Daggerfall Unity 0.10.19

Discuss Daggerfall Workshop news articles.
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OMightyBuggy
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Re: Daggerfall Unity 0.10.19

Post by OMightyBuggy »

Fantastic update. :D
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Timmuborgir
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Re: Daggerfall Unity 0.10.19

Post by Timmuborgir »

Whooooo!!!

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Baler
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Re: Daggerfall Unity 0.10.19

Post by Baler »

HYPE

This actually has a couple fixes I was excited for being fixed.

Thank you to everyone who makes this project so great!
DFU Discord Link: http://discord.gg/HXMrKU6

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Uncanny_Valley
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Re: Daggerfall Unity 0.10.19

Post by Uncanny_Valley »

Prevent backwards time travel for vampire characters arriving at night
What? :lol:

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JorisVanEijden
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Re: Daggerfall Unity 0.10.19

Post by JorisVanEijden »

Uncanny_Valley wrote: Sun Feb 09, 2020 11:16 pm
Prevent backwards time travel for vampire characters arriving at night
What? :lol:
Yeah, that was a real fun one to figure out: viewtopic.php?p=39109#p39109

.
pango wrote: Sun Feb 09, 2020 10:52 am Personally I'd like to thank JorisVanEijden, impressive debugging efforts!
Thanks Pango. Really appreciated.
Fortunately there were some good bug reports.
The hardest part of bugfixing is usually getting the bug to trigger on your own machine. The saves people upload really help with that!

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pango
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Re: Daggerfall Unity 0.10.19

Post by pango »

First tactical kill by fall damage during actual gameplay!

I was chased by two warriors, with no health in excess, in a dungeon block similar to Privateers Hold (that module again). I got around the large room to surprise them from behind. They were both waiting on the upper platform, I killed one at the door, and pushed the other from the platform down the large room...

It felt great 8-)
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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pango
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Re: Daggerfall Unity 0.10.19

Post by pango »

Interkarma wrote: Sat Feb 08, 2020 11:01 pm
  • Allow any key down (e.g. hold shift) to force display launcher settings if previously disabled (Pango)
I tested that with the release version under Windows, and the key must be pressed extremely early after the game window shows up.
The main problem is that release versions don't display the Unity logo when they start, which gave a convenient delay to trigger that mechanism...
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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jefetienne
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Re: Daggerfall Unity 0.10.19

Post by jefetienne »

pango wrote: Mon May 11, 2020 4:18 pm The main problem is that release versions don't display the Unity logo when they start, which gave a convenient delay to trigger that mechanism...
Yeah, this definitely seems like an inconvenience if someone disables it. What do you guys think about adding like a small button at the bottom-center of the Start screen labeled as "Back" or "Setup", and takes you back to the setup wizard?
El jefe, Etienne
Nexus Mods | GitHub

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