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Some things with the Github version...

Posted: Sun Jan 21, 2018 5:09 am
by Midknightprince
So when I have post proc turned on, and the texture compression thing turned on in the options this is what happens.
I turn compression off, it goes away.
That or post proc..
It seems to take longer to load the game too (maybe that's just me).
And I saw that you put water effects in there, but I'm in wayrest right now doing the wayrest painting quest and theres no water.
Maybe I misunderstood. if so let me know I want to see the water :D
I even tried it in vanilla just to make sure, here some screens..

Re: Some things with the Github version...

Posted: Sun Jan 21, 2018 5:31 am
by Interkarma
Water effects are still in progress. Anything underway in live code shouldn't be expected to be working. Still have a bit to do before injecting water into scenes automatically. :)

TheLacus might be able to help with the texture compression question. Thank you for testing.

Re: Some things with the Github version...

Posted: Sun Jan 21, 2018 6:29 am
by Midknightprince
Sweet, I just turned it off.
It was post proc messing with it, gotta have post proc..

Re: Some things with the Github version...

Posted: Mon Jan 22, 2018 6:18 am
by Interkarma
Hey mate! Latest code should now inject water plane during layout time. No underwater visual effects are included at this time, but they're coming up next.
wayrest-water.jpg
wayrest-water.jpg (68.59 KiB) Viewed 3958 times

Re: Some things with the Github version...

Posted: Mon Jan 22, 2018 2:04 pm
by Midknightprince
Well that didn't take long.
:D :D :D :D Thank you Interkarma !

Re: Some things with the Github version...

Posted: Tue Jan 23, 2018 10:18 am
by King of Worms
Wow very nice!

Re: Some things with the Github version...

Posted: Wed Jan 24, 2018 5:43 am
by Narf the Mouse
"It is watery. You are likely to be eaten by a slaughterfish..."

Re: Some things with the Github version...

Posted: Fri Feb 23, 2018 8:06 pm
by LorrMaster42
I have a question regarding the item system. Why aren't items grouped in a class tree system, rather than all just being marked as an "item" class? Wouldn't it be simpler to have an abstract "item" class, with other classes that inherit from it such as "ItemWeapon" or "ItemPotion" and such?

Re: Some things with the Github version...

Posted: Fri Feb 23, 2018 8:44 pm
by Interkarma
Flat item class is informed by Daggerfall's own handling of items, which is group/subgroup fields and templates rather than polymorphism.

What particular problem are you encountering with this design to which you feel polymorphism would be the solution?

Re: Some things with the Github version...

Posted: Fri Feb 23, 2018 9:14 pm
by LorrMaster42
Nothing in particular, it just seems easier to program to me if everything is categorized separately (say if someone wanted to create a new type of item, or wanted to redo parts of the code). It was more of a "Why did you do it this way?" question.