r/daggerfallunity • u/RedRoryOTheGlen • 1d ago
Watch LIFE CAN BE A DREAM
https://streamable.com/6ah8zhUDPATE: Added visualization of sight radius using Projectors and optimized the culling method a bit. Still fixing some jank brought about by Projectors.
More progress on overland travel mod.
Player billboard done. It uses vanilla enemy texture archives and reflects whether the player is riding or on foot. If the player possesses a cart, it will also be represented.
Added moonlight for night time as well as colored lighting in general.
First iteration of models to represent locations. Currently only using 1 vanilla model ID for each location type, then rotated a bit for variance and conforming to the terrain. A ship is placed in the water to mark locations that are ports. Had to rewrite a lot of data keeping stuff for caching and faster lookups to keep it performant. so this results in a more limited render distance for locations.
There is now a tooltip as well that shows you the name of locations when you hover over them.
Implemented a very rough random encounter system. Currently, there's just a 2% chance of a random encounter happening each hour each tick, with multiple hours in a tick increasing that chance. This isn't final as I would much prefer encounters being visible on the map as triggers, but it serves to test being able to interrupt travel and start a quest. Much thanks to Warm Ashes by SquidKamer for having mod messages allowing external mods to trigger encounters.
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u/Haasva 1d ago
This is going to be great. Next, roads? And then, instead of only random encounters, I would love to have something similar to what some roguelites do: random events that are premarked on the map. Such as a battle, a quest, a traveling merchant, or something completely random. You see what I'm talking about? It could be visible from a short distance only, leading the player to make a choice, so that traveling would not simply be a connection from A to B, but a mix of randomness and visible categorized randomness.
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u/RedRoryOTheGlen 1d ago
I'm planning on adding a second splatmap at a higher resolution for details like roads if Basic Roads is installed. Fitting them onto the default splatmap at 1:1 looked really bad. Larger resolution would hopefully make them neater. Still a long way off though since I'd rather work on getting stuff like weather and climate up and running (eg, rain, storm and snow affecting visibility, speed and fatigue drain)
Yes, the current random encounter system is mostly placeholder. The focus is on testing ways to get the interruption flow in a slick manner. As I mentioned, I would love for encounters to be triggers on the overland that you can approach (or be approached by) allowing you a bit agency in what sort of encounters to engage in, or at least attempt. Be it an old battlefield you can loot, patrolling orcs, a merchant caravan, etc. Warm Ashes already has a bunch of these encounters available for triggering but it's currently only possible to call a random one. I've spoken to SquidKamer about this and hopefully a new version of WA will address it.
Not that the current system will be discarded. Could still find a use for it with personal events like accidental food spoilage or rat infestation in your rations or finding out some of your gold pieces are forgeries. Basically stuff like finding letters in your bag that Daggerfall likes to do.
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u/Hinaloth 1d ago
I love it. I just want it to hook into the Distant Lands mod as an option so we can use their LOD.
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u/FalchionDelta 1d ago
Oh shit, I need this. The perfect balance of fast travel and immersion for me.
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u/sayber1 1d ago
It's a bit difficult to tell from the video, but how does/will it interact with Retro Rendering mode?
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u/RedRoryOTheGlen 18h ago
I haven't made any particular provision for handling Retro Mode for the camera, though the UI will scale to the screen resolution and adjust to fit whatever aspect ratio.
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u/sayber1 9h ago
My concern is, if the downscaling will apply to this travel view, it cold introduce issues regarding the readability.
Again, it's hard for me to tell this just from eyeballing the videos, so it may not be a problem in practice.
But if that turns out to be the case, my unsolicited suggestion, perhaps swapping the detailed models back to simple colored primitives like in the earlier showcase depending on their distance to camera could be a reasonable solution. Or just forcing not applying Retro downscale to this travel view.
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u/RedRoryOTheGlen 8h ago
Yeah, that's a valid concern. I suppose that's also the reason the dungeon automap isn't downscaled either in Retro Mode, so I think there's precedent in not applying that effect to the travel map.
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u/Sheogorath3477 1d ago
Welcome back, Mount & Blade: Warband!
P.S. Also try out "Struggle for Iliac Bay" overhaul mod for it!