Daggerfall Unity 0.10.16

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Interkarma
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Re: Daggerfall Unity 0.10.16

Post by Interkarma » Thu Jan 30, 2020 12:10 am

Thanks so much Pango! :)

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King of Worms
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Re: Daggerfall Unity 0.10.18

Post by King of Worms » Thu Jan 30, 2020 9:46 am

Thanks for the update :)

L57
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Re: Daggerfall Unity 0.10.18

Post by L57 » Thu Jan 30, 2020 3:43 pm

pango wrote:
Wed Jan 29, 2020 5:49 pm
[*] Don't suppress world when inside a building (Ferital)
Probably a stupid question, but could you explain what does it mean? :)

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Ralzar
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Re: Daggerfall Unity 0.10.18

Post by Ralzar » Thu Jan 30, 2020 4:03 pm

L57 wrote:
Thu Jan 30, 2020 3:43 pm
pango wrote:
Wed Jan 29, 2020 5:49 pm
[*] Don't suppress world when inside a building (Ferital)
Probably a stupid question, but could you explain what does it mean? :)
I was going to ask the same question :)
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Jay_H
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Re: Daggerfall Unity 0.10.16

Post by Jay_H » Thu Jan 30, 2020 4:22 pm

I haz an answer! :D https://github.com/Interkarma/daggerfal ... /pull/1655
Fix list of houses for sale not available when loading the game inside a bank
Come join Lysandus' Tomb, a Daggerfall Unity fan Discord.
In-progress guide for Quest Pack 1 here.

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Ferital
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Re: Daggerfall Unity 0.10.18

Post by Ferital » Thu Jan 30, 2020 7:22 pm

L57 wrote:
Thu Jan 30, 2020 3:43 pm
pango wrote:
Wed Jan 29, 2020 5:49 pm
[*] Don't suppress world when inside a building (Ferital)
Probably a stupid question, but could you explain what does it mean? :)
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.

L57
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Re: Daggerfall Unity 0.10.18

Post by L57 » Thu Jan 30, 2020 7:36 pm

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.
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?

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Ralzar
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Re: Daggerfall Unity 0.10.18

Post by Ralzar » Thu Jan 30, 2020 8:35 pm

Ferital wrote:
Thu Jan 30, 2020 7:22 pm
L57 wrote:
Thu Jan 30, 2020 3:43 pm
pango wrote:
Wed Jan 29, 2020 5:49 pm
[*] Don't suppress world when inside a building (Ferital)
Probably a stupid question, but could you explain what does it mean? :)
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.
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.
My released mods

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Ferital
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Re: Daggerfall Unity 0.10.18

Post by Ferital » Fri Jan 31, 2020 8:09 am

L57 wrote:
Thu Jan 30, 2020 7:36 pm
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.
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?
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
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Re: Daggerfall Unity 0.10.18

Post by L57 » Fri Jan 31, 2020 8:19 am

Ferital wrote:
Fri Jan 31, 2020 8:09 am
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.
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.

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