DFU won't exit

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BadLuckBurt
Posts: 948
Joined: Sun Nov 05, 2017 8:30 pm

Re: DFU won't exit

Post by BadLuckBurt »

Ralzar wrote: Thu Mar 12, 2020 9:10 pm I'm thinking Tedious Travel could be the culprit? I feel the problem mostly arises if I've played for an extended amount of time. There might be some problem with simply how much land Tedious Travel makes the game load.
TT may cause it to show up faster but I can trigger it without it sometimes with a high runspeed.

I think it has to do with the code that's generating the terrain but there's a good chance the issue will be resolved when we move to the newer version of Unity later this year. I just wouldn't count on a fix anytime soon.
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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Ralzar
Posts: 2211
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

Re: DFU won't exit

Post by Ralzar »

BadLuckBurt wrote: Thu Mar 12, 2020 10:07 pm
Ralzar wrote: Thu Mar 12, 2020 9:10 pm I'm thinking Tedious Travel could be the culprit? I feel the problem mostly arises if I've played for an extended amount of time. There might be some problem with simply how much land Tedious Travel makes the game load.
TT may cause it to show up faster but I can trigger it without it sometimes with a high runspeed.

I think it has to do with the code that's generating the terrain but there's a good chance the issue will be resolved when we move to the newer version of Unity later this year. I just wouldn't count on a fix anytime soon.
That would make sense. Not Tedious Travel so much as there being too much generated terrain. Maybe the game is trying to dump it, and if you simply give it enough time it'll quit?

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Hazelnut
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Re: DFU won't exit

Post by Hazelnut »

BadLuckBurt wrote: Thu Mar 12, 2020 10:07 pm
Ralzar wrote: Thu Mar 12, 2020 9:10 pm I'm thinking Tedious Travel could be the culprit? I feel the problem mostly arises if I've played for an extended amount of time. There might be some problem with simply how much land Tedious Travel makes the game load.
TT may cause it to show up faster but I can trigger it without it sometimes with a high runspeed.

I think it has to do with the code that's generating the terrain but there's a good chance the issue will be resolved when we move to the newer version of Unity later this year. I just wouldn't count on a fix anytime soon.
That's correct Burt, it's terrain generation since I migrated it to the Unity Jobs system - TT simply means you're more likely to load a lot of terrain during a play session but it's definitely not at fault.

I am hoping that updating Unity will solve the issue because it's not with the DFU code unless I've done something stupid with setting up the jobs and I've been over the code a few times in detail and never been able to find anything wrong with it. Sorry for the inconvenience, this was not something anyone realised until way after the code was migrated.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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BadLuckBurt
Posts: 948
Joined: Sun Nov 05, 2017 8:30 pm

Re: DFU won't exit

Post by BadLuckBurt »

Hazelnut wrote: Thu Mar 12, 2020 10:16 pm
BadLuckBurt wrote: Thu Mar 12, 2020 10:07 pm
Ralzar wrote: Thu Mar 12, 2020 9:10 pm I'm thinking Tedious Travel could be the culprit? I feel the problem mostly arises if I've played for an extended amount of time. There might be some problem with simply how much land Tedious Travel makes the game load.
TT may cause it to show up faster but I can trigger it without it sometimes with a high runspeed.

I think it has to do with the code that's generating the terrain but there's a good chance the issue will be resolved when we move to the newer version of Unity later this year. I just wouldn't count on a fix anytime soon.
That's correct Burt, it's terrain generation since I migrated it to the Unity Jobs system - TT simply means you're more likely to load a lot of terrain during a play session but it's definitely not at fault.

I am hoping that updating Unity will solve the issue because it's not with the DFU code unless I've done something stupid with setting up the jobs and I've been over the code a few times in detail and never been able to find anything wrong with it. Sorry for the inconvenience, this was not something anyone realised until way after the code was migrated.
No worries about that. When I resumed work on my sampler to resolve that issue we discussed, I also lowered the amount of samples from 128x128 to 64x64, I still have to test more but it didnt seem to have any adverse effect on the terrain's fidelity while shortening the run time for a single map pixel. The sampler is not just reading a heightmap after all like other games do.
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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