June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

Discuss Daggerfall Workshop news articles.
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Hazelnut
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Re: June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

Post by Hazelnut » Thu Jul 04, 2019 12:21 pm

Wow, a load of stuff - more than I realised over the month. I'm currently addicted to Oxygen not Included so not been paying attention last couple of weeks... seriously anyone with engineering leanings should treat that game as crack cocaine. :D

Anyway great update Interkarma, I know from experience how long these write ups take.

Reskal
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Re: June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

Post by Reskal » Fri Jul 05, 2019 7:49 am

Should one wait starting a new game or is it safe to start from the beginning without losing the save games ?
I mean, is it finished now ? :)

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Interkarma
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Re: June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

Post by Interkarma » Fri Jul 05, 2019 8:13 am

Saves are forwards compatible. I have save games from a few years back that still load OK today.

Insofar as classic features, the game is very close to complete now.

Reskal
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Re: June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

Post by Reskal » Fri Jul 05, 2019 6:33 pm

Good to know, will have a try then. Have a nice weekend all :)

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King of Worms
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Re: June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

Post by King of Worms » Fri Jul 05, 2019 9:13 pm

I saw "Bump version ahead of new builds" on git... just week after a prev release. Looking at roadmap, 99% is ready. This is it... the sky will fall soon :lol: Unbelievable ride. Forget TES6 and Todd Howard!! Hail to the king, DFU and Interkarma :twisted:

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Interkarma
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Re: June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

Post by Interkarma » Fri Jul 05, 2019 10:04 pm

I've just closed off 0.8 and started work on the last few items in 0.9. It's going to happen really quickly now. :)

I have updated builds with some bug fixes made in the last week:
  • Further refinements to tilemap shader (Pango)
  • Fix boozers talking like nobles (Ferital)
  • Fix save bugs with user note markers and teleporter markers in automap (Nystul)
  • Option to enable/disable mipmaps in retro mode - off by default for sharper low resolution textures (Interkarma)
  • Added option to disable exterior (sunlight) shadows (Interkarma)
  • Improved shadow distance settings for more performant interior/dungeon shadows (Interkarma)
  • Increased maximum of mouse look sensitivity to 8.0 (Interkarma)
  • Limit quest building auto-unlock to residences only (Interkarma)
  • Fixed player being hurled into void when arrested indoors (Interkarma)
  • Fixed characters with "no regen spell points" disadvantage recovering spell points during fast travel (Interkarma)
  • Increased volume of ambient sound effects (Interkarma)
  • Prevent swim-bobbing animation from continuing after levitating off water (Interkarma)
  • Player will stand up again when levitating off water (Interkarma)
  • Footstep sounds no longer play while levitating (Interkarma)
  • Will no longer crouch while levitating and touching ground (Interkarma)
  • Can now levitate while underwater swimming to remove encumbrance and fly underwater (Interkarma)
  • Additional state cleanup now performed when starting a new game or loading classic save (Interkarma)
  • Fix corrupt savetree record from preventing classic save import (Interkarma)

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mikeprichard
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Re: June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

Post by mikeprichard » Fri Jul 05, 2019 11:25 pm

NICE

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King of Worms
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Re: June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

Post by King of Worms » Sat Jul 06, 2019 9:51 am

Cant wait to test it, the new settings for light shadow distance, sounds volume, tilemap refinements, ...

EDIT: Small note, new light shadow distance helps a lot, but its a bit bugged.

Lets say the detail slider is like this:
0 - lowest
1
2
3
4
5 - highest

Than 2 and 4 are the same shadow distance.

So my frames go like this (in shadow heavy scene, daggerfall castle looking from throne to exit)

0 - 120 fps (capped by me)
1 - 120 fps (capped)
2 - 60 fps (vsync kicks in)
3 - 33 fps
4 - 60 fps (same cpu usage as 2)
5 - 19 fps

Should I fill the bug report?
Maybe a separate light shadow distance slider would be the best.. not sure.

Still its DEFFO a good step you did, just this one thing..

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Interkarma
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Re: June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

Post by Interkarma » Sat Jul 06, 2019 10:56 am

You can control shadow distance in settings.ini for exterior, interiors, and dungeons. It has nothing to do with 0-5, I'm not sure where you're getting that from? Are you confusing with shadow resolution?

Just to clarify, shadow distance is the number of units (in-game metres) from player that shadows are drawn. I've set defaults to reasonable distances based on open dimensions of the three environment types. You shouldn't need to change these settings, but they are available if you want to play with them. Higher values will result in more CPU time required per frame.

Shadow resolution has been in DFU for ages now, and is unrelated this recent shadow distance change. You can safely set shadow resolution to lower values like 0-2 and it looks fine. I'd recommend just leaving this on default of 0 at all times.

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pango
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Re: June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

Post by pango » Sat Jul 06, 2019 12:36 pm

That streamer got very weird low-res 3d models lighting/shadows with 0.8.2... No idea what his settings are, though:
https://www.twitch.tv/videos/448613700
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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