Daggerfall Unity 0.10.16
- Interkarma
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Re: Daggerfall Unity 0.10.16
Thanks so much Pango!
- King of Worms
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Re: Daggerfall Unity 0.10.18
Thanks for the update
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DISCORD: king_of_worms_cz
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- Ralzar
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Re: Daggerfall Unity 0.10.18
I was going to ask the same question
- Jay_H
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Re: Daggerfall Unity 0.10.16
I haz an answer! https://github.com/Interkarma/daggerfal ... /pull/1655
Fix list of houses for sale not available when loading the game inside a bank
- Ferital
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Re: Daggerfall Unity 0.10.18
Yes, the commit message was not very clear as it was mostly intended for devs. The bug was that when loading a game inside a building, the exterior world was suppressed, i.e. it wasn't loaded at all until the player exited the building. This led to a few issues like the houses for sale list one: since the game didn't have any available town information, it couldn't construct the list. "World suppression" was probably a leftover from DFU early days, when exterior loading was relatively slow, which isn't the case anymore.
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Re: Daggerfall Unity 0.10.18
Thanks! By the way, could you also explain how does the game select available houses for sale? I suspect these buildings are pre-defined in city blocks?Ferital wrote: ↑Thu Jan 30, 2020 7:22 pm Yes, the commit message was not very clear as it was mostly intended for devs. The bug was that when loading a game inside a building, the exterior world was suppressed, i.e. it wasn't loaded at all until the player exited the building. This led to a few issues like the houses for sale list one: since the game didn't have any available town information, it couldn't construct the list. "World suppression" was probably a leftover from DFU early days, when exterior loading was relatively slow, which isn't the case anymore.
- Ralzar
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Re: Daggerfall Unity 0.10.18
Riiight. That’s the problem Hazelnut and me ran into testing Mountain Rumours. If you loaded a save inside a fort and left you loaded inside the stairs.Ferital wrote: ↑Thu Jan 30, 2020 7:22 pmYes, the commit message was not very clear as it was mostly intended for devs. The bug was that when loading a game inside a building, the exterior world was suppressed, i.e. it wasn't loaded at all until the player exited the building. This led to a few issues like the houses for sale list one: since the game didn't have any available town information, it couldn't construct the list. "World suppression" was probably a leftover from DFU early days, when exterior loading was relatively slow, which isn't the case anymore.
- Ferital
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Re: Daggerfall Unity 0.10.18
They are predefined in classic, but as we couldn't use the original data, in DFU they are selected at random (which is much better in my opinion). Hazelnut did this part of the code.L57 wrote: ↑Thu Jan 30, 2020 7:36 pmThanks! By the way, could you also explain how does the game select available houses for sale? I suspect these buildings are pre-defined in city blocks?Ferital wrote: ↑Thu Jan 30, 2020 7:22 pm Yes, the commit message was not very clear as it was mostly intended for devs. The bug was that when loading a game inside a building, the exterior world was suppressed, i.e. it wasn't loaded at all until the player exited the building. This led to a few issues like the houses for sale list one: since the game didn't have any available town information, it couldn't construct the list. "World suppression" was probably a leftover from DFU early days, when exterior loading was relatively slow, which isn't the case anymore.
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Re: Daggerfall Unity 0.10.18
It's rather risky to edit city buildings then? I'm obsessed with the idea of reworking some residences into workshops and manufactories (really hate the lack of a visible economical activity in the game)... or at least to rename these buildings and make them temporarily unaccessible until I can/learn to edit these interiors.
Now wondering how many problems will it cause given DFU implementation.