Found inconsistent dungeon: The Roost of Grumerus [GAME DATA RELATED]

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d999
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Found inconsistent dungeon: The Roost of Grumerus [GAME DATA RELATED]

Post by d999 » Wed Sep 11, 2019 3:57 pm

I cannot find connections between dungeon parts and cannot find quest item.
I used console "tele2qmarker" and found unconnected dungeon parts.

It looks like as in viewtopic.php?f=5&t=1589&start=10
It can be vanilla bug.
It would be great to fix it later.

SAVE28.zip
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Jay_H
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Re: Found inconsistent dungeon: The Roost of Grumerus

Post by Jay_H » Wed Sep 11, 2019 4:20 pm

I tried it myself and agree that this dungeon has two unconnected halves. I can't find any way to get to the second half.

I doubt something will be done about this dungeon any time soon since this is a part of classic, but the report can stay in any case.

BadLuckBurt
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Re: Found inconsistent dungeon: The Roost of Grumerus [GAME DATA RELATED]

Post by BadLuckBurt » Mon Nov 11, 2019 4:57 pm

I've done quite some work with dungeons lately. I'll take a look tomorrow evening how the blocks are laid out.

When Hazelnuts world data stuff is added it to DFU's main branch it should be possible to fix the layout if necessary

Jammer
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Re: Found inconsistent dungeon: The Roost of Grumerus [GAME DATA RELATED]

Post by Jammer » Mon Nov 11, 2019 6:36 pm

Is there a place to post dungeons with broken layouts besides creating a new thread here?

BadLuckBurt
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Re: Found inconsistent dungeon: The Roost of Grumerus [GAME DATA RELATED]

Post by BadLuckBurt » Mon Nov 11, 2019 6:44 pm

Jammer wrote:
Mon Nov 11, 2019 6:36 pm
Is there a place to post dungeons with broken layouts besides creating a new thread here?
No, I don't think there is. I've only seen this post and the post it links to.

If any mods happen to read this, it might be a good idea to gather broken dungeon info into a sticky thread to get an idea of how many there are. If there's a pattern to the broken ones (always the same RDBs etc.) it might be possible to patch it in code directly or, if that's not an option, Hazelnut's WorldData system should allow me to fix it once that's in.

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pango
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Re: Found inconsistent dungeon: The Roost of Grumerus [GAME DATA RELATED]

Post by pango » Mon Nov 11, 2019 7:30 pm

There was this report, that's similar if not an instance of the exact same broken dungeon block:
viewtopic.php?t=1589

PS. Yup, very much the same "two large adjacent rooms" pattern
adjacent rooms.jpg
adjacent rooms.jpg (279.52 KiB) Viewed 100 times
That's W0000018.RDB in both cases according to Daggerfall Modelling
Last edited by pango on Mon Nov 11, 2019 7:42 pm, edited 1 time in total.
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

BadLuckBurt
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Re: Found inconsistent dungeon: The Roost of Grumerus [GAME DATA RELATED]

Post by BadLuckBurt » Mon Nov 11, 2019 7:42 pm

pango wrote:
Mon Nov 11, 2019 7:30 pm
There was this report, that's similar if not an instance of the exact same broken dungeon block:
viewtopic.php?t=1589

PS. Yup, very much the same "two large adjacent rooms" pattern
adjacent rooms.jpg
Thanks and yes, the OP in this thread post also linked that thread. There's a bit too many of the N and W blocks for dungeons to figure out which won't play nice with each other but if we can build a list, it'll help to come up with a solid solution. It might be as simple as swapping one block for another that does connect. As long as it doesn't involve main quest dungeons, that should be ok to do and won't break any walkthroughs.

I'll try to keep track if anyone posts about this and keep a list of the broken dungeons.

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pango
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Re: Found inconsistent dungeon: The Roost of Grumerus [GAME DATA RELATED]

Post by pango » Mon Nov 11, 2019 7:53 pm

Ah yes, missed the link.

My guess is that, to ensure connectivity no matter how modules are assembled, they must have some topological property, that this module fails to satisfy.
I haven't tried to go any further (yet), but I suspect it'll be very satisfying for anybody math inclined.

And the benefits would be:
  • be able to tell if they're other blocks that are also broken;
  • give a clue about how to fix them (ie tell what connection is missing);
  • give rules to build more blocks that will assemble neatly with the classic ones.
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

BadLuckBurt
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Re: Found inconsistent dungeon: The Roost of Grumerus [GAME DATA RELATED]

Post by BadLuckBurt » Mon Nov 11, 2019 8:07 pm

pango wrote:
Mon Nov 11, 2019 7:53 pm
Ah yes, missed the link.

My guess is that, to ensure connectivity no matter how modules are assembled, they must have some topological property, that this module fails to satisfy.
I haven't tried to go any further (yet), but I suspect it'll be very satisfying for anybody math inclined.

And the benefits would be:
  • be able to tell if they're other blocks that are also broken;
  • give a clue about how to fix them (ie tell what connection is missing);
  • give rules to build more blocks that will assemble neatly with the classic ones.
You're correct. To ensure connectivity, the blocks have certain passages and doorways at the same positions in the layout. I haven't mapped out those positions but I hope to get around to that in the next few weeks as I'm working on a way to create / edit exterior locations and dungeon blocks.

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Re: Found inconsistent dungeon: The Roost of Grumerus [GAME DATA RELATED]

Post by Hazelnut » Tue Nov 12, 2019 11:44 am

If it's a problem with a specific RDB block and we can figure out how to correct it to meet the connecting requirements to work in all dungeons where it's used, then a mod which has an override for this RDB data could be made correcting all dungeons which use the block. Or even just a loose file in world data that goes into releases if Interkarma wants to fix in DFU release builds.

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