Automap (exterior) implementation

Discuss Daggerfall Unity and Daggerfall Tools for Unity.
Blue Footed Booby
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Joined: Wed Jun 14, 2017 4:32 pm

Re: Automap (exterior) implementation

Post by Blue Footed Booby » Wed Jun 14, 2017 4:49 pm

Al-Khwarizmi wrote:
Interkarma wrote: One of the problems with keeping these nameplates is that Daggerfall can (and does) reuse the same building for different quests with a different surname. Daggerfall doesn't even try to resolve this and just stacks all the nameplates on top of each other, leading to a cluttered mess.

See, it's not really "The Wicking Residence". None of the occupants are likely to even have that name. It's just some random "local/remote house1-4" with a random surname generated at the time quest was instantiated. There's no tracking in the game data to persist these names in the way shops can. Residences don't even have a name key at all. And the way Daggerfall resolves this is by just slapping down name stickers and hoping for the best. The core issue is actually that residences have no function before or after a quest they are involved in.
Oh, that's a real pity. I didn't know the (vanilla) game had that imperfection.

Hoping for a mod in the future that makes the X residence always be called the X residence, and have occupants surnamed X.

Yes, I'm that kind of guy... :lol:
I haven't actually messed with the code, but I don't think it'd be too hard to implement. Two houses can't have their front door occupying precisely the same space and still have both be accessible, so the coordinates of the front door are essentially a unique identifier. When a house is entered or assigned as the destination for a quest, hash those coordinates and use the result as a seed value for whatever code generates the random names. Bam, the house will get the same name every time, without needing to store the name or assign every house a new identifier.

Even if there's some edge case I'm forgetting about, like a generic residence with multiple entrances, the worst case is ending up with the same behavior as vanilla Daggerfall.
vvvvv hallooooo! I'd been hopefully following the DaggerXL forums for ages and only just got around to joining here.
Last edited by Blue Footed Booby on Fri Jun 30, 2017 6:42 pm, edited 1 time in total.

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Interkarma
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Re: Automap (exterior) implementation

Post by Interkarma » Wed Jun 14, 2017 9:16 pm

Hi Blue Footed Booby, welcome to the forums. :)

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Nystul
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Re: Automap (exterior) implementation

Post by Nystul » Sat Sep 15, 2018 8:38 am

I am working on SDF rendering support for the exterior automap.
In principle I have this almost working with the old approch (rendering textures for nameplates).

But since the new font rendering shaders now support clip regions (restricted render areas) I want to use the TextLabel now for the nameplate rendering. If I get it to work with nameplates this would make lots of code lines obsolete so fingers crossed...
A positive side effect would be that ideally we could get rid of all these textures completely saving a bit of gpu memory

Just want to say it will take some more time to get this working correctly

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Interkarma
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Re: Automap (exterior) implementation

Post by Interkarma » Sat Sep 15, 2018 9:14 am

Sounds great! And take your time, my friend. :)

Mike
Posts: 161
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Re: Automap (exterior) implementation

Post by Mike » Tue Sep 18, 2018 5:10 am

Nystul, would your contemplated automap nameplate rendering change also have the positive side effect of preventing this bug from ever cropping up again? https://forums.dfworkshop.net/viewtopic.php?f=24&t=1060

Unfortunately, I haven't been able to test for the bug in the most recent builds and won't be able to for a while longer, and I seemed to be the only person reporting the issue - still not sure whether that was just because I was the only one who noticed it, or it's a problem on my end.

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Nystul
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Re: Automap (exterior) implementation

Post by Nystul » Tue Sep 18, 2018 6:03 am

This bug is likely more related to the discovery system than the nameplate rendering.

Mike
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Re: Automap (exterior) implementation

Post by Mike » Tue Sep 18, 2018 11:44 am

OK, thanks for the reply. I'll test again when I get a chance and see if I can still reproduce, then update the bug topic.

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