December 2016 Test Builds Updated

Discuss Daggerfall Unity and Daggerfall Tools for Unity.
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Interkarma
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December 2016 Test Builds Updated

Postby Interkarma » Fri Dec 23, 2016 4:49 am

Hello everyone! I've just dropped a long overdue update to test builds. This release mainly showcases the incredible work by community contributors over the last few months. You can read the full write-up with more information in the following blog post:

http://www.dfworkshop.net/december-2016-test-build/

As always, latest builds are on the Live Builds page.

Please use this thread for discussions on these test builds, and don't hesitate to add any bugs you find to the Bug Reports forums. This is a large update containing work from several people, so it's expected to have a few kinks to iron out. :)

Thank you everyone who tests these builds and returns with your feedback and bug reports. This project is better off thank to every single one of you!
R.D.
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Joined: Fri Oct 07, 2016 10:41 am

Re: December 2016 Test Builds Updated

Postby R.D. » Sat Dec 24, 2016 11:54 am

Good to see! Thanks for putting it together and writing up the blog post.
Last edited by R.D. on Sat Dec 24, 2016 5:51 pm, edited 1 time in total.
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Lord Berandas
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Re: December 2016 Test Builds Updated

Postby Lord Berandas » Sat Dec 24, 2016 3:20 pm

What a nice Christmas present!
Keep up the great work! :-)
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Jay_H
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Re: December 2016 Test Builds Updated

Postby Jay_H » Sun Dec 25, 2016 6:37 am

I don't have time yet to test it out, but I wanted to say thanks to everyone for putting this together, Interkarma first of all. This is fantastic! :D
Come give your feedback on the ideas in my general thread, and share your Daggerfall characters in the character thread.
Safe-for-work sprite mod here. Guide for new Daggerfall players here. Daggerfall Mechanics thread here.
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Jay_H
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Re: December 2016 Test Builds Updated

Postby Jay_H » Sat Dec 31, 2016 7:53 am

I decided to take a look at the quest files for fun, and I have to say their formatting is fantastic. Now anyone can write quests for Daggerfall! It's gonna be great! :)
Come give your feedback on the ideas in my general thread, and share your Daggerfall characters in the character thread.
Safe-for-work sprite mod here. Guide for new Daggerfall players here. Daggerfall Mechanics thread here.
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Arl
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Re: December 2016 Test Builds Updated

Postby Arl » Sat Dec 31, 2016 8:16 am

This have been a very exciting year for Daggerfall Unity, so many talented people came to put some of his dedication to bring awesome things and to help to get this remake of Daggerfall forward, and also opening the gates for modders to start messing around.

Thanks Interkarma and all the developers and contributors! For more awesome stuff in this upcoming 2017!
My Deviantart page, I have some Daggerfall stuff in there.
tamrielimp
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Joined: Sat Dec 31, 2016 4:28 pm

Re: December 2016 Test Builds Updated

Postby tamrielimp » Sat Dec 31, 2016 4:34 pm

Hello to all, happy new year and a lot of thanks for the work done here (and in daggerxl forums too obviously) !

I tested DFU in Debian Jessie and the latest build (.52, 2016-12-31) lags more than previous ones.
Even in the previous one I tested the mouse will not respond instantly in combat, even stay stucked.
I also read that you included the new HiRes GUI stuff, how do we activate it ? I tried in settings.ini, to no avail, ..

Anyway, thanks for your investment in this !

cheers :D
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Interkarma
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Re: December 2016 Test Builds Updated

Postby Interkarma » Sun Jan 01, 2017 10:40 pm

tamrielimp wrote:Hello to all, happy new year and a lot of thanks for the work done here (and in daggerxl forums too obviously) !


Hey tamrielimp, happy new year and welcome to the forums! :)

tamrielimp wrote:I tested DFU in Debian Jessie and the latest build (.52, 2016-12-31) lags more than previous ones.
Even in the previous one I tested the mouse will not respond instantly in combat, even stay stucked.


Try working with the steps below by Xaphir. You should be able to use WeaponSwingThreshold and WeaponSwingTriggerCount to smooth out your attacks after some experimentation. I've also noted that Unity mouse input can be a bit troublesome in some Linux distros. Seems to be a very common problem.

Link to post by Xaphir

tamrielimp wrote:I also read that you included the new HiRes GUI stuff, how do we activate it ? I tried in settings.ini, to no avail, ..


Not quite, I said that texture and mesh replacement are now part of the core. This sets the stage (makes possible) a higher resolution UI, but such a texture pack would still need to be created by community. I know a few of the guys in Creator's Corner have been working on this concept. It's probably just a matter of time before it moves ahead one way or another.

tamrielimp wrote:Anyway, thanks for your investment in this !

cheers :D


No problems, all the best! :)

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