume the dungeon block is scripted to open the side-doors and enemies to charge you when standing in that spot, but something is misfiring. The enemies themselves don't budge until you get within normal detection range.
  • No wonder the "info" for the Wayrest painting is broken; after watching a vanilla playthrough it displays an image file in the info popup. That's really neat, though hopefully not a huge headache for Hazenut.

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

Posted: Thu Oct 26, 2017 11:34 pm
by Interkarma
CM August wrote: The activation boxes for the many small wall levers in Castle Sentinel seemed a bit too fiddly to me; still not sure exactly where was the right place to click.
This one is my fault. It's the result of a quick and dirty fix that I'll be cleaning up later. In the meantime, aim slightly above the lever and you should hit it. Sorry for the hassle.

CM August wrote:I get a spamming door-opening sound effect when standing in the middle of the Wayrest and Orsinium treasure chambers. I'm not sure how these things work, but I presume the dungeon block is scripted to open the side-doors and enemies to charge you when standing in that spot, but something is misfiring. The enemies themselves don't budge until you get within normal detection range.
I'll check it out, thanks. I believe the triggers should open doors, not sure if it aggros guards at range or not. Will take a look at these actions.

CM August wrote: No wonder the "info" for the Wayrest painting is broken; after watching a vanilla playthrough it displays an image file in the info popup. That's really neat, though hopefully not a huge headache for Hazenut.
Currently no support for images in popup messages, but will look at this when I can. Cheers. :)

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

Posted: Sat Oct 28, 2017 6:33 am
by CM August
Cool, thanks.

I've just done a playtest of Morgiah's Wedding in vanilla Daggerfall. When handing the letter to King of Worms and his reply to Morgiah, the item is removed from your inventory. In DFU they both remain until the quest is marked as Finished. I suspect the same thing occurs when handing the death certificate to Lhotun at the end of Missing Prince, but I haven't got that far in vanilla yet.

Edit: OK, I've now completed Missing Prince in vanilla as well. Observations:
  • The death certificate is removed from your inventory upon handing it to Lhotun and receiving your reward.
  • The journal entries are also cleared.
  • It's not possible to subsequently hand the death certificate to Akorithi or the others after giving it to Lhotun. You can speak with them, receive noble quests etc. as normal.
  • The quest debugger indicates Sx001 is still running and Lhotun is non-interactive as expected.
  • Lhotun's initial letter to you and the letter from the Underking's agent are retained after quest hand-in, as in DFU.
  • I did not receive the second quest journal entry after meeting the Underking's agent. Presumably an error in vanilla script that's been corrected for DFU. However, that exposed another oversight - task S.00 lacked an entry remove log step 1 in addition to step 0 in order to clear the journal properly. Adding it to my quest file seemed to do the trick.
And the difference in dungeon selection which has already been noted elsewhere.

Looking at the quest script along with those of other quests, it seems toting anItem and anNPC clicked in vanilla is meant to remove the item in question (or I could have just looked at Donald Tipton's documentation a little closer and saved me some time - doh!). At the moment it looks like DFU doesn't do this.
Speaking of Tipton's documentation, mute npc anNPC (currently unimplemented according to roadmap) allegedly causes an NPC to ignore mouse clicks from the player, but in practice I can still interact with everyone besides Lhotun in vanilla after Sx001's quest hand-in (stage S.00) as noted above. Not sure what that means.

That's it for now. Whew!

PS: On an unrelated note, I stumbled on a town during Jester's Day during testing, which had a %t[unhandled] macro in the popup text. According to UESP and Tipton's doc this is a ruler's title.

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

Posted: Sat Oct 28, 2017 12:33 pm
by Jay_H
CM August wrote:PS: On an unrelated note, I stumbled on a town during Jester's Day during testing, which had a %t[unhandled] macro in the popup text. According to UESP and Tipton's doc this is a ruler's title.
That's more Hazelnut's territory :) I theorize it isn't in place yet due to unimplemented regional rulers so far.

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

Posted: Sat Oct 28, 2017 1:20 pm
by CM August
Haha yeah, really I'm just writing down the anomalies as I came across them. :) Just re-checked the holiday text pull request on github and Allofich had even said as much about the macros, so my observation was hardly necessary. Please excuse any redundancies on my part.

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

Posted: Sat Oct 28, 2017 2:52 pm
by R.D.
Hazelnut's on a bit of a hiatus, I think. I looked into it and the %t macro was pretty simple, it just goes based on the "ruler" value from FACTIONS.TXT for the current region. I just put up a PR for it.
Allofich had even said as much about the macros, so my observation was hardly necessary
Don't sweat it! I think it's still good to have confirmation or reminder of bugs.

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

Posted: Sat Oct 28, 2017 9:16 pm
by Jay_H
Cool! I can start to use the ruler macro in some quests. Thank you :)

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

Posted: Sat Oct 28, 2017 10:04 pm
by Interkarma
CM August wrote: Looking at the quest script along with those of other quests, it seems toting anItem and anNPC clicked in vanilla is meant to remove the item in question (or I could have just looked at Donald Tipton's documentation a little closer and saved me some time - doh!). At the moment it looks like DFU doesn't do this.
Yeah, this is a limitation right now (I forgot to add the implicit secondary action of removing item). Thank you for reminder, I've added this to my list for next session.

CM August wrote: Speaking of Tipton's documentation, mute npc anNPC (currently unimplemented according to roadmap) allegedly causes an NPC to ignore mouse clicks from the player, but in practice I can still interact with everyone besides Lhotun in vanilla after Sx001's quest hand-in (stage S.00) as noted above. Not sure what that means.
I think it's just meant to block clicks from going into quest system. I just left it so I could return to it later. When I do implement, I'll just treat the NPC as muted from quest system clicks - they can still be used as a talking-post.