Search found 2413 matches

by Interkarma
Sun May 27, 2018 12:33 am
Forum: Quest Hub
Topic: Custom quest support
Replies: 75
Views: 4873

Re: Custom quest support

You know, I can't recall what I did here on the robe quest. I'm not sure I got back to that at all. From memory, the body is dropped as a quest Item resource - so there's nothing differentiating from any other quest item. Possibly Daggerfall does something hardcoded here (e.g. if item is body then i...
by Interkarma
Sat May 26, 2018 9:33 pm
Forum: Released Mods
Topic: [MOD] Loading Screen
Replies: 84
Views: 11390

Re: [MOD] Loading Screen

This looks amazing well done! It might be a hard one to tackle, yielding while loading with enough frequency to allow smooth particle animation. The actual load process is very quick, it's setting up all the terrains and world that cost the most time. It could possibly be engineered in someday. I th...
by Interkarma
Sat May 26, 2018 9:27 pm
Forum: General
Topic: Upgrading Project to Unity 2017.2.2f1
Replies: 14
Views: 882

Re: Upgrading Project to Unity 2017.2.2f1

Nice! Thanks for the feedback.
by Interkarma
Sat May 26, 2018 12:18 pm
Forum: Creator's Corner
Topic: Daggerfall Villagers replaced with Arena Sprites
Replies: 8
Views: 388

Re: Daggerfall Villagers replaced with Arena Sprites

How interesting! It's amazing how you dig this stuff up.
by Interkarma
Sat May 26, 2018 8:26 am
Forum: Developer Discussion
Topic: changing time in worldtime component of DaggerfallUnity entity while game is running makes unity freeze
Replies: 12
Views: 304

Re: changing time in worldtime component of DaggerfallUnity entity while game is running makes unity freeze

I'm completely ok with it mate. There's no circumstance where a player can change time outside of loading a save (which is fine as you know), and with my little change the problem stops existing for developers at runtime as well.

I don't see much need to fix this one right now. :)
by Interkarma
Sat May 26, 2018 1:32 am
Forum: Developer Discussion
Topic: implementation of talk window
Replies: 211
Views: 13747

Re: implementation of talk window

I feel the optional element to this would be implicit. If someone doesn't want to use it, they simply don't click that line item. Otherwise it sits inoffensively in the list with every other similar info item. Most people, even those moderately familiar with classic, would likely not even realise th...
by Interkarma
Fri May 25, 2018 11:19 pm
Forum: Modder Discussion
Topic: Enhanced Sky Upgrade Issues
Replies: 0
Views: 46

Enhanced Sky Upgrade Issues

I'm opening a thread here to see if this is something we as a community can resolve together. I will soon be upgrading the version of Unity used to build Daggerfall Unity, and unfortunately this breaks compatibility with the Enhanced Sky mod. I believe this would be a simple task of just rebuilding ...
by Interkarma
Fri May 25, 2018 11:00 pm
Forum: Translations
Topic: Spanish Translation
Replies: 42
Views: 2653

Re: Spanish Translation

Awesome work you guys! I really respect the power of sticking to something. :)
by Interkarma
Fri May 25, 2018 10:56 pm
Forum: General
Topic: Upgrading Project to Unity 2017.2.2f1
Replies: 14
Views: 882

Re: Upgrading Project to Unity 2017.2.2f1

Update: A build with 2018.1.2f1 and some minor cleanup is working perfectly. I even tested with mods like Archaeologists and all is working great with MCS now. Well, Enhanced Sky is still broken but we can't have everything. I'll do some more testing and make a call later on. But right now looking l...