Re: Tedious Travel 0.3.0
Posted: Wed Apr 17, 2019 11:45 pm
Welcome to the forums! That reminds me a little of this post I saw about Minecraft's Jens https://imgur.com/UXZpQct
Tools for Daggerfall
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So that's how you do that. Thanks, I'll take that in once I get the time.another that calls a HUDVitals.Update every TediousTravel.Update so that the fatigue meter would drop during autopilot.
Essentially those should already be accounted for, since Tedious Travel uses the normal speed of the character, which is influenced by those skills. But from what I gather you just added in a check to skip random encounters, which makes sense, I guess.I made some "less tedious" tedious travel edits: one that takes the Running and Swimming skill into account and grants a chance to avoid being stopped by an enemy spawn based on them (up to 90% with 100 in both)
Every software developer should wear a shirt with those words on it!I don't really know what I'm doing
Thanks! Love your quests, btw.
Yeah, I just wanted to lessen the chance for random encounters so I figured the Running and Swimming skills would be a somewhat balanced way to determine whether to skip them.
Sure thing. I added my changes as settings configurable in the mod settings gui. The only thing I'm unsure of is that I use a GameManager,ClearEnemies function to remove the random spawn that appears, and I do not know if there are enemies/spawns it clears in the area of the player that it shouldn't.
Something like this is possible, but it would be a whole other mod. TT currently pretty much relies on the whole game running normally, whether that is in the background or on-screen doesn't really make much of an impact in performance...Honestly I think it would be better if there was an option where if you are in wilderness it would show where you are on the travel map and skip loading terrain, while still checking if you get close to a new area or have an encounter and stuff like that.
Without pathfinding, you'd just get stuck everywhere. And pathfinding is way out of the scope here.Also, as long as there is a fast forward walking system, it would be pretty useful if you could also double click on someplace while in the map screen of an exterior map like a city to auto walk there.
Yes! I too would love to see that! And I suspect it wouldn't be too hard to do, but so far I haven't even found the time to check out why it doesn't work in the first place.Compatibility with modded world maps
It doesn't? Whoops, I thought that was the way it worked. That one's at least simple to fix.Make the Escape key interrupt Tedious Travel instead of canceling it;
I agree that on the surface it looks pretty ridiculous that this doesn't happen automatically. But in practice it's a non-trivial problem to detect it. Not unsolvable, mind you, just a bit more complicated than you'd expect. And since currently I can't even manage to find the time/motivation to do basic things like merging in pull requests or doing basic maintenance, it's probably not gonna happen for a while. In the end, I think the pain for the user to hit a button is less than it is for me to detect the state correctly, at least with my current time budget.Automatically interrupt Tedious Travel if you're stuck in place for several frames.
That's an issue that certainly has to be addressed. The problem is as you described, though: The only thing I think I can listen to is the isEnemyNearby flag, and that just seems to update too slowly. Either there is a more reliable way to detect an encounter already in there, in which case I would be glad if anybody told me, but otherwise we might indeed need some kind of event for that.The next main thing would be a better compatibility with quest packs, so that Tedious Travel is interrupted when an encounted is spawned by those.
I wonder if callling some OnEncounter delegate from SpawnE,nemyNearPlayer() (or whatever the method exact name is) would be sufficient... At least it would provide the same behavior as today (stop when there's some enemy nearby), just make it 100% reliablejedidia wrote: ↑Mon May 20, 2019 8:36 am That's an issue that certainly has to be addressed. The problem is as you described, though: The only thing I think I can listen to is the isEnemyNearby flag, and that just seems to update too slowly. Either there is a more reliable way to detect an encounter already in there, in which case I would be glad if anybody told me, but otherwise we might indeed need some kind of event for that.
Of course that raises the problem that all quest mods would then have to be updated to trigger the event at the appropriate time... I honestly have no idea how the quest system works, so I don't know. I would welcome anybody that knows the quest code a bit and would be willing to colaborate on this.