Daggerfall Unity Test Build 1
- LypyL
- Posts: 512
- Joined: Sun Mar 22, 2015 3:48 am
Re: Daggerfall Unity Test Build 1
I was about to report a bug that I was the size of a hobbit instead of a Nord, when it dawned on me you implemented crouching
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- Posts: 555
- Joined: Fri Oct 23, 2015 8:19 pm
Re: Daggerfall Unity Test Build 1
I can't remember how the original game did it, but crouching should work like running where it's a "press-and-hold" toggle, not a traditional toggle.
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- Posts: 6
- Joined: Mon Oct 19, 2015 7:07 pm
Re: Daggerfall Unity Test Build 1
Crouch is c here for anyone that didn't know, and the original was toggled by pressing once, on dosbox you can toggle run like that by setting it to capslock.
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- Posts: 555
- Joined: Fri Oct 23, 2015 8:19 pm
Re: Daggerfall Unity Test Build 1
I've literally never played a fps game where crouching was a permanent toggle. Daggerfall had some really awkward design choices that should be treated as bugs and not vanilla defaults. The whole crosshair toggling affair was similarly bad and unnecessary. This also made freelook while moving/attacking very hard. But looks like this project has already taken steps to correct that.
- Interkarma
- Posts: 7253
- Joined: Sun Mar 22, 2015 1:51 am
Re: Daggerfall Unity Test Build 1
LypyL wrote:I was about to report a bug that I was the size of a hobbit instead of a Nord, when it dawned on me you implemented crouching
Welcome to the forums, BansgeeXYZ. I do it exactly the way Daggerfall does.BansheeXYZ wrote:I can't remember how the original game did it, but crouching should work like running where it's a "press-and-hold" toggle, not a traditional toggle.
- Interkarma
- Posts: 7253
- Joined: Sun Mar 22, 2015 1:51 am
Re: Daggerfall Unity Test Build 1
Closing this topic as Test Build 2 will be available soon.