6 nitpicking requests (now with even more nitpicking)

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jayhova
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6 nitpicking requests (now with even more nitpicking)

Post by jayhova » Mon Mar 11, 2019 6:29 pm

  • Fix items (like loot piles etc) that hang fixed in space and are unaffected by gravity and moving platforms.
  • Make it possible to switch to inventory or character sheet directly without having to exit the first screen
  • Fix the lighting that adjusts after going to default lighting. (when you go out at night the lighting starts at the defalt level and then dims to the selected level)
  • Allow windows at night to generate a small amount of illumination. (very obvious they don't when the default illumination is turned down)
  • Stop city walkers from walking in water (Just seems like a thing ordinary people would do)
  • NPCs being escorted should match the face chosen to represent them in the HUD (I think classic had this same problem)
Last edited by jayhova on Tue Mar 12, 2019 1:32 pm, edited 2 times in total.
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pango
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Re: nitpicking requests

Post by pango » Mon Mar 11, 2019 6:39 pm

jayhova wrote:
Mon Mar 11, 2019 6:29 pm
  • Fix the lighting that adjusts after going to default lighting. (when you go out at night the lighting starts at the defalt level and then dims to the selected level)
That one's easy, it's basically some code removal:
https://github.com/petchema/daggerfall- ... 1ef599dbf3

But I'd like to know why it's there in the first place (it's old code, part of the 10th commit on GitHub or something like that); Is it to smooth transitions that should be smoother in the first place (dawn, dusk,...) or something else.

On the very same branch I extend dawn and dusk light by about half an hour (game time), but it's certainly possible to do better:
https://github.com/petchema/daggerfall- ... /hardlight
When a measure becomes a target, it ceases to be a good measure.
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Interkarma
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Re: nitpicking requests

Post by Interkarma » Wed Mar 13, 2019 11:24 pm

pango wrote:
Mon Mar 11, 2019 6:39 pm
But I'd like to know why it's there in the first place (it's old code, part of the 10th commit on GitHub or something like that); Is it to smooth transitions that should be smoother in the first place (dawn, dusk,...) or something else.
Ambient light transitions are there to smooth between different ambient levels in dungeons when player moves between brighter and darker blocks. For example, crossing back and forth from between a palace block in Wayrest to a standard dungeon block. This smooth lerp to ambient light intensity is also present in classic.

The issue above seems to be is that lighting ramp is jarring when crossing between interiors and exteriors. I'm happy for this to be refined so that ambient does not smoothly lerp for interior/exterior transitions, but it should remain in place for its intended purpose in dungeons, or the lighting change is too abrupt.

BTW, I'll move this General along with other topics in Work Requests. I'm closing the Work Requests forum as it rarely gets used in the way intended. It's a bit superfluous now anyway. :)

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Interkarma
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Re: 6 nitpicking requests (now with even more nitpicking)

Post by Interkarma » Thu Mar 14, 2019 5:46 am

jayhova wrote:
Mon Mar 11, 2019 6:29 pm
Fix items (like loot piles etc) that hang fixed in space and are unaffected by gravity and moving platforms.
This one is a technically game data issue. The way Daggerfall does this is by linking together action records for mobile objects and loot piles. The action record on the moving platform should chain to an action record on the loot pile, somewhat like a Rube Goldberg machine.

The Daggerfall treasury puzzle is a good example of how this can function properly. Most (but not all) of the loot piles have been wired up correctly so they move when the cage is lowered. But In generic dungeons these loot piles generally aren't wired up at all and will hang in space when their "supporting" platform moves away. It's unfortunate, but this issue is in DF rather than DFU. It's something we can possibly fix later, along with other game data issues of the sort.

jayhova wrote:
Mon Mar 11, 2019 6:29 pm
Fix the lighting that adjusts after going to default lighting. (when you go out at night the lighting starts at the defalt level and then dims to the selected level)
I've just issued a fix for this. Ambient lighting will no longer smoothly lerp for interior/exterior transitions, just dungeon blocks with different ambient levels where it was intended.

jayhova wrote:
Mon Mar 11, 2019 6:29 pm
Stop city walkers from walking in water (Just seems like a thing ordinary people would do)
I've issued a fix that will prevent mobile NPCs from selecting partial water tiles. They didn't walk on full water tiles before, and now they won't select partial water tiles either. Agree it looks much better.

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jayhova
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Re: 6 nitpicking requests (now with even more nitpicking)

Post by jayhova » Sat Mar 16, 2019 12:21 am

I know i've seen at least two cases with loot piles on moving platforms (One horisontal bridge type and one vertical lever activated that went through 3 levels). Can it be confirmed that this is the same behavior as in classic? It seems strange that someone would purposely place loot piles on platforms and then not check to see that they moved with the platform. I'm not saying it didn't happen it just seems strange.
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Interkarma
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Re: 6 nitpicking requests (now with even more nitpicking)

Post by Interkarma » Sat Mar 16, 2019 12:24 am

This will be the same as classic. If the action records are correctly defined, the loot pile will move with platform. If they are not, it won't. Both classic Daggerfall and Daggerfall Unity use the same game data to move objects like this in dungeons.

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