Search found 23 matches

by daggerdude
Mon Mar 05, 2018 4:34 am
Forum: Work Requests
Topic: Closed: interaction mode icons
Replies: 9
Views: 872

Re: Open: interaction mode icons

"I've added interaction mode icons to DFU, and I'm really happy with the info and talk icons that I created"

Are you talking about new mouse cursor effects that display instead of X's and arrows on the screen? (maybe a screenshot?)
by daggerdude
Sat Jan 20, 2018 7:49 am
Forum: Creator's Corner
Topic: NPC Flats - Waifu upscaling
Replies: 198
Views: 14372

Re: NPC Flats - Waifu upscaling

That's fabulous!
by daggerdude
Sat Jan 20, 2018 7:47 am
Forum: General
Topic: What about underwater?
Replies: 8
Views: 873

Re: What about underwater?

also, good job on dungeon water allofich + interkarma, things are really coming together quite quickly!
by daggerdude
Sat Jan 20, 2018 7:47 am
Forum: General
Topic: What about underwater?
Replies: 8
Views: 873

Re: What about underwater?

I don't do twitter but i vote no simply because there's no great reason to IMO. perhaps on the coasts or in lakes like oblivion or skyrim, but theres SOOO much coast and lake and too little benefit TBH. I'd focus on basics and let modders play around making a pirate mod or something and work on the ...
by daggerdude
Sat Apr 22, 2017 4:45 am
Forum: Community
Topic: what Class do you play?
Replies: 6
Views: 1247

Re: what Class do you play?

Often the knight class, but also the assassin class. Usually i do custom classes though.
by daggerdude
Mon Nov 28, 2016 10:57 pm
Forum: Developer Discussion
Topic: Next tasks?
Replies: 54
Views: 8276

Re: Next tasks?

Great progress! I've been thinking a lot about this and it is this: your road map is a little problematic. the current state of the game is such that, even if quests are implemented, combat is clunky and monsters are slow. Combat, and random dungeon crawls, are the most important element of daggerfa...
by daggerdude
Sat Aug 20, 2016 1:18 am
Forum: General
Topic: Daggerfall Unity 0.3 General Discussion
Replies: 82
Views: 13580

Re: Daggerfall Unity 0.3 General Discussion

Addendum: when dropping items, the piles were all money chests, except for two out of the 7 i did. sorta seemed off. also, an auto updater in the program would be nice, eventually. maybe this can extend to mods as well via a dl server? its a big ask, but would be nice. right now the program is 50 me...
by daggerdude
Thu Aug 18, 2016 5:25 pm
Forum: General
Topic: Automap (indoor & dungeon) implementation
Replies: 173
Views: 25309

Re: Automap (indoor & dungeon) implementation

Just leaving feedback from the other thread; I would like simplified or classical markers added, optionally. I'm more on the purist camp, so deleting blocks is another feature i hope to see too. I did like the addition of the extended block view (f3 and f4). I'm not so obtuse as to see this is a 20 ...
by daggerdude
Mon Aug 15, 2016 7:08 am
Forum: General
Topic: Daggerfall Unity 0.3 General Discussion
Replies: 82
Views: 13580

Re: Daggerfall Unity 0.3 General Discussion

I played around with this a bit. Quite a nice step forward fellas! - Classic saves in dungeons spawn you outside instead of in the dungeon. unity saves worked flawlessly. - 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 place...
by daggerdude
Sun Jul 17, 2016 11:43 pm
Forum: General
Topic: Sprite Redux shoutout and progress
Replies: 2
Views: 1236

Re: Sprite Redux shoutout and progress

There's a possibility of anything, if people help. however, my plans are only to re-sprite non-animated things. Honestly, I think certain things should be created in 3d and then digitized into sprites to replace the originals. creating sprites from scratch for monsters and swinging animations would ...