daggerdude wrote:I played around with this a bit. Quite a nice step forward fellas!
Cheers, and thanks for the feedback.
- Classic saves in dungeons spawn you outside instead of in the dungeon. unity saves worked flawlessly.
This has been the case since 0.1 and will probably not change for a while, if ever. There are good reasons but easiest just to say "it's complicated". You're not really loading classic saves, you're importing their data. It's a best-effort kind of deal that may improve over time.
- a Centaur spawned in privateers hold in place of the usual bear (as you go up the steps past the three rats) as these are placed, im curious how he got there? unless privateer's hold does indeed load dungeon monster type data.
There are fixed and random enemies in all dungeons. Fixed enemies are always the same, random enemies are selected from a pool based on dungeon type and player level. Try coming back with a different character sometime and you will have a different monster in that place. I'm just "differently random".
-when dropping various items, they seemed to all be money drops. not a big deal.
From monsters, a level 1 character has only a small chance of anything other than gold (around 5% per group). This is different for class-based enemies where you're guaranteed at least some armour and a weapon. Try again with a high-level character and you'll get different results. I'm tuning the loot tables to be "Daggerfall-like" and will improve over time.
- a thief corpse had nothing on him, but let me loot him anyway; this resulted in a bugged menu without a cursor. pressing escape cancelled the menu; this is the only serious bug i've run into.
-when my inventory was empty after dropping all items one by one, i had a bugged menu without a cursor again. basically, it shows the menu but you look around like normal, no cursor. major bug it seems.
I fixed these bugs today, will be in next build.
- automap has different markers than classic. not a big deal, but for purists this could be an issue. long cylinders are sort of annoying; i understand the need for it to go through multiple levels. missing the delete function of the original, where you could delete individual parts of a map to see better.
I personally prefer Nystul's implementation. You may want to pop that feedback into his thread in Creator's Corner, in case he doesn't see it here.
Try hitting F3 or F4 sometime after exploring a while, especially in 3D dungeon view. There's a lot more going on in Nystul's map than a lot of people realise at first. It's truly more useful for getting around those labyrinths than Daggerfall's map system.
- Dungeon texture, for daggerfall, seemed to be incorrect for the region. i went to a random ruin and it seemed to have alik'r textures.
Dungeon textures actually have nothing to do with region!
They are randomly generated using a fixed seed table, lookup table, and a linear congruential generator specific to Daggerfall's compiler. I don't implement this fully yet, partly because I have some reverse engineering to do. I've manually set the texture tables for specific quest dungeons in game, but everything else is just random. It's random in Daggerfall anyway, I'm just "differently random" (again). Will fix this in future.
-when switching weapons to a different one, it freezes the game for a split second.
The first time a weapon is drawn it must be imported, converted, and tinted based on material type. Once texture loaded first time it remains in cache. Time for initial load depends on CPU speed.
Also, a big pet peeve.... you cannot get back to the main menu from the ESC menu. its not a bug, but it would be nice to have that feature.
This bothers me as well. I'll put in a confirmation eventually so you can quit to desktop or main menu.