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by Interkarma
Thu Feb 22, 2018 2:26 am
Forum: Quest Hub
Topic: Classic quests in DFU
Replies: 21
Views: 770

Re: Classic quests in DFU

Thank you mate! At this point in time, I'm not sure when broader guild integration is coming. If you get really keen and want to test some of the other guild quests, you should be able to add them to existing fighters/mages tables just to spin them up and remove them after testing. I really apprecia...
by Interkarma
Thu Feb 22, 2018 2:13 am
Forum: Bug Reports
Topic: Spells #99: Dropped items persist across games
Replies: 3
Views: 22

Re: Spells #99: Dropped items persist across games

Cheers, I'll leave this one for Hazelnut to reproduce and resolve. :)

It's probably just something simple like needing to purge the live cache on a new game event. This might be how the old character's containers ended up saved with the new one.
by Interkarma
Thu Feb 22, 2018 2:02 am
Forum: Bug Reports
Topic: Spells #99: Dropped items persist across games
Replies: 3
Views: 22

Re: Spells #99: Dropped items persist across games

That's an interesting one - cache should only be valid for that character (it's even saved in that character's save data only).

Does closing and reopening the game solve this for the new character?
by Interkarma
Thu Feb 22, 2018 2:00 am
Forum: Quest Hub
Topic: Classic quests in DFU
Replies: 21
Views: 770

Re: Classic quests in DFU

You are a straight-up hero. :)
by Interkarma
Wed Feb 21, 2018 9:57 pm
Forum: Quest Hub
Topic: Classic quests in DFU
Replies: 21
Views: 770

Re: Classic quests in DFU

This is awesome, thank you for doing this Jay! If you need a hand or more detail on something, please don't hesitate to pop me an email or PM. I'll do what I can to help. If you notice any quest actions that don't appear to work as expected, please make note of this and send me a PM of the quest and...
by Interkarma
Wed Feb 21, 2018 9:54 pm
Forum: News
Topic: Taverns, Custom Loot, Climbing, Languages, Mod Features
Replies: 13
Views: 338

Re: Taverns, Custom Loot, Climbing, Languages, Mod Features

Agree on both points! The weather effects are magical now they're in and really add to that sense of "being there". And I love Hazelnut's work on language skills. They're so much more useful now. I've also been thinking about different builds to take advantage of this new dimension in the ...
by Interkarma
Tue Feb 20, 2018 1:13 pm
Forum: Creator's Corner
Topic: Grafon: low quality hi-res textures replacement
Replies: 49
Views: 2982

Re: Grafon: low quality hi-res textures replacement

Thank you. :) I agree what a PITA sprites can be. Not just the art either, they're a pain on the programming side as well. I doubt my next project will use sprites so heavily. They aren't a preference in general, but they are my preference in Daggerfall. Anyway, this project is all about laying the ...
by Interkarma
Tue Feb 20, 2018 12:31 pm
Forum: Creator's Corner
Topic: Grafon: low quality hi-res textures replacement
Replies: 49
Views: 2982

Re: Grafon: low quality hi-res textures replacement

I didn't say they were superior. I said they were my personal preference in Daggerfall. I don't have any more to add, and I'm not going to argue for a point I never actually made. Please don't try to draw me into that. :)
by Interkarma
Tue Feb 20, 2018 5:41 am
Forum: Creator's Corner
Topic: Grafon: low quality hi-res textures replacement
Replies: 49
Views: 2982

Re: Grafon: low quality hi-res textures replacement

That all depends on the individual, I think. My personal ideal is repaints around Battlespire's level of detail, and I will always prefer sprites over 3D models in Daggerfall. That's the nice thing about an open project like this one however. I'll take project where I believe it needs to go with a g...
by Interkarma
Mon Feb 19, 2018 8:41 pm
Forum: Creator's Corner
Topic: Grafon: low quality hi-res textures replacement
Replies: 49
Views: 2982

Re: Grafon: low quality hi-res textures replacement

That imp looks badass, great work. It's a shame about the limited frames right now. Ideally it would be possible to inject entirely new anim sets for each group (idle, attack, etc.) with any number of frames and define the animation speeds. Hopefully that's something that happens eventually for mods...

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